AAH I thought your character updater was a .exe that automatically adds it to all your characters like the tag team patches in the past.At this rate im never going to be done.
[mode: let's dream on]the perfect solution would be a global application like that, with all "usual" patches included (& the possibility to choose among them...)[/mode: let's dream off]
[mode: let's dream on]Well it would be much more useful and more beneficial for us all if he could do some when the final version is made.I mean if it was done twice with tag team patches it should be possible in this situation to.
ELECTR0 said, October 17, 2014, 09:01:17 pmDJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.yea! that makes much more sense....ill add that to dhd's final release when u finish. thx again based electr0.
Could you copy and paste it here? I downloaded the character updater files and I don't see it anywhere :L
;-----------------------------------------;Pit 1 Fatality[State -2, Pit1Fatality] ;send opponent to Death Chambertype = TargetStatetriggerall = movehittrigger1 = stagevar(info.name) = "The Pit"trigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0trigger1 = StateType != Atrigger2 = stagevar(info.name) = "SF1 China"trigger2 =p2life=0trigger2=MatchOvertrigger2=P2Dist Y =0trigger2 = StateType != Atrigger3 = stagevar(info.name) = "The Pit I"trigger3 =p2life=0trigger3=MatchOvertrigger3=P2Dist Y =0trigger3 = StateType != Avalue = 889660persistent = 0[State -2, Pit1Fatality] ;player 1 go to time warptype = ChangeStatetriggerall = movehittrigger1 = stagevar(info.name) = "The Pit"trigger1 =p2life=0trigger1=MatchOvertrigger1=P2Dist Y =0trigger1 = StateType != Atrigger2 = stagevar(info.name) = "SF1 China"trigger2 =p2life=0trigger2=MatchOvertrigger2=P2Dist Y =0trigger2 = StateType != Atrigger3 = stagevar(info.name) = "The Pit I"trigger3 =p2life=0trigger3=MatchOvertrigger3=P2Dist Y =0trigger3 = StateType != Avalue = 889658ctrl = 0[State -2, Pit1nokoslow]type = assertspecialtrigger1 = roundno != 1trigger1 = stagevar(info.name) = "The Pit"trigger2 = roundno != 1trigger2 = stagevar(info.name) = "SF1 China"trigger3 = roundno != 1trigger3 = stagevar(info.name) = "The Pit I"flag = nokoslowflag2 = nokosndthis was in the -2 state coding. You put this in your character's statedef -2 in your character's constants or cns file
Taybear you no longer have to copy and paste the finisher code to your characters anymore. The hits are linked with your melee attacks. If you want it for your specials and hypers then you can still copy and paste the code, just look in the extra fun stuff folder for the code.
indeed, I need to adapt the rest of my roster for interactivity. Once I figure out why everything isn't scaling right.
Lucky Dearly I took a look at that screenpack and saw why the sprites where small in game. You need to change this code in the screenpacks FIGHT file :[FightFx]scale = 1 <----- change to 2Also Omega psycho doesn't have OpenGL turned on, but he does have stageforce zoomed turned on which is wierd. I don't know if you use zoom stages or not but if you wanted to you might want to change those two settings as well. If you don't use zoom then don't worry about it.
sure is, gonna experiment more with this coding.@Electr0 - I did encounter a glitch while adapting Shin Kazuma by O Ilusionistra, I'll post the tail log here from mugen to show what kind of error I'm dealing with here. Edit: here's the error I get Error detected.Error in [Statedef 9000]Error in cns/fatalities.cns:17Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/!skazuma/!skazuma.defError loading p1Clipboard tail:Versus screen initEnd of versus screen loopGame loop deinitGameflow 11Loading match assets...Loading stage...Info: stage The Pit 3 loading in pre-1.0 compatible mode Loading BG...OKStage loaded OK Allocating helpers...OKMatch RNG seed: 1267302991Reset persist vars team 0Reset persist vars team 1Loading character chars/!skazuma/!skazuma.def... Loading info...OK Loading cmd command set skazuma.cmd...OK Loading cns cns/skazuma.cns...OK Loading cns cns/specials.cns...OK Loading cns cns/hypers.cns...OK Loading cns cns/fatalities.cns...Character !skazuma.def failed to load
It has nothing to do with the IM code because I don't use state 9000, all mine are between [88910, 889781]. It seems like O Illusionista accidentally left an extra zero on the Velset of a few states, which is a common problem in older creations & probably due to people using the same template.Change :velset = 0,0,0to velset = 0,0in states 9000 & 987124That should fix you up.;------------------------Edit : I just noticed he left off the Mugen version in the Def file so you might want to change it as well if you haven't done that already.Change : mugenversion= tomugenversion= 1.0
Cool! It's funny that one little extra zero makes all the difference. I first ran into this problem when I tried to use ZVitor's Mr. Fantastic a few years ago. I stared at the code for over an hour before I noticed the extra zero LoL. Let me know if you run into any more probs, they can usually be overcome.