A test character that tells you whether or not your character is compliant to standards and gives visual tests on your required and custom anims. http://dante.i-xcell.net/newmugenstandard/
One throw would test required sprites. Certain buttons would determine the bind type and arrows would scroll through all the sprites. Start would let go of the character.Another throw would be able to cycle through new standard anims that are detected. Arrows advance the anims.By detecting enemy vars and/or anims there would be some kind of prompt telling what your character has. It would be easiest to make a gametime based message displayed in the debug. Every X ticks a new message is displayed.
I did not really understand. The test character will determine whether the facing opponent is ok or not ? Maybe adding a special anim detection part would help ...
yea, make also hits for all hit anim types.. for example, 1 attack that sends p2 into light high anim, another one for medium high.. etc etc..I have changed KFM's state 200 hit properties so much already that I do not even know if I changed it to the original one correctly last time.. I mean, his light punch does knocks down the enemy into trip anim doesn't it?
QuoteIf Kung Fu Man is the base for this I will offer to help make special anims to help this move along. That won't be necessary. The test character doesn't need any sprites, himself. I was thinking of just making a cross hair if I don't use KFM. Quoteyea, make also hits for all hit anim types.. for example, 1 attack that sends p2 into light high anim, another one for medium high.. etc etc.. I really had no intentions of doing this, but I guess I will. :p
Part of what I had in mind...Code: ;9741 - Winane AI detection[state ai]type = displaytoclipboardtext = "This character is compatible with Winane's AI method.\nCheck http://winane.shinmugen.net for details."trigger1 = enemynear, animexist(9741) && (var(0):= var(0)|1)trigger1 = gametime = 1[state ai]type = displaytoclipboardtext = "This character is not compatible with Winane's AI method.\nCheck http://winane.shinmugen.net for details."trigger1 = enemynear,!animexist(9741)trigger1 = gametime = 1;12000 - Rolento Midnight Bliss ( unused :( )[state req]type = displaytoclipboardtext = "This character has support for Demitri's Midnight Bliss (SVC) http://www.flatface.net/~rolento/"trigger1 = enemynear, animexist(12000) && (var(1):= var(1)+1)trigger1 = gametime = 2[state req]type = displaytoclipboardtext = "This character doesn't have support for Demitri's Midnight Bliss (SVC) http://www.flatface.net/~rolento/"trigger1 = enemynear,!animexist(12000)trigger1 = gametime = 2[state req]type = appendtoclipboardtext = "Check http://www.mugenguild.com/forum/index.php?board=22;action=display;threadid=9151;start=0 for details."trigger1 = gametime = [2,200][state res]type = displaytoclipboardtext = "This character sucks."trigger1 = gametime > 200trigger1 = var(1) = 0 [state res]type = displaytoclipboardtext = "This character is okay."trigger1 = gametime > 200trigger1 = var(1) = (0,5] [state res]type = displaytoclipboardtext = "This character rocks."trigger1 = gametime > 200trigger1 = var(1) = (5,11)[state res]type = displaytoclipboardtext = "This character is THE buttrox"trigger1 = gametime > 200trigger1 = var(1) = [11,16)
Use a variable with[State -2]type = VarAddtrigger1 = 1var(5) = 1instead of GameTime, so it works in arcade mode tooyou will make like that menu you did before, for choosing the moves, right?
Rather than saying a character is compatible with something or other based on the presence of an anim, it'd be better to say it's probably compatible, since it's quite possible for those anims to be used for other stuff.Also, please be careful to make this in such a way that it doesn't encourage people to add anims or whatever just for the sake of making them check out okay with this testing, without actually making them comply with whatever standard. E.g. some silly people might add anim 9741 without modifying their CMD, just so that this test doesn't complain.
Quoteyou will make like that menu you did before, for choosing the moves, right? That would be too much work if this thing tests a lot of stuff and it would take longer to update. I want to use the clipboard as much as possible. QuoteGREAT people talks about IDEAS
Probably obvious to mention, but I will do it anyway. I want to unify all standards with this character. The thread KFM started, Winane's AI detection, player stats, and VIB's stage interactivity. Is there anything I am missing that I should check for standard wise?
Quote[state res]type = displaytoclipboardtext = "This character sucks."trigger1 = gametime > 200trigger1 = var(1) = 0[state res]type = displaytoclipboardtext = "This character is okay."trigger1 = gametime > 200trigger1 = var(1) = (0,5][state res]type = displaytoclipboardtext = "This character rocks."trigger1 = gametime > 200trigger1 = var(1) = (5,11)[state res]type = displaytoclipboardtext = "This character is THE buttrox"trigger1 = gametime > 200trigger1 = var(1) = [11,16)