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add004basic (Read 661155 times)

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 pm
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Re: add004basic
#1021  January 14, 2018, 01:46:07 pm
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yo shiyo, do you plan on adding more variations to the lifebars?

Like what the bars look like, do you plan on making more looks for them? I think an MVC version would be awesome

also, do you plan on doing more stage interaction? Like breaking the signs on suzaku castle or the barrels in guiles stage?

Last Edit: January 14, 2018, 07:03:40 pm by Taybear
Re: add004basic
#1022  January 15, 2018, 06:15:54 pm
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@Mr.Karate JKA:
please use "assertspecial" "flag=timerfreeze"
in stafedef 190190 or 190191 if you need.


@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]

Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)


Thanks Shyo! It woks!
Re: add004basic
#1023  January 15, 2018, 06:38:43 pm
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@Mr.Karate JKA Could you share the code please?
Last Edit: January 15, 2018, 06:53:01 pm by -Ash-
Re: add004basic
#1024  January 16, 2018, 01:30:53 am
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Shyo, another question: Is this possible add to the commom1 the back light code form the guardian dogs effect? Without patch char by char?

Code

Code:
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;1aD§3oE?I≫OA
;--------------------------------------------------------------
[Statedef 23680]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;1aD§×o
;--------------------------------------------------------------
[Statedef 23681]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;1aD§OO
;--------------------------------------------------------------
[Statedef 23682]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA

Re: add004basic
#1025  January 16, 2018, 06:25:27 am
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@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]
@Shiyo Kakuge I've tried doing this by placing a pause sctrl in statedef 190197, but I can't manage to make the character keep running through the screen while the pause effect is triggered, if could help me on this I would appreciate.

Last Edit: January 16, 2018, 07:47:52 am by -Ash-
Re: add004basic
#1026  January 29, 2018, 08:58:46 am
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hey guys so ive been messing around with this and while I got most results I wanted when customizing it, I do want to know, how exactly can you make it so you can switch out during a super move?
Re: add004basic
#1027  February 03, 2018, 02:10:27 pm
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@Shiyo (and I guess anyone else who might know the answers), I have some issues I'd like to get corrected if possible.

1. This is a common problem I'm sure but I don't recall seeing a solution. add004 has a weird camera: it follows airborne characters on their way up, but on their way down, they land before the camera can follow them, which makes fighting a bit difficult since for half a second players aren't able to see any action. I'm not sure if this is exclusive to the way add004's camera is coded, a stage zoom issue, or both. I'd like it so that the camera better follows both characters in any situation.

2. I believe I've seen this solved somewhere, maybe in this very thread, but I've forgotten; some characters' actions don't align with the add004 default assist action, meaning some don't attack at all upon called to assist, others glitch out in weird ways, etc. How would I set up custom assist actions for certain characters? If this was solved a link would be splendid.

Any help is appreciated.


Amateur artist, graphic designer, and MUGEN experimenter.
Re: add004basic
#1028  February 03, 2018, 02:33:23 pm
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as far as the assist issue goes i use this

Spoiler, click to toggle visibilty

Re: add004basic
#1029  February 03, 2018, 02:57:23 pm
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its this,

##Add.List01[Start]
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=##add.Value01## ;;<-StateNo
##Add.List01[End]
Re: add004basic
#1030  February 03, 2018, 04:27:03 pm
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Both answers are things I will definitely look into. Thank you both.


Amateur artist, graphic designer, and MUGEN experimenter.
Re: add004basic
#1031  February 03, 2018, 09:07:30 pm
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@ReduxMercenaryT: (#970)

thanks for your report :)

updated pie.exe. please use the latest one (ver.10019 / add004pie_10019.zip from OneDrive)
restore your char (Killer Croc) and convert him again.

issue details:
old "pie.exe" reads char's info from its *.def file useing case-insensitive.
ex: "common1.com" != "Common1.cns" != "common1.CNS"

pie ver.10019 ignores the case of characters in reading char's info.
ex: "common1.cns" = "Common1.cns" = "common1.CNS"

this may cause unexpected error in future.


Awesome Shiyo! He's working on my end now. Please add more fixes like this for new mugen character releases especially the ones that get stuck repeating a move like Omega Rugal by Falcon Rapper. Wonderful tag system so far. 
Re: add004basic
#1032  February 05, 2018, 01:00:08 am
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I'm actually getting that vector error even when I boot this roster with normal Mugen and not a .bat file. Even when I restored all the characters too. And I still don't know what could be missing to fix it.
Re: add004basic
#1033  February 10, 2018, 02:53:57 am
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change
 var(36): guard point G-P
to
 var(50): stun point S-P
.
.

I tested this and seems to work well
but there is an issue that it goes into negative instead of staying empty if more hits hit after stun has been activated and in this case if a move like Dan's Ichi Geki Hissatsu is doing a lot of stun:







Spoiler, click to toggle visibilty

Quote
Lord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:
Re: add004basic
#1034  February 10, 2018, 01:32:45 pm
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I remember this having tag team super thingy,is there anyway we can have a mahvel style,dual hypers? tried to port some code from Uno but can't make it work.
Re: add004basic
#1035  February 14, 2018, 10:46:40 pm
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These Lifebars are really Cool!! They have a very nice Street Fighter V Vibe to them, i like!! :)