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The M.U.G.E.N. Common Points System UPDATE!!! (Read 3753 times)

Started by The Aboriginal One, August 04, 2008, 10:54:30 pm
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The M.U.G.E.N. Common Points System UPDATE!!!
#1  August 04, 2008, 10:54:30 pm
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Here you go. This little modification/addon will allow you to take scores on your moves.

Normal Attack = 100 points
Super Attack = 1,000 points
Hyper Attack = 10,000 points

I made it as basic as it can be, using explods for a graphical feel.

Known problems:

The scores in teams mode overlaps the character's partner.

Helper Attacks doesn't work (Fixed, but still needs testing)

the mugenpoints.txt file provides you with an easy step-by-step instruction to install the addon. It is based on the default motif, so if you are using another motif, more steps needs to be made, like adding the numbers in fightfx.sff, and adding animations in fightfx.air.
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Last Edit: March 29, 2009, 06:55:58 pm by Marquis of Creation
Re: The M.U.G.E.N. Common Points System
#2  August 04, 2008, 10:58:14 pm
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looks real cool and all, like kofz.
But a quick Q, how does it know when you do a super, hyper and normal moves?
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: The M.U.G.E.N. Common Points System
#3  August 04, 2008, 11:10:28 pm
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HitDefAttr. the second parameter's first character can be N,S, or H, being Normal, Super, and Hyper, respectively.
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Re: The M.U.G.E.N. Common Points System
#4  August 04, 2008, 11:14:08 pm
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oh ok thanks, i was just curious about that for a while now.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: The M.U.G.E.N. Common Points System
#5  August 05, 2008, 10:44:27 am
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In this code,i have 1 problem!
character sometime can not controller?
Re: The M.U.G.E.N. Common Points System
#6  August 05, 2008, 08:19:23 pm
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that's funny.

You mean you can't move the character at all?
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Re: The M.U.G.E.N. Common Points System
#7  August 06, 2008, 07:22:20 pm
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yes ! some time i cant controller my char and AI is active (computer play game)
Re: The M.U.G.E.N. Common Points System
#8  August 27, 2008, 01:25:12 pm
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Well, I'm back, and silly me, I should of known.

Your character has user coded AI, probably in the cmd file. Now, some users like to go all the way to the last variable, which this system is using (Var(59)). Simply change it to something less than 50, but is not used, either in the cmd file or the points system.
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Re: The M.U.G.E.N. Common Points System
#9  August 27, 2008, 01:54:22 pm
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A very clever way to add a point system to mugen I must say.

Now with the issue with team points overlapping, could you code for them to be on different x,y axis while on this mode or for each player? Or is that impossible with mugen's parimeters? I'm assuming that you've already tried this. If it didn't work why so?

And could I impliment this into my personal fightfx through your code? I hope that this isn't too bold of a request. Also where does this coding begin and end?
Re: The M.U.G.E.N. Common Points System
#10  August 27, 2008, 02:08:51 pm
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no, I didn't tried this. as a matter of fact, that will be my first thing to do when I go to the airport.

In theory, I can have a conditional saying that "if I am behind my opponent (or if my variable 50 is greater/less than my partners(depending on which side of the screen you were when you start the match) either move my points down, or augment my points with his."

Yes, you can. Of course. It's here for a reason.

The coding uses Statedef 5900 and -3, if that's what you are asking.
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Re: The M.U.G.E.N. Common Points System
#11  August 27, 2008, 10:22:37 pm
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God, I can imagine the points screen like looping across the whole screen when someone uses Rare Akuma or someone uber-cheap :P
Well, thanks for giving us a basis on how to do a points system.
Re: The M.U.G.E.N. Common Points System
#12  March 14, 2009, 09:20:01 am
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M.U.G.E.N. Section


Here you go. This little modification/addon will allow you to take scores on your moves.

Normal Attack = 100 points
Super Attack = 1,000 points
Hyper Attack = 10,000 points

I made it as basic as it can be, using explods for a graphical feel.

Known problems:

The scores in teams mode overlaps the character's partner.

Helper Attacks doesn't work (Fixed, but still needs testing)

the mugenpoints.txt file provides you with an easy step-by-step instruction to install the addon. It is based on the default motif, so if you are using another motif, more steps needs to be made, like adding the numbers in fightfx.sff, and adding animations in fightfx.air.


not too sure on how to install this feature, can you or someone explain it more thoughly user friendly.

thanks.
Re: The M.U.G.E.N. Common Points System
#13  March 14, 2009, 10:20:53 am
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Well, interesting.

To perform the easy installation, your character must have these requirements:
    Requirements
    • You are using the Default Motif
    • Your character(s)/The character(s) you want to modify does not use Statedef -3
    • Your character(s)/The character(s) you want to modify does not use Variables 50-59
    • Your character(s)/The character(s) you want to modify does not have a overridden Statedef 5900.

    Easy Installation:
    1) Add ffightfx.sff and fightfx.air into your default motif. Do not worry, it's the same as the last one except it now has numbers.
    2) Add Points.cns into the character folder you want to use
    3) In the character's Def file, make points.cns the next cns, eg:
Quote
st = h.cns
st2= points.cns

Now For the alternate ways. If:

You are not using the default motif:
Then you will have to add the numbers and animations yourself. Simply cut and paste Animations 900-909 and add them in your motif's fightfx.air, and use your favorite sff extraction/creation program to get the numbers out of the zip's fightfx.sff and put it in yours, or just make/find new ones.

The character you want to modify uses Statedef -3:
Then copy Statedef -3 from points.cns and paste it to the state file where Statedef -3 is defined.

The character uses one or all of variables 50-59
Change the variable or variables in points.cns with one not used.

The character uses an overidden Statedef 5900
Add these 2 states in your characters SD 5900:
[mcode];------------------------------------------
;[State 5900, 1] ;Clear all int variables except score variables
;type = VarRangeSet
;trigger1 = roundsexisted = 0
;last =50
;value = 0
;--------------------------------------------
;[State 5900, Position ID]
;type = varset
;trigger1 = 1
;v = 50
;value = ScreenPos X
;--------------------------------------------[/mcode]


And.... I think that's all.
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Re: The M.U.G.E.N. Common Points System
#14  March 14, 2009, 07:31:41 pm
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^wow, that was much better. thank you very much. now aside from that are you still updating the codes? I was thinking it would also be another great feature if you could somehow calculate the amount of life and time left and exchange it for points too. this way the scoring system would be even better and have more variety.

again, thanks.
Re: The M.U.G.E.N. Common Points System
#15  March 15, 2009, 06:05:40 am
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I'm on it. expect it tomorrow.
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Re: The M.U.G.E.N. Common Points System
#16  March 16, 2009, 08:02:54 pm
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without a scoring system mugen cant be complete. let me know when you have it updated also see if you can fix the overlaping scores. this time you should have the scores located at the top of the lifebar instead of below, like in most fighting games.

one of the best and unique release, thanks.
Re: The M.U.G.E.N. Common Points System
#17  March 29, 2009, 06:55:38 pm
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Update: Beta 0309
-Optimized code. Instead of the 1000+ lines Beta 0808 had just for the Explods alone, it is now dumbed down to 89
-The Team Mode problem is solved. You might have to increase the ExplodMax parameter in your Mugen.cfg

The link's on the first post
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Re: The M.U.G.E.N. Common Points System UPDATE!!!
#18  March 29, 2009, 11:59:31 pm
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heres the scoop:

1. it doesnt work correctly in simu mode
2. even if Im on the 2p side the scores still appear on the p1 side.

i dont know how people actually use this addon but i hope to see another update. keep up the good work and thanks again for the re-release.
Last Edit: March 30, 2009, 12:15:51 am by mugenload
Re: The M.U.G.E.N. Common Points System UPDATE!!!
#19  March 30, 2009, 10:25:52 am
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Does it still overlap? give me the name of the character you are using so I can further analyze it. sounds like it's from the same character and the character's intro is the problem.
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Re: The M.U.G.E.N. Common Points System UPDATE!!!
#20  March 30, 2009, 09:12:23 pm
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im testing it on cap-kfm by N64Mario because hes most basic and standard. but the regular kfm is the same as well. the scores overlap in simu mode and the scores doesnt show on the 2p lifebar if you play on the 2p side.

thanks, let me know how things will go.
Re: The M.U.G.E.N. Common Points System UPDATE!!!
#21  March 30, 2009, 10:31:00 pm
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ummm. when I use KFM it works for me. How are you implementing the system on them? I can't seem to emulate your problem on my side.
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Re: The M.U.G.E.N. Common Points System UPDATE!!!
#22  March 31, 2009, 07:05:35 am
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topleft: (simu VS simu) 2p side has no scores or probaly overlapped, however there should be two sets of scores like the simu VS 1.

bottomleft: (1p VS 2p single) scores dont appear for 2p.

topright: (simu VS 1) this one is fine, it works like its supposed to.

bottomright: (team VS team) again scores only appear on the 1p side.

overall it works fine if your fighting again another char that doesnt have the scoring sys but if all chars in the match has score then these are the results. I hope that you would revise this feature. I would really like to use it.

thanks
Last Edit: March 31, 2009, 07:37:56 am by mugenload
Re: The M.U.G.E.N. Common Points System UPDATE!!!
#23  March 31, 2009, 08:31:03 am
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You ought to use a helper and redirect to the parent. That way there's no risk of reusing something lengthy to fix, like a variable. You can easily create an extra file, with no use for recreation of state -2 or -3 and you can provide easy to spot controls to reposition the effects through a couple of possets.

Helpers can also detect other helpers. But you may have issues around things like custom lifebars being picked up by it. Without ID, you'd have this problem with it coming off the parent anyway. Depends how global you're trying to get.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: The M.U.G.E.N. Common Points System UPDATE!!!
#24  March 31, 2009, 08:22:05 pm
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I'm working on the helper concept. My knowledge gets me on a standstill, though, for I can't find any concepts. Mind elaborating on yours?

Technically the easy way is to just add the cns file in the def file, only if you have SD -3 then you must manually install it. I honestly thought barely anyone uses SD -3.

And I'm trying to get it as global as it can get. hopefully, universally implementative. My goal is to use only 2 variables so I can switch to sysvar(2)&(3).




overall it works fine if your fighting again another char that doesnt have the scoring sys but if all chars in the match has score then these are the results. I hope that you would revise this feature. I would really like to use it.
thanks

Cap Kfm uses Var(50) in statedef -2, which is the ScreenPos X Identifier, and Var(51) which is your Tag ScreenPos Identifier. Var 50 and 51 are used for Parrying, in which is always 0 or 1. Since it is always 0 or 1, it will always be < 159, the center of the Screen, and as such the score will always go to the left of the screen.

simply change v50 and v51 to something else in the points system
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Last Edit: March 31, 2009, 08:26:31 pm by Marquis of Creation
Re: The M.U.G.E.N. Common Points System UPDATE!!!
#25  March 31, 2009, 09:06:41 pm
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hmm, that means i must have missed it. Ill check the vars again.

thanks