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add004basic (Read 1485970 times)

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 pm
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Re: add004basic
#941  August 12, 2017, 12:58:38 am
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yeah, mine is the exact same, what should i try to change?
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

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Re: add004basic
#942  August 12, 2017, 01:09:02 am
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Those are the triggers to activate the FX
Would you not interchange these values to coincide with whatever edits you are doing?
Never changed a local cord for a stage so can't say I know about it.
Re: add004basic
#943  August 20, 2017, 07:42:39 am
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a guide on this would be really helpful
Re: add004basic
#944  August 20, 2017, 08:11:48 am
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First page? All the text files and read me inside? Not automated enough? Run exe? Read?
Re: add004basic
#945  August 20, 2017, 11:55:24 pm
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add this to the command, you guys no longer have to go through loops to change the assist. I posted this a while back, but if you didn't see it.

;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

1000 = neutral assist
1100 = aerial assist

"p2statetype=a" you can mess around with this, and or add whichever action you want. This means if the opponent is in the air, your assist will use state 1100, just change the values to whatever you want. Well that depends on the character you are using, you have to change the character itself. Normally they leave after the assist is finished aka the animation is over.

what exactly i should put that line of code in the .cns? sorry but i dont think i explained very well about my problem so here a video:
Re: add004basic
#946  August 21, 2017, 11:55:53 am
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This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
   type=selfstate
   value=190190
   ctrl=0
   trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
   trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
   ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================



;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler, click to toggle visibilty

IDs
Spoiler, click to toggle visibilty

System switches
Spoiler, click to toggle visibilty

Use control+f for search, search key words.
Re: add004basic
#947  August 21, 2017, 06:47:16 pm
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This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
   type=selfstate
   value=190190
   ctrl=0
   trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
   trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
   ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================



;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler, click to toggle visibilty

IDs
Spoiler, click to toggle visibilty

System switches
Spoiler, click to toggle visibilty

Use control+f for search, search key words.

honestly i want to find a solution that can fix most of my characters's assists like there is a way to make the char do more then one thing on his assist? like taunt?
Re: add004basic
#948  August 21, 2017, 08:03:06 pm
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Code:
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=L),195,1000) ;;<-StateNo

;195 = Taunt
;1000=Assist

Taunt will be made if opponent is lying down

You can even remove power bars of Add004,this code at bottom is writen to -2 of chars,just make size.height=1 and bye bye Power Bars.
Code:
;sys::-2::helper::bar004 ; ライフバー
[state 0]
type=helper
triggerall=!ishelper && !numhelper(90900)
trigger1=numpartner
trigger1=id<(partner,id) && partner,numhelper(90900)=0
trigger2=!numpartner
id=90900
stateno=90900
helpertype=normal
ownpal=1
size.air.front=1702252 ;; <<-version
size.height=0     ;
ignorehitpause=1
supermovetime=88888
pausemovetime=88888
pos=0,88888
         
Last Edit: August 21, 2017, 08:10:45 pm by mete122
Re: add004basic
#949  August 21, 2017, 11:15:22 pm
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Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.
Re: add004basic
#950  August 21, 2017, 11:21:13 pm
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uhm you are talking about him right? sorry I got confused
Re: add004basic
#951  August 21, 2017, 11:33:35 pm
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Yes, I posted this pages back in direct response to what he said.
Re: add004basic
#952  August 22, 2017, 07:50:48 pm
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Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.

actually im saying a quick fix for a problem that most of my characters's assists are having im mean like they execute the move then taunt so after the taunt ends he jump back out of the screen taking time so the move normally ends
Re: add004basic
#953  August 23, 2017, 09:05:31 am
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Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open more possibilities.
Lasagna
Re: add004basic
#954  August 23, 2017, 03:36:14 pm
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I think you are talking about the way that background becomes inverted color and there is a little pause right?
have a backup of your original common1.cns

find Statedef 190190
add this

Code:
[State 190190,Pause]
type = Pause
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
movetime=2
ignorehitpause = 1


Code:
[State 190190, BGInvert]
type = BGPalFX
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
invertall = 1
ignorehitpause = 1

I increased x of velset a bit when running,I haven't tested this code
Code:
;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=11.6*const(movement.yaccel)
y=0
Last Edit: August 23, 2017, 04:00:05 pm by mete122
Re: add004basic
#955  August 23, 2017, 10:32:28 pm
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I think you are talking about the way that background becomes inverted color and there is a little pause right?
I'm talking about the little pause that happens while the character is entering the screen in the middle of a combo(active switch), the code you gave me works when the character is leaving the screen.

Here at 0:27 you can see what i'm talking about.


Lasagna
Re: add004basic
#956  August 23, 2017, 11:45:12 pm
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I get it,It's because of my code.It's not working properly
try this one to see if it works if not just adjust triggers and time and movetime until you get it working
[State 190190,Pause]
type = Pause
trigger1 =(anim=100)
trigger1= AnimElem = 3
time = 4
movetime=4
ignorehitpause = 1
Last Edit: August 23, 2017, 11:55:56 pm by mete122
Re: add004basic
#957  August 23, 2017, 11:53:17 pm
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Fine, thanks for trying to help me.

Edit: Didn't work either, but thanks anyway, i will dig into it later.

Edit2: Kinda managed to make it work it this code.

;[state 0]
trigger1=!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0))
trigger1=playerid(sysvar(0)),sysfvar(4)=2 ;; "switch-canneling"
time = 5
movetime=5
ignorehitpause = 1

The problem is, the character running pauses too, do you know how to work this out?
Lasagna
Last Edit: August 24, 2017, 01:34:13 am by -Ash-
Re: add004basic
#958  August 24, 2017, 02:14:21 pm
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try messing with movetime,I'm thinking about sth that could work,I will let you know.




Ok Basically I moved some codes into a helper and used a  pausemovetime to make partner be able to move,I haven't tested this code,


Code:
[State 0, Helper]
type = Helper
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
helpertype = normal ;player
name = "Unaffected by Pause Run"
stateno = 190197
facing = 1
pausemovetime = 10
ignorehitpause =1
ownpal=1

Code:
[statedef 190197]
type=a
movetype=h
physics=n
;anim=40
sprpriority=-2
velset=0,0
ctrl=0
facep2=1


;Bottom code is Pasted directly from statedef 190190,delete any other copies of this code,we don't want same code twice right?
;;---
;sys::partner_run-anim2
[state 0]
type=changeanim
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
value=100
persistent=0
[state 0]
type=turn
trigger1=(anim=100)
persistent=0
;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=12.6*const(movement.yaccel)
y=0

Last Edit: August 24, 2017, 02:33:11 pm by mete122
Re: add004basic
#959  August 24, 2017, 10:56:21 pm
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Didn't worked, it also bugs the running animation.
Lasagna
Re: add004basic
#960  August 25, 2017, 12:27:13 pm
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Out of curiosity is there a code to insert a taunt and sound when you trigger a tag switch???
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