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Capcom VS Snk W: Winquote system compatible with your mugen. (Read 9326 times)

Started by rednavi, July 28, 2007, 10:34:22 pm
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Capcom VS Snk W: Winquote system compatible with your mugen.
#1  July 28, 2007, 10:34:22 pm
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*extracted from my upcomming WIP*

This is a winquote system, which will make your char able to show a win screen when you win, works with all the chars and there's no need to use a var for it.

Add this inside your statedef -2

; WINQUOTE SCREEN ACTIVATION HELPER
[State -2]
type = Helper
triggerall = NumHelper(1552632)=0
triggerall = TeamMode = single || TeamMode = turns
trigger1 = MatchOver && win && time = 1
id = 1552632
name = "CAPCOM VS SNK W - WINQUOTE SYSTEM"
pos = -8000,-8000
postype = P1
stateno = 1552632
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999


And this as a positive state.


; WINQUOTE SCREEN HELPER MAIN STATE
[Statedef 1552632]; WINQUOTE HELPER GETS ACTIVE
type = A
movetype = I
physics = N
velset = -8000,-8000

[State 1552632]; PREVENTS THE ROUND FROM FINISHING
type = AssertSpecial
trigger1 = stateno = 1552632 && time = [1,3000] ; --- HERE YOU MUST PUT HOW MUCH TIME THE SCREEN WILL BE DISPLAYED ---
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

[State 1552632, PalFXWiz]; INCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 270 ; --- TIME TO START USING THE PAL FX ---
time = 40
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

[State 1552632]; WHITE FLASH
type = EnvColor
trigger1 = stateno = 1552632 && time = 310 ; --- OMG I CAN'T SEE A SHIT!!! ---
value = 255,255,255
time = 40

[State 1552632, PalFXWiz]; OUTCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 350 ; --- SCREEN STARTS TO APPEAR AGAIN ---
time = 30
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0


The next part is the music or announcer we will use for the winquote, I'm using a CVS Pro type of winquote...


[State 1552632]; MAKES EVERYTHING INVISIBLE
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 310 ; --- TIME TO MAKE EVERYTHING INVISIBLE. DELETE IT IF NOT DESIRED ---
flag = nobardisplay
flag2 = noFG
flag3 = noBG
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1552632]; WINQUOTE SCREEN MUSIC
type = PlaySnd
trigger1 = stateno = 1552632 && time = 1 ; --- TIME TO START PLAYING THE WINQUOTE MUSIC OR ANNOUNCER ---
value = F55,0
channel = -1
loop = 1
ignorehitpause = 1
persistent = 1

[State 1552632]; STAGE MUSIC STOPPER
type = AssertSpecial
trigger1 = matchover ; --- YOU CAN ALSO USE THE "stateno = 1552632 && time > X" TO MATCH WITH THE WINQUOTE MUSIC ---
flag = NoMusic
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1


the next part is an example of a graphic being triggered up, feel free to copy and paste this part for more graphics to come out, but change the !numexplod and id numbers to an unused id, and the priority if desired.

Replace "XXX" on anim with the animation you're going to use...

[State 1552632]; ANY ANIMATION
type = Explod
trigger1 = !numexplod(22007007) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW ANIMATED BACKGROUND ---
anim = XXX
id =  22007007
postype = right
pos = -320,0
removetime = -1
removeongethit = 0
bindtime = -1
sprpriority = 9950
ownpal = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2


keep in mind that this image was ment for doubleres = 4 (but it will look ok in doubleres = 2 anyways).

the best way to get the image to show where you want is just inserting the image with a black background in a 640x480 resolution image to your SFF file with axis = 0,0 and then using the auto-cut option from FF, this way you will get a perfect axis for the desired image.

and about the winquotes...

Replace the "XXX" on the anim part with the first winquote animation (this is for chars with 9 winquotes but of course you can modify that by reducing the random%)

example: first anim with winquote = 54101
last one = 54109

so "+(random%9)" will decide between 54101 and 54109

modify time to show and priority if desired...

[State 1552632]; WINQUOTES
type = Explod
trigger1 = !numexplod(1320601) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW THE WINQUOTE ---
anim = XXX+(random%9)
id =  1320601
postype = right
pos = -320,0
removeongethit = 0
bindtime = -1
sprpriority = 99996
ownpal = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
ontop = 1
persistent = 1
removetime = -2


Why I udes a helper for this? simple, you can disable the winquote screen with ease on this system, just in case one day you get tired of it...

How? just null the helper you inserted on state -2 and the rest wont be triggered at all

btw this coding was ment to be used only for single and turns mode, because if you play with 2 chars with this code, they will both trigger the winquotes and they will fuck up the screen  :S, if still you want to trigger it on simul just remove the "triggerall = TeamMode = single || TeamMode = turns" line on the helper
Re: Capcom VS Snk W: Winquote system compatible with your mugen.
#2  May 28, 2008, 05:58:28 am
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Has anyone actually used this? I just put it into one of my characters and now I'm psyched. My personal full game was missing something like this. Thanks man!

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Re: Capcom VS Snk W: Winquote system compatible with your mugen.
#3  May 30, 2008, 08:24:53 pm
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Good idea! now you need a score bonus display to realy complete this.

Congrats!

See ya!! :D
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Re: Capcom VS Snk W: Winquote system compatible with your mugen.
#4  May 31, 2008, 06:37:11 am
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that needs another pieces of coding and probably (if not it will) use some vars from the character, plus that's another thing not directly related to the winquote screen...

btw I have a better trigger for the first part of the coding (this post is pretty much abandonated and the coding changed in CVSW 2.4)

; WINQUOTE SCREEN ACTIVATION HELPER
[State -2]
type = Helper
triggerall = NumHelper(1552632)=0
triggerall = TeamMode = single || TeamMode = turns
triggerall = MatchOver && win && roundstate = 4
trigger1 = stateno = (winpose 1) && time = 280 ; WINPOSE 1 AND TIME TO TRIGGER THE SCREEN
trigger2 = stateno = (winpose 2) && time = 280 ; WINPOSE 2 AND TIME TO TRIGGER THE SCREEN
id = 1552632
name = "CAPCOM VS SNK W - WINQUOTE SYSTEM"
pos = -8000,-8000
postype = P1
stateno = 1552632
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

Where "(winpose 1)" is put the stateno of the first winpose, on "(winpose 2)" the second and so on (if you added more winpose triggers).

Add more triggers if desired (most of the chars have at least 3 winposes for example while some others have only one, that's up to you anyway. The triggers are setted so you can make the screen to appear depending of which winpose you're currently on (as some are shorter than others)

Re: Capcom VS Snk W: Winquote system compatible with your mugen.
#5  June 22, 2009, 10:23:35 pm
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I can't figure out where to insert the winquote system. Can someone tell me?
Re: Capcom VS Snk W: Winquote system compatible with your mugen.
#6  June 23, 2009, 01:08:04 pm
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If you can't understand where to insert the pieces of code (even though it's written), you better start reading the docs to understand what you're doing. ;)