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Nazi code (Read 12447 times)

Started by Bastard Mami, February 02, 2006, 05:44:42 am
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Nazi code
#1  February 02, 2006, 05:44:42 am
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Are you tired of having your character fighitng against characters that you don't like ! you can protect your chara's purity with the following code. after hours (minutes) of brainstorming (joking around) at #mugen, we came up wit this code.

[Statedef 69]
[State -2, 69]
type = ChangeState
trigger1 = 1
value = 69

you can exchange the 69 with any statedef you like.

and this goes in statedef -2

[State -2, 69]
type = ChangeState
trigger1 = enemy, AuthorName = "RyouWin"
trigger2 = enemy, AuthorName = "Mr. Fong"
trigger3 = enemy, AuthorName = "Ex-Infernis"
trigger4 = enemy, AuthorName = "Tetchi"
trigger5 = enemy, AuthorName = "BBH"
value = 69

feel free to add to the trigger list, mugen is open to suggestions.

I think for this community adding know code thieves makes this code very useful.
Last Edit: February 02, 2006, 05:55:34 am by R[E]ika
Re: Nazi code
#2  February 02, 2006, 06:52:48 am
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add
trigger6 = enemy, Authorname = "Messatsu"
Anyway, I don't think this is going to work entirely, reliably.
Quote
*) enemy
  Redirects the trigger to the first opponent found. Normal helpers
  and neutral players are not considered opponents. See the related
  trigger "numenemy" in the trigger documentation.
If you could make a comment that all of these people are thieves to appear when Mugen crashes, that'd be great. :D


Many people risk their lives everyday by having Mugen.
Re: Nazi code
#3  February 02, 2006, 07:13:38 am
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add
trigger6 = enemy, Authorname = "Messatsu"
Anyway, I don't think this is going to work entirely, reliably.
Quote
*) enemy
  Redirects the trigger to the first opponent found. Normal helpers
  and neutral players are not considered opponents. See the related
  trigger "numenemy" in the trigger documentation.
If you could make a comment that all of these people are thieves to appear when Mugen crashes, that'd be great. :D

a way would be

trigger6 = enemy, Authorname = "Messatsu"


sadly, i know no way on having a message appear unless you use leetspeek for the loop stateno; like using state 57341

Re: Nazi code
#4  February 02, 2006, 07:38:15 am
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[State -2, You're playing against a code thefted character]
type = ChangeState
trigger1 = 1
value = 69

That'll stick the error in the winmugen error box i think. If not, do statedef's allow comments after the number?


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Re: Nazi code
#5  February 02, 2006, 07:48:37 am
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[State -2, You're playing against a code thefted character]
type = ChangeState
trigger1 = 1
value = 69

That'll stick the error in the winmugen error box i think. If not, do statedef's allow comments after the number?

only way i have found out is using leet speek instead of state69
sp, teh state should be state 57341 instead of 69.
Re: Nazi code
#6  February 02, 2006, 11:45:08 am
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Don't forget to include "triggerall = NumEnemy", to avoid debug screen clutter.  :P
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Re: Nazi code
#7  February 02, 2006, 11:55:37 am
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Quote
trigger3 = enemy, AuthorName = "Ex-Infernis"
fixed. :)
Otherwise, you'd still have a chance of fighting his SF3 Ken (providing you've included it in your screenpack --;)
Re: Nazi code
#8  February 02, 2006, 03:31:49 pm
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the code is not to be added to by normal mugen users to their dl-ed characters, but by creators to their characters, to hijack code thieving and crappy quality + other personal reasons.
Re: Nazi code
#9  February 02, 2006, 05:17:31 pm
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If that's the case, it would be wise to put that code in a separate .st file and add that to the def file.
Last Edit: February 02, 2006, 11:59:33 pm by VinnyJ
Re: Nazi code
#10  February 02, 2006, 05:41:05 pm
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That would make it too easy to find and remove then. The average mugen user could probably figure that out before they would want to search for the coding to remove it :P
Re: Nazi code
#11  February 02, 2006, 05:51:42 pm
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You'd be surprised to know how many hours it takes for the average mugen user to edit a file with its attribute set to read-only. :P

But yes, burying the Nazi code deep is a good idea.
Re: Nazi code
#12  February 02, 2006, 06:37:13 pm
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1)
Code:
[statedef -2]

[State -2, 69]
type = changestate
triggerall = numenemy && roundstate && stateno != 69
trigger1 = enemynear, authorname = "Elecbyte"
value = 69

2)
Code:
[Begin Action 69]
69,0, 0,0, 1; ELECRYOBYTE SUX text sprite
-1,-1, 0,0, -1
-1,-1, 0,0, 0

3)
Code:
[statedef 69]
anim = 69
ctrl = 0
sprpriority = 7

[state 69, Terminus Est]
type = changeanim
trigger1 = time = 1
value = anim
elem = 2


You can of course do whatever you want to before finally freezing the screen for the punchline, foreva~.
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The Thousandfold Thought (2006)
Re: Nazi code
#13  February 02, 2006, 07:02:35 pm
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:idea: I suggest using 2 pics : one in black and white (with the text you want), and the same one, but negative. And make them switch at each tick).

Spoiler, click to toggle visibilty
Re: Nazi code
#14  February 02, 2006, 07:07:14 pm
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Ship topic to Creators section.  I'm too lazy to do testing, but does Mugen allow for two or more state transitions?  Maybe you could cycle through the states to avoid the 512 sctrl limit and freeze or slow the game.


Many people risk their lives everyday by having Mugen.
Re: Nazi code
#15  February 02, 2006, 10:05:42 pm
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So this code freezes the game when you go up against the mentioned author?

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Re: Nazi code
#16  February 02, 2006, 10:07:56 pm
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What [E] is showing will crash Mugen, but I'm talking about slowing the process to the point where it's unplayable.  I think that would send a better message.


Many people risk their lives everyday by having Mugen.
Re: Nazi code
#17  February 02, 2006, 10:09:12 pm
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What [E] is showing will crash Mugen, but I'm talking about slowing the process to the point where it's unplayable.  I think that would send a better message.

Is it better to freeze the game or beat the hell out of them?

Sig by TempesT
\"O admonishing melody, arise in the name of the
Necromancer! Mystic Cage! Now know what true power is!\"
- Jade the Necromancer
Re: Nazi code
#18  February 02, 2006, 10:09:34 pm
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this is just ridiculous. the most you're going to achieve with this is that said creators add a tutorial on what to "fix" in the chars so they work again. :sleepy:
Re: Nazi code
#19  February 02, 2006, 10:48:21 pm
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this is just ridiculous. the most you're going to achieve with this is that said creators add a tutorial on what to "fix" in the chars so they work again. :sleepy:
Well if that was the case then they would accomplish something. That would mean people would have to "read" that fix to play. Who knows what else they may start reading?

Most users will either just get rid of the character that had that coding or get rid of the character that the coding refers too.
Re: Nazi code
#20  February 03, 2006, 05:33:50 am
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It should be mandatory for the guild creators to release their chars with a variant of this code, otherwise they should lose their creator status.