for all the character developer here.. please leave var(51) unused in order my tag code to work with your character..and also please locate your [Statedef -2] and [Statedef -3] codes in the st or cns file that you'll define in first st in .def file.thanks
Uhh..... Isn't that like saying "please leave ALL variables unused for my code to work with your character"? No offense, but what are the odds of people not using this, and those that are using it? Some of my characters already use 51 for something else, like mode/style swapping. Does that mean I have to search one and every single character in existance for an instance of var(51), and switch it with another unused variable?
N-Mario said, March 23, 2013, 02:22:53 amUhh..... Isn't that like saying "please leave ALL variables unused for my code to work with your character"? No offense, but what are the odds of people not using this, and those that are using it? Some of my characters already use 51 for something else, like mode/style swapping. Does that mean I have to search one and every single character in existance for an instance of var(51), and switch it with another unused variable?only var(51) is all i ask..you can use notepad++ to make it easy to be done, just find(Ctrl+F) then replace all.
Not exactly an animation standard but I think this would serve it's purpose better in this thread.http://mugenguild.com/forum/topics/optional-animation-standards-138791.0.htmlSince it's the closest thing we have to a standards thread. Though they are still OPTIONAL.
Yea. I think I'm going to have to agree. The best method is NOT about forcing characters to not use variables. Maybe there is some other way you can achieve the same effect, while we still have the freedom of all our variables. Because as you know, it's rude to change a characters variable within a custom hit state. Though if that's not the case here, it sort of sounds like a similar effect of what you are trying to do..
Posted: April 01, 2013, 07:01:02 amwell, then maybe we should assign standard variable for the tag system.. JUST A SINGLE VARIABLE IS ALL I NEED!
You can try, but, unless your character is epic enough, then I don't see anyone caring about your made up standards.
ReyNiño said, April 01, 2013, 11:05:23 amYou can try, but, unless your character is epic enough, then I don't see anyone caring about your made up standards.I'm working with tag system sir, and not a character ^^,
should i still be using var(51) again and stick with it? because sooner or later i will release my new tag system..we need reserved variable(s) for tag system!
Nope, you need to come up with a method of managing the tag code without needing to use some variable in another player. What happens if they need all the variables they have to function?
Yeah, good idea, just create a general helper statedef that can be copypasted into any character. Give it an obscure ID number and a separate, obscure animation number, then work from there.
WooshaQ said, April 04, 2013, 12:15:42 pmCan't you use helper vars with your code to detect whatever you are doing there?use helper vars? but how come? any sample how to use helper vars as replacement for var?Credits with you all guys! Posted: April 05, 2013, 07:03:59 amReyNiño said, April 04, 2013, 04:18:19 pmYeah, good idea, just create a general helper statedef that can be copypasted into any character. Give it an obscure ID number and a separate, obscure animation number, then work from there. none pro here.. quite hard for me to understand..
Helpers just like characters can have their own vars and fvars, just trigger permament one using time 0 && roundstate = 2. If you use varset in helper statedef it will refer to var within helper, it will not change character var, so to access this var from -2 you would have to use eg. helper(number),var(number) redirector, the downside is you cannot use double redirections like partner,helper(number),var(number) as this saddly will not work.
This calls for a TOTAL RECONSTRUCTION! WooshaQ said, April 05, 2013, 04:30:13 pmThe downside is you cannot use double redirections like partner,helper(number),var(number) as this saddly will not work. ..got big problem here thanks anyway.. God bless you all! Posted: April 06, 2013, 05:08:44 amUnoShe said, April 06, 2013, 04:09:24 amThis calls for a TOTAL RECONSTRUCTION! WooshaQ said, April 05, 2013, 04:30:13 pmThe downside is you cannot use double redirections like partner,helper(number),var(number) as this saddly will not work. ..got big problem here thanks anyway.. God bless you all!Sorry to say, but adding more codes makes the tag team workshop to crash because it cannot hold bigger codes anymore.. i've tried toadd helper code for var holding but the ttw always crash.. i stick using var(51)
Then you'll find hundreds of characters who are already using that variable and your workshop will break them. All the time.If it's worth doing, it's worth doing properly. Otherwise all you have is something with a partial chance of success.
Just the idea, can't you base this on explods, that would serve as vars? They could be placed in -2, lets say few of them what would be triggered according to situation, just like var numbers, different explod id would be a substitute for a different var number, and later p3 would detect using NumExplod. All explods would be invisible of course. Maybe this will be a good workaround. Good luck!