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Reference.txt (Read 12286 times)

Started by Bastard Mami, August 25, 2011, 10:37:21 pm
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Reference.txt
#1  August 25, 2011, 10:37:21 pm
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The reference.txt is a file that I use to keep track of the progress of a character as well as design the movelist.
My problem wiht my current one is that it is very outdated, it was designed in a time when I wanted to code a type of character that's very
 different to what I am currently working on , sakura wouldn have over 50 special moves as well as several gampelay options from different games, such as forward dash, running, crouch walking, etc... meaning that the current reference file i have is overkill, so I will use this topic to redesign that file.

First comes  part in which I kee track on what I do to it, I am scrapping that, it had two columns, a date and what was done on the character, as seen iin my blog topic, what I do now is make a point of stuff that need to be done, then just change it's icon depending on status.

then comes a small map of the basic attacks, this is a keeper but I will modify it to only the normal attacks I am going to use so I dropped support for runing as well as different jumping attacks.

Code:
;	Normal Attacks 200 - 990

a +10
b +20
c +30
x +40
y +50
z +60
standing close standing far crouch jumping
200 300 400 600

so, I left  a whole from 660 (or 700) to 990 that's a good 30 or so state, since I like leaving a 10 states space between moves.
700 - 990 = free

then I make a list of moves with state no and a small descripcion of their animation/special properties, the mvoes are the same, but the descriptions are character specific.
after that comes the list of dir+button and any other type of attacks and options that are not basics yet not special attacks.

Code:
Standing close weak punch	- blair's far
Standing close weak kick - low kick
Standing close strong punch - make up
Standing close strong kick - knee hit

[EDIT]

Re: Reference.txt
#2  August 25, 2011, 11:02:40 pm
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Don't forget basic throws normally use up the 800-999 states. You've still got loads of space of course.


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: Reference.txt
#3  August 25, 2011, 11:10:56 pm
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yeah, I am thinking on condensating the 1k group into the 800-1k space; first I will write the 1k space in there, while taking off all the 1k stuff I don't use ; I also will stop separating physical and projectile specials.

[EDIT]
So yeah, I ended up moving verything down to the 700+ states, meaning that 1000 to 2999 is for specials and  3000 to 4999 is for supers;5000 to 8999 are to be used for get hit/thrown animations; winposes etc.. will be moved to 9,000 so a character's full set will be inside the 10k range.
Code:
;	extra stuff			700 - 900

;Power Up 700

;combo restarter 710

;defensive art 720

;taunt 730

;Roll Forward            740

;Roll Back 750

;P grab 760

;K grab 770

;air grab 780

; grab clash 790

dir + button stuff, how many of those does a character has tops, 20, 10 ?

; fwd + X 800

1000+ = special attacks

3000+ = super attacks

;winposes etc 9000

that means i will have to update everyone.
Last Edit: August 30, 2011, 01:23:56 am by Frederika Bernkastel~
Re: Reference.txt
#4  September 26, 2011, 11:46:00 pm
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som finally managed to finish the new reference.txt, here is samus's as an example.


Code:
;___________________________________________________

; Normal Attacks 200 - 990

a +10
b +20
c +30
x +40
y +50
z +60

standing close standing far crouch jumping
200 300 400 600

240 Standing close weak punch - blair's far
210 Standing close weak kick - low kick
250 Standing close strong punch - make up
220 Standing close strong kick - knee hit

340 Standing Far weak punch - side chop, based of blair's
310 Standing Far weak kick - use blair's but slower
350 Standing Far strong punch - second hit from chain
320 Standing Far strong kick - make up

440 Crouching weak punch - side chop
410 Crouching weak kick - blair's df+A
450 Crouching strong punch - upper
420 Crouching strong kick - circular kick

640 Jumping weak punch - make it up
610 Jumping weak kick - aerial backflip
650 Jumping strong punch - inverted whip slash fixanimation
620 Jumping strong kick - double kick

;___________________________________________________

; extra stuff 700 - 900

700 Power Up

710 combo restarter

720 defensive art

730 taunt

740 Roll Forward

750 Roll Back

760 P grab

770 K grab

780 air grab

790 grab clash

;___________________________________________________

800+ dir + button stuff

800 fwd +x - 3 hits combo finisher back handed elbow attack

810 down +a - dive kick (based of maki's)

820 downforward crawl - blair's crouch D flipped

830 dwnfwd+a - launcher flip kick

840 fwd+a - run kick

;___________________________________________________

1000+ = special attacks

1000 shoot stand - samus
1010 shoot stand - fx
1020 shoot stand - projectile

1030 shoot crouch - samus
1040 shoot crouch - fx
1050 shoot crouch - projectile

1060 upwards whip slash - weak
1070 upwards whip slash - strong

1080 big whip slash - weak
1090 big whip slash - strong

1100 ground shoot - samus
1110 ground shoot - fx
1120 ground shoot - projectile

1130 ground shoot - samus
1140 ground shoot - fx
1150 ground shoot - projectile

1160 flip jump - weak
1165 kick follow up
1167 slash follow up

1170 flip jump - strong
1175 kick follow up
1177 slash follow up

1180 distance whip grab - weak, looks exactly the same as strong
1182 knee follow up
1185 whip stab
1187 rollover strong kick

1190 distance whip grab - strong, looks exactly the same as weak
1192 knee follow up
1195 split overhead follow up
1197 launcher - (flash kick, reverse flip kick)

1200 sonic boom - samus
1210 sonic boom - fx
1220 sonic boom - projectile

1230 sonic boom - samus
1240 sonic boom - fx
1250 sonic boom - projectile

1260 flash kick - weak

1270 flash kick - strong

;___________________________________________________

3000+ = super attacks

3000 run dm

3010 multi shot

;___________________________________________________

9100+ Intros

9100 kneeling

9110 grab breasts

9120 look away

9130 bent getups

9140 henshin

;___________________________________________________

9300+ Winposes

9300 bend side

9310 point

9320 point shorts

9330 arm on hip

9340 arm on hip nurse

9350 arm in hip pose

9360 bent ass

9370 back shower

;___________________________________________________

9800+ Lose poses

9800 sitdown time over

9810 grab breasts

;___________________________________________________

 Standard Get Hit Anims 0- 200

0         Standing
5   opt   Turning                      - Must have finite looptime
5   opt   Crouch Turning               - Must have finite looptime
10        Stand to crouch              - Finite looptime
11        Crouching
12        Crouch to stand              - Finite looptime
20        Walking forwards
21        Walking backwards
40        Jump start (on ground)       - Shown just before player leaves ground
41        Jump neutral (upwards)       - Shown when player is going up
42        Jump forwards (upwards)      - Shown when player is going up-towards
43        Jump back (upwards)          - Shown when player is going up-back
44  opt   Short Jump neutral
45  opt   Short Jump fwd (downwards)   - Same as above
46  opt   Short Jump back (downwards)  - Same as above
47        Jump landing                 - Shown as player lands on ground
100       Run fwd/hop forward
105       Hop back
120       Start guarding (stand)       - Finite looptime
121       Start guarding (crouch)      - Finite looptime
122       Start guarding (air)         - Finite looptime
130       Guard (stand)
131       Guard (crouch)
132       Guard (air)
140       Stop guarding (stand)        - Finite looptime
141       Stop guarding (crouch)       - Finite looptime
142       Stop guarding (air)          - Finite looptime
150       Guarding a hit (stand)       - Finite looptime
151       Guarding a hit (crouch)      - Finite looptime
152       Guarding a hit (air)         - No loop
170 opt   Lose                         + just the state, use the 9000+ group instead
-175 opt   Time Over                   + just the state, use the 9000+ group instead
180 opt   Win                          + just the state, use the 9000+ group instead
190 opt   Intro                        + just the state, use the 9000+ group instead
195 opt   Taunt                       


;___________________________________________________

5000 group = get hits


5000      Stand/Air Hit high (light)   -Looptime around 10-20
5001      Stand/Air Hit high (medium)  -  "     
5002      Stand/Air Hit high (hard)    -  "
5005      Stand Recover high (light)   - No loop
5006      Stand Recover high (medium)  -  "
5007      Stand Recover high (hard)    -  "
5010      Stand/Air Hit low (light)    - Looptime around 10-20
5011      Stand/Air Hit low (medium)   -  "
5012      Stand/Air Hit low (hard)     -  "
5015      Stand Recover low (light)    -No loop
5016      Stand Recover low (medium)   -  "
5017      Stand Recover low (hard)     -  "
5020      Crouch Hit (light)           - Looptime around 10-20
5021      Crouch Hit (medium)          -  "
5022      Crouch Hit (hard)            -  "
5025      Crouch Recover (light)       - No loop
5026      Crouch Recover (medium)      -  "
5027      Crouch Recover (hard)        -  "

5050      Air Fall                     - No loop
5060 opt  Air Fall (coming down)       - No loop
5080      LieDown Hit (stay down)     
5100      Hitting ground from fall     - Looptime around 3
5160      Bounce into air
5170      Hit ground from bounce       - Looptime around 3 or 4
5110      LieDown
5120      Get up from LieDown
5140 opt  LieDead (first rounds)
5150 opt  LieDead (final round)

Optional Hit Up animations (see Note 5):
5051 opt  Air fall -- hit up
5061 opt  Coming down from hit up
5081 opt  LieDown Hit (stay down)
5101 opt  Bounce from ground into air  - Looptime around 3
5161 opt  Bounce into air
5171 opt  Hit ground from bounce       - Looptime around 3 or 4
5111 opt  LieDown
5121 opt  Get up from LieDown
5141 opt  LieDead (first rounds)
5151 opt  LieDead (final round) - [E]: seems to be wrong

Optional Hit Up-Diagonal animations (see Note 6):
5052 opt  Air fall -- hit up
5062 opt  Coming down from hit up
5082 opt  LieDown Hit (stay down)
5102 opt  Bounce from ground into air  - Looptime around 3
5162 opt  Bounce into air
5172 opt  Hit ground from bounce       - Looptime around 3 or 4
5112 opt  LieDown
5122 opt  Get up from LieDown
5142 opt  LieDead (first rounds)
5152 opt  LieDead (final round) - [E]: seems to be wrong

;___________________________________________________

Special Get Hit Anims Animations

5030 Stand/Air Hit back -Looptime around 10-20

5035 Stand/Air Hit transition -Looptime around 5-15

5040 Air Recover

5053 knock out sexy front - like art of fighting, character falls and lies dead showing her front, some clothing rips off. *2
5054 knock out sexy back - like art of fighting, character falls and lies dead showing her back, some clothing rips off. *2

5070 Tripped

5090 LieDown Hit (hit up into air)

5200 Fall-recovery near ground

5210 Fall-recovery

5220 arm broken - blue mary breaks your arm, animation is split into a few parts, i will update the way it works later.
5230 leg broken - blue mary breaks your leg, animation is split into a few parts, i will update the way it works later.

5250 Guard Crash stand - the character's guard is broken, normally pulls arms back.
5260 Guard Crash air - the character's guard is broken, normally pulls arms back.
5270 Guard Crash crouching - the character's guard is broken, normally pulls arms back.

5280 Break off a throw - the character does a pushing move/ attack, as if he is breaking from a grab.
5290 Throw has been broken - the character reacts as if it's grab has been broken.

5300 Dizzy stand - dizzy while standing, loop animation

5320 Vertical spinning - character is hit up in the air, spins vertically: the char is thrown to the air, spining in it's sides, *2

5330 falling foward - character falls to it's face, like in kof after being hit by kyo's rpd + kick.

5390 Midnight Bliss - the character turns into a female/sexy form, then gets it's blood/spirit drained

5500 opt "Continue?" screen - If omitted, plays dizzy anim
5510 opt "Yes" to "Continue" - If omitted, plays first win anim (not yet implemented)
5520 opt "No" to "Continue" - (not yet implemented)

5530 Collapse - like in svc, the char fall to it's knees
5540 Collapse sexy - like in svc, the char fall to it's knees, some clothing rips off


;____________________________________________________________________________________

Vars

fvar(0) damage multiplier 1
fvar(1) damage multiplier 2
fvar(2) defense multiplier
fvar(3) hitpause multiplier
fvar(4) hittime multiplier
fvar(5) get power on hit multiplier
fvar(7) get power while performing specials multiplier
fvar(8) hitvel multiplier for basics

var(0) morph state
var(1) points
var(2) ai indicator
var(3) ai agresiveness
var(4) ai difficulty
var(5) ai randomizer
var(6) groove indicator
var(7) guard break
var(8) dizzy
var(9) just defense holding back
var(10) parry holding forward
var(11) trf style chains tracker
var(12) kill indicator
var(13) unused
var(14) var random for intros and winposes
var(15) counter hit indicator
var(16) juggle indicator
var(17) var for holding button
var(18) striker indicator (which)
var(19) powered up, and count down
var(20) cmd optimization
var(21) cmd optimization 2
var(22) instant jump attack fix
var(23) unused
var(24) unused
var(25) unused
var(26) unused
var(27) unused
var(28) unused
var(29) unused
var(30) unused
var(31) unused
var(32) unused
var(33) unused
var(34) unused
var(35) unused
var(36) unused
var(37) unused
unused range ...
var(58) = unused
var(57) = unused
var(56) = unused

;____________________________________________________________________________________

TODO

* use parents etc.. for commonvgm.cns
* use parents, etc for advanced.st
* use parents, etc for specials
* check crawl
* code run and hit dm
* get sounds
* code sounds
* code kick grab
* code punch grab
* code super defensive art
* code sonic boom
* code flash kick
* make readme
* fine tune hitsparks
* code intros and winposes
* edit hitvels projectile dm
* projectile super should knock down
* move up the y axis on the runing animation
* add poweradd for projectiles hitting in st-1

* check introswp
* animate (winpose) back
* create (winpose) brawl leg up
* create(winpose) caramal dansen
* create winpose kick

* check var(11) to fix trf style combos

;____________________________________________________________________________________

Done



;____________________________________________________________________________________

Random notes

-----

Walter Fast dice (03:57 p.m.):
Standing LK requiere o una trancisión, o un pequeño y simple retoque
igual St. HK
igual St. HP
Sprite 340.20 y 340.30 deberían animar alreves - primero el alargado y luego el corto. Es el efecto whiplash que todos los golpes deben tener (Ver animaciones de Shen Woo)
todas las anims tienen el mismo error, es MUY sencillo de arreglar

-----

it's based off blair
jump animation like mai's

-----

.:22·07·56:. «Machinaweapon» For crouching punches, I'm thinking lp be a short chop, sp be like Whip's SP where she rises with the baton
.:22·09·20:. «Machinaweapon» Roll could be a like a suit-less Spider Ball thing.
.:22·09·43:. «SatouSei» the roll sounds similar to what I had in mind
.:22·09·51:. «SatouSei» I really like the idea of the crouch lp
.:22·09·58:. «SatouSei» yeah
.:22·10·40:. «Machinaweapon» Maybe allow her blaster to use lesser versions of her arm cannon beams.
.:22·11·05:. «SatouSei» sp...I can't completely picture it as whip's
.:22·11·50:. «Machinaweapon» As for supers, suitless screw attack+aerial combo,
.:22·13·04:. «Machinaweapon» and the speed boot jump dash.
.:22·13·30:. «SatouSei» humh.. with zero suit....
.:22·14·27:. «SatouSei» what does the screw attack usually do ?
.:22·14·33:. «Machinaweapon» You know how Blue Mary has that one DM with the dashes? Have Samus built up speed in the same manner, stop, glow and do the dash thing.
.:22·14·42:. «SatouSei» and what would the speed boot jump dash do...
.:22·14·45:. «SatouSei» ah, that sounds cool
.:22·16·17:. «Machinaweapon» In the metroid games, Screw Attack is mostly invincible spinning jump that does tons of damage. It's Power Suit Samus' up special in Smash Bros.
.:22·18·01:. «SatouSei» ok, now I remember which one it is
.:22·19·57:. «SatouSei» that would be too similar to blair's level 2, though
.:22·22·34:. «Machinaweapon» Don't worry, I'll have a thousand more by Sunday. I do my best thinking at work. :)
.:22·23·04:. «Machinaweapon» OH! Walljump.
.:22·23·10:. «Machinaweapon» Almost forgot about that.
.:22·23·27:. «SatouSei» ah
.:3·24·52:. «Machinaweapon» Hey, how about, step behind, the whip smash for the throw?

-----

Re: Reference.txt
#5  September 27, 2011, 01:58:56 am
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5390 for MB? I thought that was 9020 that was supposed to be for?? Or is 5390 empty for just about any slot?
Re: Reference.txt
#6  September 27, 2011, 04:04:27 am
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this is for a full game so I don't have to follow any convention.
Re: Reference.txt
#7  September 27, 2011, 04:32:05 am
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Ooooooh. I see. Seems like quite a lot of stuff so far, but I have a feeling that thing's gonna get pretty huge before long no doubt @_@
Re: Reference.txt
#8  September 27, 2011, 07:40:58 pm
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that's what she said.

I mean, the special anims needs to be organized that way so I can just keep on adding new action numbers for the grabs.