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I.A creates interaction in stage, help (Read 1138 times)

Started by oscar123, March 19, 2025, 03:27:08 pm
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I.A creates interaction in stage, help
#1  March 19, 2025, 03:27:08 pm
  • ***
    • Spain
    • oscarstg1@gmail.com
I have the base stage of the mugen (the trainig room  that always comes out), I told an i.a that 20 seconds in the center would come out a crack and slip when passing by hay (I added a sprite as a crack that is the group 33 and index 33. I passed the stage and in a matter of seconds I inserted the stage at the end of everything necessary. original, I told him to add the necessary at the end. I leave what I put, it seems everything is fine, but it does not work. Does anyone know why?(my mugen is 1.1)

the i.a added this finally:

;-------------------------------------------------------
; Animation of the closed crack (initial)
[Begin Action 9000]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Set the collision area (adjust according to your stage)
Loopstart
Sprite: 33, 33 ; Closed Crack Sprite (Group 33, Index 33)
Delay: 5

; Open crack animation (active)
[Begin Action 9001]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Keep the collision area the same
Loopstart
Sprite: 34, 34 ; Open Crack Sprite (Group 34, Index 34)
Delay: 5

; Initial closed crack (appears after 30 seconds)
[BG GreaterCerrada]
type = Anim
action = 9000
ID = 9000
start = 0, 185 ; Position on the floor (adjusts according to your internship)
delta = 1, 1
mask = 0
layer = 0
layer = 0
day = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 30 * 60 ; Appears after 30 seconds

; Open crack active (changes after 60 ticks)
[BG GreaterOpen]
type = Anim
action = 9001
ID = 9001
start = 0, 185 ; Same position as the previous one
delta = 1, 1
mask = 0
layer = 0
layer = 1
day = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 60 ; Switches to active animation after 60 ticks






and this is the original stage, added that code at the end:


; Definition of stage 0 (training stage)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "Training Room"
displayname = "Training Room" ;Name to display
versiondate = 09,30,2009    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N stage works on (X.XX)
author = "Elecbyte"         ;Stage author name

;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually 0 for both
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -125
boundright = 125

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = -25
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = .2

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 0

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 50

 ;Number of pixels beyond the top and bottom of the screen that may
 ;be drawn.  Overdraw specifies the how much can be seen during an
 ;EnvShake.  Overdraw pixels will also be used when the screen aspect
 ;is taller than the stage aspect.
overdrawhigh = 0
overdrawlow = 0

 ;Number of pixels into the top and bottom of the screen that may be
 ;cut from drawing when the screen aspect is shorter than the stage
 ;aspect.  These parameters suggest a guideline, and the actual
 ;number of pixels cut depends on the difference in aspect.
cuthigh = 35
cutlow = 25


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound

;--------------------------------------------------------
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;"Ground" level where players stand at, measured in pixels from the
 ;top of the screen.
 ;Adjust this value to move the ground level up/down in the screen.
 ;***
zoffset = 190

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background reset itself between
 ;rounds.
resetBG = 1

 ;Width and height of the local coordinate space of the stage.
localcoord = 320, 240

 ;Horizontal and vertical scaling factor for drawing.
xscale = 1
yscale = 1

;--------------------------------------------------------
[Shadow]
 ;This is the shadow darkening intensity. Valid values range from
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 96

 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 0,0,0 if omitted.
 ;intensity and color's effects add up to give the final shadow
 ;result.
color = 0,0,0

 ;This is the scale factor of the shadow. Use a big scale factor
 ;to make the shadow longer. You can use a NEGATIVE scale factor
 ;to make the shadow fall INTO the screen.
 ;Defaults to 0.4 if omitted.
yscale = .3

 ;This parameter lets you set the range over which the shadow is
 ;visible. The first value is the high level, and the second is
 ;the middle level. Both represent y-coordinates of the player.
 ;A shadow is invisible if the player is above the high level,
 ;and fully visible if below the middle level. The shadow is
 ;faded in between the two levels. This gives an effect of the
 ;shadow fading away as the player gets farther away from the
 ;ground. If omitted, defaults to no level effects (shadow is
 ;always fully visible).
fade.range = 0,0

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic =

;bgmloopstart = <sample number>
;bgmloopend = <sample number>

 ;Adjust the volume. 100 is for 100%.
bgmvolume = 100

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

;-------------------------------------
; Main background definition
[BGdef]
 ;Filename of sprite data
spr = stage0.sff

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0


;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use:  [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]

 ;The background type goes here: for now, only NORMAL and PARALLAX
 ;If this line is omitted, the type will be assumed to be normal.
type  = normal

 ;The sprite number to use for the background (from the SFF specified above)
 ;It's the group-number, followed by a comma, then the sprite-number
 ;*** Do not omit this line.
spriteno = 0, 0

 ;This is the layer number, which determines where the sprite is drawn to.
 ;Valid values are 0 and 1.
 ;0 for background (behind characters), 1 for foreground (in front)
 ;If this line is omitted, the default value of 0 will be assumed.
layerno = 0

 ;This is the starting location of the background in the format
 ;x, y
 ;If this line is omitted, the default value of 0,0 will be assumed.
start = 0, 0

 ;These are the number of pixels the background moves for every single unit
 ;of camera movement, in the format
 ;x, y
 ;For the main background (eg. the floor the players stand on) you'll want
 ;to use a delta of 1,1. Things farther away should have a smaller delta,
 ;like 0.5 for example. Things near the camera should have a larget delta.
 ;If this line is omitted, the default value of 1,1 will be assumed.
delta = 1, 1

 ;Here is the transparency setting of the background.
 ;Valid values are:
 ;"none" for normal drawing
 ;"add" for colour addition (like a spotlight effect)
 ;"add1" for colour addition with background dimmed to 50% brightness
 ;"addalpha" for colour addition with control over alpha values (you need
 ;    an "alpha" parameter if you use this)
 ;"sub" for colour subtraction (like a shadow effect)
 ;If this line is omitted, it's assumed that there will be no transparency.
trans = none

 ;Use this parameter only if "trans = addalpha". First value is the alpha
 ;of the source (sprite), and the second is the alpha of the destination
 ;(background). The values range from 0 to 256.
 ;Uncomment the line below to use it:
;alpha = 256,0

 ;Mask means whether or not to draw colour zero of a sprite.
 ;If you turn masking off, the background will take less CPU power to draw,
 ;so remember to turn it off on sprites that don't use it.
 ;If this line is omitted, it's assumed that there will be no masking.
mask  = 0

 ;The format for tiling is x,y. For each of them, the value is:
 ;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
 ;If this line is omitted, it's assumed that there will be no tiling.
tile  = 1, 0

 ;This is the x and y space between each tile, for tiled backgrounds
 ;If omitted, default value is 0,0
tilespacing = 0,0

 ;This defines the drawing space, or "window" of the background. It's
 ;given in the form
 ;x1,y1, x2,y2
 ;where (x1,y1)-(x2,y2) define a rectangular box.
 ;Make the window smaller if you only want to draw part of the background.
 ;You normally do not have to change this setting. Value values range from
 ;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
 ;screen).
 ;Uncomment the line below to use it:
;window = 0,0, 319, 239

 ;Similar to the delta parameter, this one affects the movement of
 ;the window. Defaults to 0,0
 ;Uncomment the line below to use it:
;windowdelta = 0,0


;----------
[BG 1]
type  = normal
spriteno = 0, 1
start = 0, 185
delta = 1, 1
mask = 0
velocity = 0, 0
tile = 1, 0
tilespacing = 0, 0

;--------------------------------------------------------
; Animación de la grieta cerrada (inicial)
[Begin Action 9000]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Define el área de colisión (ajusta según tu stage)
Loopstart
Sprite: 33, 33 ; Sprite de la grieta cerrada (Grupo 33, Índice 33)
Delay: 5

; Animación de la grieta abierta (activa)
[Begin Action 9001]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Mantén la misma área de colisión
Loopstart
Sprite: 34, 34 ; Sprite de la grieta abierta (Grupo 34, Índice 34)
Delay: 5

; Grieta cerrada inicial (aparece después de 30 segundos)
[BG GrietaCerrada]
type = Anim
actionno = 9000
ID = 9000
start = 0, 185 ; Posición en el suelo (ajusta según tu stage)
delta = 1, 1
mask = 0
layer = 0
layerno = 0
tile = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 30 * 60 ; Aparece después de 30 segundos

; Grieta abierta activa (cambia después de 60 ticks)
[BG GrietaAbierta]
type = Anim
actionno = 9001
ID = 9001
start = 0, 185 ; Misma posición que la anterior
delta = 1, 1
mask = 0
layer = 0
layerno = 1
tile = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 60 ; Cambia a la animación activa después de 60 ticks



only programming has been done, no new sounds or spritesma have been added apart from what I told him to put




Last Edit: March 19, 2025, 03:43:29 pm by oscar123