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add004basic

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 PM

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Gladiacloud

Quote from: Shiyo Kakuge on January 23, 2017, 09:59:57 AM
thank you friends for the feedback!
update and bugfix #20170122

@[user id=89583]MageKing17[/user]:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:

You should change the helper 9005 in common1.cns with another unused number (like 90005): there are some characters in mugen that use the [Statedef 9005] in their .cns files.

MageKing17

Quote from: Shiyo Kakuge on January 23, 2017, 09:59:57 AM
@[user id=89583]MageKing17[/user]:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:
Well, I'm glad it was at least helpful as inspiration, then!

Quote from: mete122 on January 23, 2017, 02:30:16 PM
@[user id=8557]MageKing17[/user]:

interesting but what about p3x and p4x positions in stage
Irrelevant; only one main helper spawns per team, so only the p1 and p2 positions matter (and if you use "WATER" detection, the starting positions are irrelevant anyway).

Quote from: mete122 on January 23, 2017, 02:30:16 PM
and why this code still doesn't works on some stages,but works perfectly on another one?
There's no way to possibly answer that without being able to look at the code for the stage(s) in question.

IkuTronHD

@[user id=89583]MageKing17[/user]:You will notify lifebar updates?

MageKing17

Quote from: IkuTronHD on January 23, 2017, 09:32:17 PM
@[user id=89583]MageKing17[/user]:You will notify lifebar updates?
Huh? I have no idea what you're asking.

IkuTronHD

Quote from: MageKing17 on January 24, 2017, 08:23:18 PM
Quote from: IkuTronHD on January 23, 2017, 09:32:17 PM
@[user id=89583]MageKing17[/user]:You will notify lifebar updates?
Huh? I have no idea what you're asking.

You will be notified if there is an update of the Lifebars.

lui

he's asking if you'll notify the thread if there is an add004basic because I'm sure he thinks youre an expert or something

MageKing17

I first heard about the most recent update when I read this post; I don't have some kind of inside scoop.

Shiyo Kakuge


@[user id=89583]MageKing17[/user]:

sorry for being late for reply, please let me post the test-result and my personal thoughts of your system above:
add004, add004_bs0 and add004_svc are using same combo-mater, and working fine with your system.
------
1)

;old;   trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
   trigger1=var(9)&16

the trigger "var(9)&16"(Get_Hit_Flag) is not so strictly in its state, this is my fault. so we had to make "var(40)>life" (Life_Changed_Flag) and "var(9)&16" be one-set for a trigger in "old" one. and by using Life_Changed_Flag, we do Not need to find every "HitAdd" SCtrl and add special one under it, just find "HitAdd" without "LifeAdd". any "LifeAdd" will be counted automatically whether you wanted or not, but this looks naturally.


2)

type=varset
trigger1=!(var(10)%10000)
var(11)=1-playerid(var(15)),GetHitVar(hitcount)

as you said, "GetHitVar(hitcount) never resets itself back to 0". thats why i avoided using "GetHitVar(hitcount)", until we found a better way. (your way is much better than mine) besides, the trigger "playerid(var(15))" is redirected to the player with main player, that may cause unexpected-issues in tag-mode.

3)

var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))

this is so smart to use "GetHitVar(guarded)"  :)

------
Known Issues / Notes

* We have to add a Sctrl manually, for displaying a "HitAdd" without "Life-Add".
* "numhits" in Hitdef and Projctile works as "=1".
* Max-Counter is 9999.
   up to 2147483648 by variable-separation.
    (var(11):AAAA*10000+ BBBB to var(10):AAAA & var(11):BBBB)
* and many others.

------
It must have been so inconvenient for you to alter my dirty codes. if you could use more vars and in your own style, you could make a perfect system. thank you for your help again :) please feel free to share whatever you thought. never mind my rude late reply  :drunk:


@[user id=81017]Gladiacloud[/user]:

I'm planning to change "9500" to "99500". any other ideas please?


@[user id=87579]IkuTronHD[/user]:

update details (#20170122)
-fixed bugs written here (but not all)
-updated combo-counter-system (used MageKing17's code)
   -fixed counter-reset after roundstate=2 or zero-life.
-changed portrait/face-displaying sctrl in [statedef -2]
-stabilized partners moves in tag-mode. (but not enought)
-updated [statedef 190190-190199] (by MageKing17 in #755 above)
-changed svc "timer.fnt" and "fight_#.def"
-many other bugfix and changes, sorry :(

to update
1) override all files and folders or make a new mugen folder.
2) use "add004pie.exe" for "Restore" all chars first.
3) "Change" all chars again.
4) run "*.bat" for playing.






IkuTronHD

Quoteupdate details (#20170122)
-fixed bugs written here (but not all)
-updated combo-counter-system (used MageKing17's code)
   -fixed counter-reset after roundstate=2 or zero-life.
-changed portrait/face-displaying sctrl in [statedef -2]
-stabilized partners moves in tag-mode. (but not enought)
-updated [statedef 190190-190199] (by MageKing17 in #755 above)
-changed svc "timer.fnt" and "fight_#.def"
-many other bugfix and changes, sorry :(

Thank You

MageKing17

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
@[user id=89583]MageKing17[/user]:

sorry for being late for reply, please let me post the test-result and my personal thoughts of your system above:
add004, add004_bs0 and add004_svc are using same combo-mater, and working fine with your system.
------
1)

;old;   trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
   trigger1=var(9)&16

the trigger "var(9)&16"(Get_Hit_Flag) is not so strictly in its state, this is my fault. so we had to make "var(40)>life" (Life_Changed_Flag) and "var(9)&16" be one-set for a trigger in "old" one. and by using Life_Changed_Flag, we do Not need to find every "HitAdd" SCtrl and add special one under it, just find "HitAdd" without "LifeAdd". any "LifeAdd" will be counted automatically whether you wanted or not, but this looks naturally.
The problem with relying on life changes is that when the player's life stops changing (training mode after life has been exhausted, or a super move combo that refuses to kill the opponent until it's done), the combo meter stopped working. That was pretty much the sole thing I set out to fix, and then you went and came up with an even better fix for it. ;)

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
2)

type=varset
trigger1=!(var(10)%10000)
var(11)=1-playerid(var(15)),GetHitVar(hitcount)

as you said, "GetHitVar(hitcount) never resets itself back to 0". thats why i avoided using "GetHitVar(hitcount)", until we found a better way. (your way is much better than mine) besides, the trigger "playerid(var(15))" is redirected to the player with main player, that may cause unexpected-issues in tag-mode.
Reliance on playerid(var(15)) is true of either system, so if it would cause problems with one, it would cause problems with the other, so I wasn't too worried about that.

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
3)

var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))

this is so smart to use "GetHitVar(guarded)"  :)
Well, you say that, but I still took me hours before I finally figured out why I was getting spurious combo level announcements...

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
It must have been so inconvenient for you to alter my dirty codes.
Not at all; as I mentioned in my very first post, this system impressed me enough to drive me to create an account here (although I will admit that I had been struggling with the severe limitations of "regular" lifebars immediately beforehand, so that may have influenced exactly how impressed I was at the time). Even when there are bugs (and let's face it, releasing something without bugs is damned near impossible, in MUGEN or otherwise), the code is still incredible; the fact that I can spend so much time immersed in the implementation details of the combo meter of a system that includes full-blown tag-team functionality is downright mind-blowing.

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
if you could use more vars and in your own style, you could make a perfect system.
Hah! You have a lot more faith in my abilities than I do. More vars don't help if you don't know what they should be storing; I felt like my need for even one extra var in my modified system was a major failing, but I couldn't think of a way to do it the way I did without using at least one extra var.

Quote from: Shiyo Kakuge on January 25, 2017, 11:24:10 AM
thank you for your help again :) please feel free to share whatever you thought. never mind my rude late reply  :drunk:
Your reply was neither late nor rude; I didn't expect such an in-depth comparison at all. If I come up with any interesting ideas, I'll be sure to share them; at the moment, though, the major changes I've needed to make have been to the character, not the system... mostly to take out a few modifications I made to account for my modified combo meter. :P

Flowrellik

#790
@[user id=8557]Shiyo Kakuge[/user]:
Idk how or even why but when I change the powerbars around for tag/team mode on 004.bat, it starts to get weird.
For Tag, the bars show up, but tag assists are no longer there.
For Team mode, the Bar shows up on the first round, but when the first character is defeated, and next one shows, the powerbar goes back to 004.bat normal bar. Help plz?

2Dee4ever

So with that settled, I think we can agree that the next "biggest" issue is the stun system. What are your thoughts on it. I suggest disabling it for simul/tag, and adapting strengths via ID. Is that how it already is? Afik, although some attacks do not trigger it.

Flowrellik

#792
For those who wish to try, place this in the add004 folder in data of your add004 MUGEN/IKEMEN.
This common01.cns enables alternate powerbars for team battle mode!
Mind you it's experimental as I am also trying for tag mode as well. Hopefully I can do
http://www.mediafire.com/file/esa8qeut7bfhy2v/common1-ALTPOWERBARTEAMMODE.cns
Vid should be be coming soon! if anyone else wants to make one for posting do so plz!
See Spoilers for a quote on what the alternate bars do :)
Spoiler (click to show)
Quote from: Flowrellik on January 08, 2017, 10:41:35 PM
You know one thing has me wondering thus far: for the 004.bat files, how do I enable the other 2 power bars for tag/ team battle modes? Idk how or even why but I was hoping there might be a way around this. I want to be able to enable such coding for mugen, and I know the codes are in add004's common01.cns, but atm I am not sure how to edit it so the other bars show for different modes.

For Single character, these bars are palette based selection.
For the left (Pal 3,6,9,12) are SVC/Samsho type bars. This bar enables energy for the powerbar by blocking and getting hurt, with Just Defend for additional energy/damage cancel. 50% energy grants lvl 1 supers, while MAXIMUM gives the lvl.2-3 attacks at the cost of 50% energy (This part has the bar draining as well, and I think this also increases the damage for lvl 3 Idk for sure).

the Right (Pal 2,5,8,11) are SFA/KOF Based. This mode has parrying for healing a smidge of life. you start with only lvl.1 attacks at Max. When your life is at 25%, Max becomes super, the power bar slowly regenerates to full, and gives lvls 2-3 attacks.

In hopes of adding some sort of variety I was hoping to get assistance from Shiyo about giving them a slight upgrade and use for team/tag mode, maybe even giving them different abilities to switchup gameplay.
EX: Normal (original) bars can have Alpha countering (at the cost of one bar) and technical recovery with EX Attacks at 50% energy bar(Defensive Balanced), SFA/KOF type can have ki charge up and meteor combo (offensive), SVC/Samsho can have EX attacks, and when health is at 25%, your character could have that CVS2 red glow, marking that lvl 3 attacks can be done with devastating 25% additional damage at the cost of only doing it ONCE per battle, so choose your character wisely(Defensive/Offensive).
Believe it or not a good palette-based ISM powerbar system can work and have a balance, and can be a good alternative download. I just wish someone could listen to this and realize it.

Vincee

How i can upgrade my add004 ?  my lifebars are always saying needs update and dont show the score , and i dont know where i can place the files from the work  folder, and how to use te tag mode ? theres a mode to make guard break gauge work ? and stun?  thx alot i'm still new in mugen. i want to make my mugen look like this https://www.youtube.com/watch?v=H1Q_6MqkoIQ

-Ash-

Quote from: Flowrellik on February 02, 2017, 02:58:25 AM
For those who wish to try, place this in the add004 folder in data of your add004 MUGEN/IKEMEN.
This common01.cns enables alternate powerbars for team battle mode!
Mind you it's experimental as I am also trying for tag mode as well. Hopefully I can do
http://www.mediafire.com/file/esa8qeut7bfhy2v/common1-ALTPOWERBARTEAMMODE.cns
Vid should be be coming soon! if anyone else wants to make one for posting do so plz!
See Spoilers for a quote on what the alternate bars do :)
Spoiler (click to show)
Quote from: Flowrellik on January 08, 2017, 10:41:35 PM
You know one thing has me wondering thus far: for the 004.bat files, how do I enable the other 2 power bars for tag/ team battle modes? Idk how or even why but I was hoping there might be a way around this. I want to be able to enable such coding for mugen, and I know the codes are in add004's common01.cns, but atm I am not sure how to edit it so the other bars show for different modes.

For Single character, these bars are palette based selection.
For the left (Pal 3,6,9,12) are SVC/Samsho type bars. This bar enables energy for the powerbar by blocking and getting hurt, with Just Defend for additional energy/damage cancel. 50% energy grants lvl 1 supers, while MAXIMUM gives the lvl.2-3 attacks at the cost of 50% energy (This part has the bar draining as well, and I think this also increases the damage for lvl 3 Idk for sure).

the Right (Pal 2,5,8,11) are SFA/KOF Based. This mode has parrying for healing a smidge of life. you start with only lvl.1 attacks at Max. When your life is at 25%, Max becomes super, the power bar slowly regenerates to full, and gives lvls 2-3 attacks.

In hopes of adding some sort of variety I was hoping to get assistance from Shiyo about giving them a slight upgrade and use for team/tag mode, maybe even giving them different abilities to switchup gameplay.
EX: Normal (original) bars can have Alpha countering (at the cost of one bar) and technical recovery with EX Attacks at 50% energy bar(Defensive Balanced), SFA/KOF type can have ki charge up and meteor combo (offensive), SVC/Samsho can have EX attacks, and when health is at 25%, your character could have that CVS2 red glow, marking that lvl 3 attacks can be done with devastating 25% additional damage at the cost of only doing it ONCE per battle, so choose your character wisely(Defensive/Offensive).
Believe it or not a good palette-based ISM powerbar system can work and have a balance, and can be a good alternative download. I just wish someone could listen to this and realize it.


Do you know how to activate the Just defence/Blocking for others mode besides single player?
Lasagna

Flowrellik

It's pretty much the same config as you would for CVS2. Parrying by pressing forward the instant an attack hits you, same with just defend by blocking instantly.
Quote from: Vincee on February 02, 2017, 07:54:24 PM
How i can upgrade my add004 ?  my lifebars are always saying needs update and dont show the score , and i dont know where i can place the files from the work  folder, and how to use te tag mode ? theres a mode to make guard break gauge work ? and stun?  thx alot i'm still new in mugen. i want to make my mugen look like this https://www.youtube.com/watch?v=H1Q_6MqkoIQ
you can upgrade your add004 by getting the latest update from shiyo's file, placing it in Mugen, and with add4pie, restoring and then reapplying the code in the characters.
guardbreak, stun etc can be achieved by looking through the common01.cns and finding this
Spoiler (click to show)
;>>sys::init::system_switch_plus
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý'è
; v07: bit flag
[state 0] ;[.01]
   type=null
   trigger1=!time
   trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú'l'S—LŒø)
;; uncomment to disable (ƒRƒƒ"ƒg,ðŠO,·,Æ–³Œø,É,Å,«,Ü,·)
;   trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
;   trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
;   trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
;   trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
;   trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
;   trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
;   trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
   trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
;   trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;   trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
;   trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
;   trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_assist
;   trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
;   trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
;   trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
;   trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
;   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
;   trigger1=1 || var(7):=(var(7)^131072)   ;;18th - tag_special_partners
You place a ; to any part you want coded and remove said ; if you do not.

Vincee

Thaaanks, i add stun and guardcrush now. but my chars doesnt switch in tag.
And cpu control the second char in tag.
when i upgrade the chars the lifebar portrait change, how can i change the lifebar portraits, i dont want same portrait of player select in lifebar  thanks bro

-Ash-

#797
Quote from: Flowrellik on February 03, 2017, 01:13:30 AM
It's pretty much the same config as you would for CVS2. Parrying by pressing forward the instant an attack hits you, same with just defend by blocking instantly.
Huh... I think you didn't got my question right, I was talking about "enabling" JD/Parry on other modes besides single player, like you did with the bars.
Lasagna

2Dee4ever

Alright so.. Suggestions for the interruption you have set. Which would be the best route to implement tag supers. As is, they are hard-coded to not be interrupted right? A.I obviously does whatever it wants ha.

Let me start off by saying I have no experience using partner, or simul.
Here is something I did a while ago as a test, hadn't touched it since, but now I'm working on a lot of tag supers so I thought its a good time to continue. This was made for simil so I just tweaked it a bit to work with the system, this is earlier though before you added this new code as such it no longer works as intended. Old video example

This is just them being both being on the screen simil. What could be done so that they simply have to be on the same team for it to be read? Aka whilst on standby they'll automatically jump out and do the move. I believe Mousers ngbc characters have this ability.

This is what currently what happens, look at the powerbar.
https://sendvid.com/7gyd0i3y
Using @[user id=42397]BeterHans[/user]: characters (also showing those 1.1 "exclusive" supers working in Ikemen.) With tweaks easily can do more cinematic stuff, but here is the main point.

More than anything I'd just like some suggestions on methods to do this "without" breaking the current system or removing something. I really want to go crazy with tag supers so I'm just looking to get started in the right direction. I'll just message you here about it in case anyone else is interested in something similar.


Flowrellik

If that is aimed at me, I believe that's best to hard code in the characters, case in point of that one ryu/ken tag partner team, unless somehow by chance you modify common01.cns for something more Marvel vs Capcom, but this....seems more aimed for Neogeo Battle Collesium/ SFEX orientated, and it really hits me good in the nostalgia region seeing that in your vid. Perhaps you can teach me in private on how to do that sometime?
Atm I was fortunate to get the team mode alt. powerbars to work and pretty soon for next week I'll try my hand at tag mode again, and see about getting that fangled thing to work.
atm I wonder now if there is some way, like for tag mode, where I can implement a certain button combo just to initiate a specific mode based on certain bars, like MAX COMBO for max bar and maybe custom combo for the SVC Bar.