add004basic

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

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drewski90

will these lifebars work with any screenpack or just the mugen match screenpack by shiyo? if so how do I do that?

-Ash-

Yes, it works with any screenpack.

To install, patch the characters with the add004pie.exe and overwrite the common1.cns in data with the one from the lifebar, it would be good if he edited FP with the instructions so people would stop asking this question.
Lasagna

MR. IBZS II

Oh no. A freeze K.O. sounds like it'll be a bit disruptive. A bit easier to notice than the Down message though, which I have no problems spotting.

Flowrellik

Well, Tatsu has released a new vid of a possible upcoming update for add004: Apparently now Tatsu is experimenting on some sort of Duo Hyper combo attack using down+tag (Y+A). I just wonder for an attack like this, would it be like MVC2 or different.
https://www.youtube.com/watch?v=vWKy1JPT9WM

,mem

Quote from: Flowrellik on April 09, 2017, 02:22:46 AM
Well, Tatsu has released a new vid of a possible upcoming update for add004: Apparently now Tatsu is experimenting on some sort of Duo Hyper combo attack using down+tag (Y+A). I just wonder for an attack like this, would it be like MVC2 or different.
https://www.youtube.com/watch?v=vWKy1JPT9WM

How would that work? Would you have to make up what the characters do for the tag hyper yourself or does it have to be built in.

BurningSoul

I actually asked himself about how it was in UMVC3 and he said ''simul mode right?''
I guess this will make me create something if he does realeses it.

Bejeeta

He already has code tag dual hypers, download his winmugen test version and use Ryu and Evil Ryu, he has added a dual hyper attack.
I have manage to add dual hypers with his code but you have to do add them your self using his code.

BurningSoul

does normal version has this?,I don't use Winmugen

Bejeeta

The code works for mugen 1.0 & 1.1 also.

BurningSoul

Quote from: Bejeeta on April 09, 2017, 06:25:14 PM
The code works for mugen 1.0 & 1.1 also.

can you post  a copy of code

Bejeeta

Spoiler (click to show)
[statedef -1]
;--------------------



;---
; sp-partner
;---
; double_super_ha_do
[state 0]
   type=selfstate
   triggerall=stateno=190192 && sysfvar(4)=1 ;;is-partner?
   triggerall=sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
   triggerall=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(49)=id
   triggerall=sysvar(0)>0 && playeridexist(sysvar(0))
   triggerall=playerid(sysvar(0)),sysfvar(4)<1 ;;is-main-player?
   ;---
   trigger1=(playerid(sysvar(0)),name="ryu") || (playerid(sysvar(0)),name="evilryu")
   trigger1=(playerid(sysvar(0)),authorname="varo_hades")
   trigger1=(playerid(sysvar(0)),stateno=1900)
;;op;   trigger1=playerid(floor(sysfvar(0))),cond(0,0,var(53-sysvar(0)+var(49)):=1000)
   ;---
   value=1900
;---
[state 0]
   type=changestate
   value=1900
   triggerall=command="a" && command="y" && command="holddown"
   triggerall=var(51)<1
   triggerall=power>=1000 && !numprojid(91000)
   triggerall=statetype!=a && (ctrl || var(41))
   ;---
   triggerall=sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900) && playeridexist(playerid(floor(sysfvar(0))),var(49))
   triggerall=(playerid(playerid(floor(sysfvar(0))),var(49)),stateno=190192)
   trigger1=(playerid(playerid(floor(sysfvar(0))),var(49)),name="ryu") || (playerid(playerid(floor(sysfvar(0))),var(49)),name="evilryu")
   trigger1=(playerid(playerid(floor(sysfvar(0))),var(49)),authorname="varo_hades")



;---


Spoiler (click to show)
[statedef 1900]
type=s
movetype=a
physics=n
anim=1000
sprpriority=2
velset=0,0
ctrl=0
facep2=1

;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
;---
[state 0]
   type=posset
   trigger1=!time
   y=0

;---
[state 0]
   type=projectile
   triggerall=(anim=1000)
   trigger1=(animelem=3,>=0) && (animelem=4,<0)
   trigger1=1|| var(11):=-16 || var(12):=-66 || fvar(1):=0.3+(gametime%4)*0.1
   trigger2=(animelem=4,>=0) && (animelem=5,<0)
   trigger2=1|| var(11):=-16 || var(12):=-68 || fvar(1):=0.5+(gametime%4)*0.1
   trigger3=(animelem=5,>=0) && (animelem=6,<0)
   trigger3=1|| var(11):=-16 || var(12):=-69 || fvar(1):=0.7+(gametime%4)*0.1
   trigger4=(animelem=6,>=0) && (animelem=7,<0)
   trigger4=1|| var(11):=-6  || var(12):=-66 || fvar(1):=0.7+(gametime%4)*0.1
   projanim=1004
   projsprpriority=3
   postype=p1
   offset=floor(var(11)*const(size.xscale)), floor(var(12)*const(size.yscale))
   projedgebound=800
   projstagebound=800
   projscale=fvar(1),fvar(1)
   projremovetime=1

;---
[state 0]
   type=playsnd
   trigger1=(time=1) && (sysfvar(4)<1)
   value=0,20 ;; shin-ku
;;   value=0,40 ;; metsu
   channel=0

;-[hpe]---------
[state 0]
   type=poweradd
   trigger1=(animelem=5) && roundstate=2 && (sysfvar(4)<1)
   value=-1000
[state 0]
   type=helper
   trigger1=(animelem=5) && roundstate=2 && (sysfvar(4)<1)
   id=88880
   stateno=88882
   pos=floor(-18*const(size.xscale)),floor(-73*const(size.yscale))
[state 0]
   type=helper
   trigger1=(animelem=5) && (anim=1000) && roundstate=2 && (sysfvar(4)<1)
   trigger1=!numhelper(88870)
   id=88870
   stateno=88870;max2bg
   size.height=8
;---------------

;---
; for_partner_assist
;---
[state 0]
   type=screenbound
   trigger1=(sysfvar(4)=1)
   value=0
   movecamera=0,0
[state 0]
   type=playerpush
   trigger1=(sysfvar(4)=1)
   value=0
; run_in
[state 0]
   type=changeanim
   trigger1=!time && (sysfvar(4)=1)
   value=100
[state 0]
   type=turn
   trigger1=!time && (sysfvar(4)=1) && (sysvar(0)>0) && playeridexist(sysvar(0))
   trigger1=facing!=playerid(sysvar(0)),facing
[state 0]
   type=posset
   trigger1=!time && (sysfvar(4)=1) && (sysvar(0)>0) && playeridexist(sysvar(0))
   x=(playerid(sysvar(0)),pos x)-(playerid(sysvar(0)),backedgebodydist+90)*facing
[state 0]
   type=velset
   trigger1=!time && (sysfvar(4)=1) && (sysvar(0)>0) && playeridexist(sysvar(0))
   x=abs(pos x-playerid(sysvar(0)),pos x)/18.0
[state 0]
   type=changeanim
   triggerall=(anim=100)
   trigger1=(time>=18)
   trigger2=(sysvar(0)>0) && playeridexist(sysvar(0))
   trigger2=(pos x-playerid(sysvar(0)),pos x=[-21,21])
   value=1000
   elem=4
[state 0]
   type=velset
   trigger1=(anim=1000)
   x=0

;---
;---
[state 0]
   type=changeanim
   triggerall=(animelem=4,>=1) && (anim=1000)
   trigger1=time<18
   value=anim
   elem=4
;---
[state 0]
   type=changestate
   trigger1=(animelem=7) && (anim=1000)
   value=1901

;--------------
[statedef 1901]
type=s
physics=s
movetype=a
sprpriority=2
velset=0,0
ctrl=0
facep2=1

[state 0]
   type=width
   trigger1=(animelem=7)
   value=28,0

;---
;---
[state 0]
   type=helper
   trigger1=(animelem=7) && (sysfvar(4)=1)
   id=3000
   size.height=500222;;<-(removetime+options)
   pos=floor(60*const(size.xscale)),floor(-66*const(size.yscale))
   stateno=91000
   size.head.pos=3015,3006;;<-anim,hitanim
   size.mid.pos=11500,0;;<-speed_x,y(1/1000)
   size.ground.front=9009;;<-max_hits/miss_time
   size.ground.back=300010;;<-damage hit/guard
   size.air.front=620560;; <vel_x,y_hit
   size.air.back= 640530;; <vel_x,y_guard
   size.shadowoffset=13;;<-fall(10=recovery/1=ground/2=air/3=g&a)
   ownpal=1
   size.xscale=1.5
   size.yscale=1.5

;---
[state 0]
   type=playsnd
   trigger1=(animelem=7)
   value=0,10
   channel=0
[state 0]
   type=playsnd
   trigger1=(animelem=7)
   value=2,0
   channel=2
;---
[state 0]
   type=statetypeset
   trigger1=(animelem=7)
   movetype=i
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=1





BurningSoul

so where should ı paste the code in cns ?

MR. IBZS II

Oh crap. You have to add it in yourself... I tried to do that with the custom hyper background but I really slacked on that and it flat out wouldn't work on some characters no matter where I put the code.

Could the Add004.pie be expanded later on in a update to add this stuff in characters for you? There could be a options tab to set up the hyper background color, the state number needed for the hyper and whatever other hidden things Add004 does but doesn't patch in for you.

Bejeeta

Add this to a character under [statedef -1] at cmd
Spoiler (click to show)

[state 0]
   type=selfstate
   triggerall=stateno=190192 && sysfvar(4)=1 ;;is-partner?
   triggerall=sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
   triggerall=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(49)=id
   triggerall=sysvar(0)>0 && playeridexist(sysvar(0))
   triggerall=playerid(sysvar(0)),sysfvar(4)<1 ;;is-main-player?
   ;---
   
   trigger1=(playerid(sysvar(0)),stateno=1900)
;;op;   trigger1=playerid(floor(sysfvar(0))),cond(0,0,var(53-sysvar(0)+var(49)):=1000)
   ;---
   value=1900
;---
[state 0]
   type=changestate
   value=1900
   trigger1=command="a" && command="y" && command="holddown"
   triggerall=var(51)<1
   triggerall=power>=2000 && !numprojid(91000)
   triggerall=statetype!=a && (ctrl || var(41))
   ;---
   triggerall=sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900) && playeridexist(playerid(floor(sysfvar(0))),var(49))
   triggerall=(playerid(playerid(floor(sysfvar(0))),var(49)),stateno=190192)
   

and then copy and rename a hyper statedef to [statedef 1900] to cns and you have universal tag team dual super(you need two characters with this code at simul mode).

,mem

I doubt I have the skills or imgpagination to make anything interesting. But I am interested in what others will do.

2Dee4ever

If you are under the impression that using this will grant you universal tag supers you'd be incorrect, although... Let me give you guys a tip for those interested in mvc-esc version of supers. Currently this is set to them both using a projectile. The easiest team up you can do. Switch the states/values around to have them both use whichever hyperstate of your choosing. You could even set it up to trigger with various characters. Of course you'd have to tweak other things like timing etc, but the basic run out is there. Basically this allows for characters to bypass the "no interruption" during their run out sequence and also metaphorically speaking holds them behind a wall aka restricts them acting before assist is ready. For everything else you have to manually do it. here is an example
Spoiler (click to show)
Time Stamp 2:09 & 4:30 respectively. Can't go into super detail about it, but you will have to do some work especially if you want something more elaborate. Double hadouken, or basic stuff like that, just mess around with it. Also if there is anyone still trying to navigate this with notepad, just copy & paste all code into fighter factory or whatever you use. You'll see everything in connoted & easier to understand even if you feel as though you are inexperienced. All the labels etc.

Bejeeta

What i mean with universal is that they can add simple dual hypers with this way.If they want well made dual hypers like yours then they need to do a lot of work.

2Dee4ever

Nah I didn't see what you posted. Same thing you said. The main thing that stopped double teams from working was the "no interruption" as I call it, which forces them to run out after the assist and take no other actions. Literally with this gone you could do anything. Even triple teams & quadruple if you that serious about it lol.

culebrin

#858

-----
he usado el add004pie.exe en algunos chars y obtengo ese mensaje de error, alguna manera de arreglarlo?
-----
I've used add004pie.exe on some chars and I get that error message, some way to fix it?

MR. IBZS II

That Mega Man doesn't work quite well with Add004. He still has old Add004 data left in him, which makes Add004.pie thingy screw up.

I get that message on a few characters of mine too and I can't remember how to fix it...