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add004basic

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

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Koopa901

Getting this error

Library error message: Died parsing command="a"||command="b"||command="c"||command="x"||command="y"||command="z")

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [state 0]
Error in [statedef 195500]
Error in data/add004_bs0/common1.cns:3963
Error loading chars/Rogue/Rogue.def
Error loading p1

Lurker

Maybe its the lack of a parenthesis before command="a"

theiddenbirthexe

How to change partner assist in this tag patch?

Koopa901

I'll try it when I get home but I kinda doubt it, it only does this to Rogue, none of my other chars has this error. The error is in the common1 file...

preludesirt

Hi There,

Is there anyway to patch 700+ characters all at once?  I just recently discovery this cool life bar and have it working with a few game characters.  My odela is that I have them organize by game folder and characters so the character.def does not exactly match the charach folder name.

Example:
Alien vs Predator\ AVP_Alien_A\Alien_A.def
Alien vs Predator\ AVP_Alien_B\Alien_B.def
Capcom vs SNK\CVS_Evil Ryu\Evil Ryu
Capcom vs SNK\CVS_Evil Ken\Evil Ken.def
SNK vs Capcom\SVC_Terry\01Terry.def
SNK vs Capcom\SVC_Alan\02Alan.def

Add004pie can't seem to to match the character folder name and character.def if they are not the same.  Is there a trick to modify add004pie to achieve bulk patching the characters?

Thanks..

preludesirt

#1005
I wanted to move the powerbar next to the guard bar since there seem to be enough space to make it fit.  It just seem to fit the there and also to cleared out the space for the built-in character powerbar. 

Also if any one know how I can fix the name spacing for the character, please tell me where I can correct the problem.  For some reason after patching the character, the space in between name get bunch together .


Ethereal

Two questions:

1. What's this file supposed to do? Is it for assigning assist moves to certain characters?

2. How do I change the partner tag/assist command/s? The info pic only mentioned common1.cns, but I'm not quite sure where to go from there.
3. The regular ADD004 lifebars don't seem to have the palette groove select anymore. Is it still present in the current build, and is it affected by a setting in common1.cns?

preludesirt

check in the add004 folder.  there you see the common1.csn and in it contain all the trigger.  I am just starting out using the lifebar myself, but there not enough documentation for it.

Shiyo Kakuge

@[user id=9855]ReduxMercenaryT[/user]: (#970)

thanks for your report :)

updated pie.exe. please use the latest one (ver.10019 / add004pie_10019.zip from OneDrive)
restore your char (Killer Croc) and convert him again.

issue details:
old "pie.exe" reads char's info from its *.def file useing case-insensitive.
ex: "common1.com" != "Common1.cns" != "common1.CNS"

pie ver.10019 ignores the case of characters in reading char's info.
ex: "common1.cns" = "Common1.cns" = "common1.CNS"

this may cause unexpected error in future.



@[user id=82954]Ethereal[/user]: (#1007)

1. That is a setting file to enable individual partner-assist-move registration.
   if you don't like manual editing, pie.exe can read setting-file and add SCtrls to char's cmd automatically.

2. in "data/add004_*/common1.cns",
   ">>@Config.Tag_Command>>"
   ">>sys::tag_mode_cmd_change"
   please mod:
   trigger1=(root,command="y") && (root,command="a") && ((root,command="holdfwd") || (root,command="holdback"))

3. groove mode is OFF by default for more compatibility.
   you can turn it ON, or edit functions(SCtrls) to your own style.
   in "data/add004/common1.cns",
   ">>@Config.Power_Mode>>"
   "[.05a]" "[.05b]"
    "var(22)= #" : #=1:normal,2:cap,3:snk,4:tag=normal,10:off...


thank you all my firends :)

MR. IBZS II

Quote from: MR. IBZS II on November 30, 2017, 04:01:31 AM
After spending all day trying to move onto the current Add004 version... Everyone crashes when I try to select them with this error, when I tried to use a Crash for example:

Error detected.

Lua fatal error: Vector not a valid table

Clipboard tail:
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 1 on teamslot 0.0
Char MG-Crash.def (1) request pal 0 3F (3F) -> reserved 0 (3E)
Loading character chars/MG-Crash/MG-Crash.def...
  Loading info...OK
  Loading cmd command set crash.cmd...OK
  Loading cns crash.cns...

Yep, everyone has "Vector is not a valid table" errors and I don't know why. He got converted properly too. Don't think I put in THAT many characters who don't work with 1.1... Strangely, this error pops up as soon as I click on any character, as opposed to waiting until before the match.

How would I fix this issue? I still haven't figured it out.

Shiyo Kakuge

#1010
there seems no problem  :???:
https://youtu.be/pOIAfoxWAoU

maybe a shortage of files in your "date" "data" folder  :S

SSonic

For some reason Infinite's Guile doesn't work. When I start a match it just plays like a normal 2 v 2 with no tag. Anyway to fix this?

Shiyo Kakuge

@[user id=7816]preludesirt[/user]:

mod lifebar
">>@Config.LifeBar>>"
">>@Config.LifeBar_Draw>>"

mod powerbar
">>@Config.PowerBar>>"
">>@Config.PowerBar_Draw>>"


@[user id=88753]SSonic[/user]:

there is a "common1.cns" in his folder which is outdated.
please disable this "common1.cns" (rename, move or delete...)
and restore > convert "Guile" again.

Devon

Ahh Shiyo while you're visiting I have a question:

I would like to change the function of the guard bar to instead show stun (When bar is empty enemy is dizzy), is this an easy thing to do?

Shiyo Kakuge

change
var(36): guard point G-P
to
var(50): stun point S-P



;------------------------
;;>>@Config.GuardBar>>
*
*
*
;---
;sys::guardbar_d_changed ; ガードバー変化
[state 0]
   type=modifyexplod
   trigger1=(var(8)&4)
   id=493000
   postype=left
   facing=ifelse(teamside=1,1,-1)
;;G-P;
;   pos=var(14):=var(31)-floor(((50-var(37))*39/50-3)*fvar(0))*ifelse(teamside=1,1,-1), var(32)+floor(6*fvar(0))
;   scale=(50-var(37))/200.0, 0.25 *(var(37)<50)

;;S-P;
   pos=var(14):=var(31)-floor(((1000-var(37))*39/1000-3)*fvar(0))*ifelse(teamside=1,1,-1), var(32)+floor(6*fvar(0))
   scale=(1000-var(37))/4000.0, 0.25 *(var(37)<1000)


[state 0]
   type=modifyexplod
   trigger1=(var(8)&4)
   id=493010
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=var(14),var(32)+floor(6*fvar(0))
;;G-P
;   scale=0.25,0.25 *(var(37)<50)

;;S-P
   scale=0.25,0.25 *(var(37)<1000)

;---
;sys::guardbar_d_frame_warnning ; 外枠2 警告

[state 0]
;;G-P;
;   type=explod

;;S-P;
   type=null

   trigger1=var(37)>39 && numexplod(493010) && !numexplod(493030)
   id=493030
   anim=f210012
   sprpriority=var(46)+6
   ownpal=1
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=var(31)+floor(100*fvar(0))*ifelse(teamside=1,-1,1), var(32)
   scale=0.25,0.25
   bindtime=-1
   removetime=-1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1

;------------------------
;------------------------
;sys::guard_b_modify ; (3rd bit)
; 描画変動
[state 0] ; off
   type=varset
   trigger1=(var(8)&4)
;;G-P;
;   trigger1=var(37)=var(36)

;;S-P
   trigger1=var(37)=var(50)

   var(8)=var(8)|4

[state 0] ; on
   type=varset
   trigger1=!(var(8)&4)
;;G-P;
;   trigger1=var(37)!=var(36)||!time

;;S-P;
   trigger1=var(37)!=var(50)||!time

   var(8)=var(8)^4

;sys::guard_b_memo_guard_point
; ガードポイント保存
[state 0]
   type=varadd
   trigger1=roundstate=2
;;G-P;
;   trigger1=var(37)!=var(36)
;   var(37)=(var(36)-var(37))/8+ifelse(var(37)>var(36),-1,1)

;;S-P;
   trigger1=var(37)!=var(50)
   var(37)=(var(50)-var(37))/8+ifelse(var(37)>var(50),-1,1)




Devon


Mr.Karate JKA

Hi shyo! I have a doubt: how can i delay the time that partner jump/ run out of the screen during the "round " animation? Thanks





SSonic

Quote from: Shiyo Kakuge on January 13, 2018, 08:33:04 AM
@[user id=7816]preludesirt[/user]:

mod lifebar
">>@Config.LifeBar>>"
">>@Config.LifeBar_Draw>>"

mod powerbar
">>@Config.PowerBar>>"
">>@Config.PowerBar_Draw>>"


@[user id=88753]SSonic[/user]:

there is a "common1.cns" in his folder which is outdated.
please disable this "common1.cns" (rename, move or delete...)
and restore > convert "Guile" again.


Thank you it worked.

-Ash-

Going to bump some old request since Shiyo is watching the thread now.

Quote from: -Ash- on August 23, 2017, 09:05:31 AM
Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open to more possibilities.


Here at 0:27 you can see what i'm talking about.

Please tell me that this is possible in some future add004 update.
Lasagna

Shiyo Kakuge

@[user id=60846]Mr.Karate JKA[/user]:
please use "assertspecial" "flag=timerfreeze"
in stafedef 190190 or 190191 if you need.


@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]

Quote from: -Ash- on January 13, 2018, 11:38:44 PM
Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)