add004basic

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

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xcheatdeath

#1020
yo shiyo, do you plan on adding more variations to the lifebars?

Like what the bars look like, do you plan on making more looks for them? I think an MVC version would be awesome

also, do you plan on doing more stage interaction? Like breaking the signs on suzaku castle or the barrels in guiles stage?

Mr.Karate JKA

Quote from: Shiyo Kakuge on January 14, 2018, 01:07:22 PM
@[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. :)


Thanks Shyo! It woks!

-Ash-

#1022
@Mr.Karate JKA Could you share the code please?
Lasagna

Mr.Karate JKA

Shyo, another question: Is this possible add to the commom1 the back light code form the guardian dogs effect? Without patch char by char?

Code

[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;1aD§3oE?I≫OA
;--------------------------------------------------------------
[Statedef 23680]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;1aD§×o
;--------------------------------------------------------------
[Statedef 23681]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;1aD§OO
;--------------------------------------------------------------
[Statedef 23682]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA



-Ash-

#1024
Quote from: Shiyo Kakuge on January 14, 2018, 01:07:22 PM
@-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]
@Shiyo Kakuge I've tried doing this by placing a pause sctrl in statedef 190197, but I can't manage to make the character keep running through the screen while the pause effect is triggered, if could help me on this I would appreciate.

Lasagna

lui

hey guys so ive been messing around with this and while I got most results I wanted when customizing it, I do want to know, how exactly can you make it so you can switch out during a super move?

Afterthought

@Shiyo (and I guess anyone else who might know the answers), I have some issues I'd like to get corrected if possible.

1. This is a common problem I'm sure but I don't recall seeing a solution. add004 has a weird camera: it follows airborne characters on their way up, but on their way down, they land before the camera can follow them, which makes fighting a bit difficult since for half a second players aren't able to see any action. I'm not sure if this is exclusive to the way add004's camera is coded, a stage zoom issue, or both. I'd like it so that the camera better follows both characters in any situation.

2. I believe I've seen this solved somewhere, maybe in this very thread, but I've forgotten; some characters' actions don't align with the add004 default assist action, meaning some don't attack at all upon called to assist, others glitch out in weird ways, etc. How would I set up custom assist actions for certain characters? If this was solved a link would be splendid.

Any help is appreciated.

xcheatdeath

as far as the assist issue goes i use this

Spoiler (click to show)


;--------------------------
; Partner Attack
; land>roundover
; ??>??????
;--------------------------
[statedef 190195]
type=s
movetype=i
physics=s
anim=47
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   time=8 ;;<-options
[state 0]
   type=screenbound
   trigger1=1
   value=0
[state 0]
   type=playerpush
   trigger1=1
   value=0
[state 0]
   type=posset
   trigger1=!time
   y=0
;---
[state 0]
   type=changestate
   trigger1=(animtime=0) && (roundstate=2) && (sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
   value=650 ;;CHANGE THIS # TO THE STATE # OF THE MOVE YOU WANT THEM TO EXECUTE. The default move is state 1000.
   anim=150 ;; guarding anim for stateno-checking
   ctrl=0

; ex-change (for safety)
; ???
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=1


BurningSoul

its this,

##Add.List01[Start]
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=##add.Value01## ;;<-StateNo
##Add.List01[End]

Afterthought

Both answers are things I will definitely look into. Thank you both.

ReduxMercenaryT

Quote from: Shiyo Kakuge on January 12, 2018, 09:03:47 AM
@[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.


Awesome Shiyo! He's working on my end now. Please add more fixes like this for new mugen character releases especially the ones that get stuck repeating a move like Omega Rugal by Falcon Rapper. Wonderful tag system so far. 

MR. IBZS II

I'm actually getting that vector error even when I boot this roster with normal Mugen and not a .bat file. Even when I restored all the characters too. And I still don't know what could be missing to fix it.

Rōjenomu

Quote from: Shiyo Kakuge on January 13, 2018, 02:59:29 PM
change
var(36): guard point G-P
to
var(50): stun point S-P
.
.

I tested this and seems to work well
but there is an issue that it goes into negative instead of staying empty if more hits hit after stun has been activated and in this case if a move like Dan's Ichi Geki Hissatsu is doing a lot of stun:







Spoiler (click to show)

QuoteLord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:

BurningSoul

I remember this having tag team super thingy,is there anyway we can have a mahvel style,dual hypers? tried to port some code from Uno but can't make it work.

JarianDaProducer

These Lifebars are really Cool!! They have a very nice Street Fighter V Vibe to them, i like!! :)
"My Technique Can Not be Beaten"

HyperClawManiac

I have a problem with add004pie.exe. It gives a Subscript Out Of Range error and won't run. Using Windows 7 if that means anything.

Koopa901

How to Resize the Face Ports in the lifebars? I tried the method used for the default lifebars but it doesn't work with these.....

p1.face.scale = .45,.45

Devon

lifebar ports are coded in common1.

xcheatdeath

actually the code is in the add004pie config file that sits with the patcher.

the code to alter the size of the portraits is found here

Spoiler (click to show)

[state 0]
   type=explod
   trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
   trigger1=sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
   trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
   trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
   id=490600
   anim=909002
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
   scale = .45,.45
   ;scale= playerid(floor(sysfvar(0))),fvar(32-(id=playerid(floor(sysfvar(0))),var(15))*10), playerid(floor(sysfvar(0))),fvar(33-(id=playerid(floor(sysfvar(0))),var(15))*10)
   pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(30-(id=playerid(floor(sysfvar(0))),var(15))*10))), floor(const240p(playerid(floor(sysfvar(0))),fvar(31-(id=playerid(floor(sysfvar(0))),var(15))*10)))



literally just copy and paste that ^ and re-patch your characters and you'll have the results you're trying to have.
   sprpriority=floor(playerid(floor(sysfvar(0))),fvar(36-(id=playerid(floor(sysfvar(0))),var(15))*10))
   trans=addalpha
   alpha=floor(playerid(floor(sysfvar(0))),fvar(34-(id=playerid(floor(sysfvar(0))),var(15))*10)), floor(playerid(floor(sysfvar(0))),fvar(35-(id=playerid(floor(sysfvar(0))),var(15))*10))
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;sys::-2::face_d_mod

drewski90

i have one question: how can I change assist attacks for each characters? some of them just taunt and that's it