add004basic

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

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BurningSoul

did anyone managed to use Pyron by Gal129 with add,he seems to be using ai still,and I dont know japanese so I dont understand what var does what

STANLEY69

So this "NEED UPDATE" thing keep on bothering me since I already keep on using restore and change of each character I had in my old screenpack and some of them are still had this "NEED UPDATE" up on the screen. It really pissing me off since I already updated the lifebars and stuff and I'm still having this issue, can somebody help me out?

-Ash-

You need to patch the codes manually in those characters.
Lasagna

2Dee4ever

#1083
Why not just stop using characters already patched? Use the original versions. It's not manually patching that will solve it, if the common1 doesn't match, that's what causes it. 9/10 you are using the wrong common1. Solve this by just using a fresh unpatched ver.

Flowrellik


I'm not sure why but he seems to be just doing some gameplay vids with visible updates along the way.

-Ash-

You mean stage updates!?
Lasagna

BahamianKing242

wow another video i missed from him. i'm sub to him but for some reason i don't get any of his videos in my subscriptions

SuliOfTheNerdVaid Suli

For anybody that plays mugen on Mac how can i use add004 because i tried using wineskin and every time i use it wineskin it just doesn't pop up.

2Dee4ever

#1088
1.By "using an unpatched character I mean, use the "non" edited version of that character. Use the original version, from the original author.

2. Lifebar/Transformations
Spoiler (click to show)
;//==========================
;//==========================
;;>>@Config.Face>>
;sys::-2::face_d ; portrait (Šç)
[state 0]
   type=explod "Add "remove explod" in transformation state"
   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=ifelse(var(11),909003,909002) port Changes with transformation
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
   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)))
   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
[state 0]
   type=removeexplod
   trigger1=sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=!(playerid(floor(sysfvar(0))),var(9)&4) || (playerid(floor(sysfvar(0))),var(9)&262144)
   trigger2=roundstate!=2 || (stateno=5150 && time=5 && !alive)
   id=490600
   ignorehitpause=1

3. Choose assist
Spoiler (click to show)
Add in cmd
;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo (customize to how you see fit)

4. Tag-Team attack example
Spoiler (click to show)
Set your Conditions
Kaede
[State -1, Team]
type=ChangeState
value=4000
triggerall=var(11)=1 Can only use when "Awakened" otherwise wont work.
triggerall=partner,stateno=190192 = Only when Assist ok!
triggerall=command="team"
triggerall=NumPartner
triggerall=partner,name="Moriya Minakata" && partner,authorname="SNK"
Partner is Moriya
triggerall=!AILevel && RoundState=2 && StateType != A &&var(20) <= 60 && power >= 3000
trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])
trigger2=var(6)|| var(7)

Moriya(Same thing)
[State -1, Team]
type=ChangeState
value=4010
triggerall=partner, var(11)=1 Kaede must be transformed
triggerall=partner,stateno=190192
triggerall=command="team"
triggerall=NumPartner
triggerall=partner,name="Kaede" && partner,authorname="SNK"
triggerall=!AILevel && RoundState=2 && StateType != A &&var(20) <= 60 && power >= 3000
trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])
This is just an "example"
https://streamable.com/jotgn

Read back a page, add var(whatever you use) for transformed characters, so they don't revert to original sprite.

STANLEY69

Yeah but that doesn't help me, I'm still having the problem mate.

2Dee4ever

#1090
what character is it again? Which version are you using? Regular mugen? What is the character? Need update message simply means the code in the -2 of the character and the commom1 don't match. Also whomever else messaged I answered all above so everyone can see. I suggest learning the basics of what does what so you can say to yourself how easy this is.


Start from 0, download the bars again, then patch those unpatched characters

M206

Hello everyone, sorry but with ikemen / add004 patch i'm really a newbie..

I'd like to add the "show key_imput" feature to my sagat to prepare a video with all the moves instead of write a readme file..

i've tried, but i'm not able to obtain a mugen or ikemen version with add004 patch working.. even with the standard kfm..

could someone be so kind to guide me (newbie mode) step by step?

for ex.

download this, download that, replace this file, change that line, ect ect..

please help me, thanks in advance, i'd love to finish my sagat!!


qjafri

Hey guys dont know if any of you had a chance to try out Card Saga Wars, I got this working with that game but i cant get 3 characters to load if someone can help me out, this is the error code that i receive when i try and pick those characters.

Error message: Undefined command label: "c".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [state 0]
Error in [statedef 90900]
Error in chars/linko/common1.cns
Error loading chars/linko/linko.def
Error loading p3

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

Odb718

@[user id=91825]qjafri[/user]: check to see if you have the c command in your cmd file.

[Command]
name = "c"
command = c
time = 1

If not, add it ^^
vVv Gouken718 vVv SabreTooth718 vVv


RΣDDBRIПK

is there a way i can change the way characters are tagged in? like to jump in instead of running in?
Quote from: Penguinz0
"Oh its all happening! Everything that's ever existed is happening at once!"

BurningSoul


PIZZAHIGHFIVE

I've been tinkering with the Add004's Common1.def file and you can actually edit a lot.   

I got it where it doesnt remove any bar if you do a switch cancel and I got it where you can switch cancel during supers.

If you press ctrl+F and search for "power"  find where it says -500 and change it to 0 

I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system


Buy DBZ / Street Fighter shirts here. Compra camisetas de DBZ y King of Fighters aqui. www.instagram.com/Motivational_Saiyan/?hl=en

Bejeeta

You can edit anything you want at common1.def
For jump during tag in change this:

Spoiler (click to show)
[statedef 190194]
type=a
movetype=u
physics=n
anim=ifelse(selfanimexist(44),44,41)
sprpriority=-2
ctrl=0
;---
;sys::partner_assist-mark1
[state 0] ;; Mark: "p-1" / "p-2" / "cpu"
   type=explod
   trigger1=!time && roundstate=2 && !numexplod(296000) && numpartner
   id=296000
   anim=f296000+(matchno<2||ishometeam=0)*teamside
   postype=p1
   pos=0,floor( (const(size.head.pos.y)-const(size.ground.front)/2-const(size.ground.back)/2) )
   facing=ifelse(facing=1,1,-1)
   scale=0.5,0.5
   sprpriority=5
   ownpal=1
   bindtime=-1
   supermovetime=-1
   pausemovetime=-1
   ignorehitpause=1
   persistent=0
;---
;sys::partner-out-set4
[state 0]
   type=nothitby
       
   trigger1=!time && sysvar(0)>0 && playeridexist(sysvar(0))
   value=sca
   time=ifelse(playerid(sysvar(0)),alive=0,25,10)
[state 0]
   type=assertspecial
   trigger1=(pos y<0)
   flag=noshadow
[state 0]
   type=screenbound
   trigger1=1
   value=0
   movecamera=0,0
[state 0]
   type=playerpush
   trigger1=1
   value=0
;---
;sys::partner_goto-assist1
[state 0]
   type=changestate
   trigger1=(anim=[41,46])
   trigger1=(pos y>=0) || ((pos y+vel y>=0)&&(vel y>0))
   value=190195 ;; land
   ctrl=0
;---
[state 0]
   type=palfx
   trigger1=!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0))
   trigger1=playerid(sysvar(0)),sysfvar(4)=2 ;; "switch-canneling"
   time=20
   add=-256,0,256
;---
;sys::player_cost_sc0 ;; ƒpƒ[Α"ο—Κ
[state 0]
   type=poweradd
   trigger1=!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0))
   trigger1=playerid(sysvar(0)),sysfvar(4)=2 ;; "switch-canneling"
   value=-500
   persistent=0
;---
;sys::partner_run-anim2
[state 0]
   type=null;changeanim
   trigger1=!time && roundstate=2 && selfanimexist(100)
   value=100
   persistent=0
[state 0]
   type=null;velset
   trigger1=(anim=100)
   y=0
[state 0]
   type=null;posset
   trigger1=(anim=100)
   y=0
;sys::partner_goto-assist1
[state 0]
   type=changestate
   trigger1=(anim=100) && (time>=20)
   value=190195 ;; stop
   ctrl=0
;;---

STANLEY69



So there's some kind of bug where Daniel is split in two which I don't understand if I caused this problem or the Lifebars did.

Either way, could someone help me out to fix this bug please?

-Ash-

Quote from: PIZZAHIGHFIVE on July 12, 2018, 12:58:58 AM
I'm thinking of just sharing my edited common1.def to ya'll people.  I made it to be more like MVC infinite's tag system
Does it have the pause effect while tag switching? Been wanting this for a while.
Lasagna