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add004basic (Read 1486755 times)

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 pm
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Re: add004basic
#1261  March 30, 2019, 02:08:35 am
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That is in the right direction.. Hmm posting the "how to" so you can see.. Posting the "changlelog"so you can see. What you are posting now, is slowly getting into that tilt area. You opened the SP file btw, not the lifebars.. For anyone who can read and read context, I'm sure it'll help them, or at least if you didn't know about that information, now you do. Good luck with learning how to read Pexxer, I'm sure you'll get it eventually.

Those kiddie replies aren't worth my time mate.
Last Edit: March 30, 2019, 02:23:55 am by PeXXeR
Re: add004basic
#1262  March 30, 2019, 02:48:11 am
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You may need to re-download the most recent version if you are missing files. It has all of which I posted, including the how to. Open everything in notepad++ or fighter factory, will make it easier to read. If you.. Take a moment to read what I'm telling you.. Because everything is labeled you simply read it like a table of contents. So after looking at the notes you want "statedef 195500"
 
That means, you search for it. If you do you'll end up. That's where you would begin.
Spoiler, click to toggle visibilty
Again, let me reiterate, "if" you want to customize something, how could you, if you don't know how to read code? It's not a jab, its once you know the basics, you can easily edit this. It's made that way to allow that type of customization.
Re: add004basic
#1263  March 30, 2019, 03:19:37 am
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I did grab the latest version. There was no "how to" file, however, I know which file you are referring to  when I was looking for just the SP someone had hosted it with an older version of the bars and the "how to" file was there.

Also some of the states appear as gibberish on my end ( I know what's causing it)

I did find that code from the get go, but I was unsure if JD was mandatory by that I mean if I was to remove it will it cause other issues.

I don't have much time during the workdays but I really want to get it going properly its super cool.
I'll mess about with it and see what happens that's the fastest way to learn it.

Thanks.


Re: add004basic
#1264  March 30, 2019, 05:48:46 am
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Alright, so apparently. 1 month ago, I messaged to the creator who made Capcom VS Snk Evolution Rev 2 game about how did he fixed Jae's cloning glitch bug thing or something and he said that the character got bad codes. So he said "Clones means bad codes. You need to open MUGEN, choose JAE HOON and when the fight starts press Ctrl + D to enable debug mode. Then, make the clone appear and watch in what's state has the error. Usually happens with an EXPLOD and your incorrect ANIM group. To solve this you need to create an empty animation group (I usually use the 9999 group) and indicate this group for the ANIM. If the ANIM is already in 9999, try changing to 1." Not only that but he posted me two images.



I keep on finding the 90900 state that was causing and there was nowhere to be found, I keep on finding it and no results. I read through his tutorial and I got that, but I couldn't find the result that I was looking for. Like I searched through every single tab and they have the same number which is really confusing to me since I don't know which one is causing the problem.

So I'm kinda curious that is there anyone who have go through this kind of stuff before? If so, let me know.

Re: add004basic
#1265  March 30, 2019, 06:46:04 am
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lol its cool we're all friends here

@2Dee4ever, so I got dual hypers to work like a few weeks ago, but wondering if you know what var can allow me to call any of my partners out? Right, so i tried reading the readme and code but its not working as it should, i also tried to mimic how you are able to tag in and out any partner in 3 on 3 as well. Basically, assist button defaults to only allowing 1 of your partners to assist, how do i manipulate the var so that it can also call out my 2nd partner? You have more add004 knowledge than me
Re: add004basic
#1266  March 30, 2019, 12:39:55 pm
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Pexxer delete this in ini restore your chars and repatch.
;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   trigger1=numprojid(195502)||numprojid(195503)
   trigger2=numpartner
   trigger2=partner,numprojid(195502)||partner,numprojid(195503)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1
Re: add004basic
#1267  March 30, 2019, 03:28:10 pm
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Pexxer delete this in ini restore your chars and repatch.
;sys::-2::bk/jd_system ; ブロキング/ジャストD
[state 0]
   type=hitoverride
   triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
   trigger1=numprojid(195502)||numprojid(195503)
   trigger2=numpartner
   trigger2=partner,numprojid(195502)||partner,numprojid(195503)
   attr=sca,na,sa,ha,np,sp,hp
   stateno=195500
   time=1
   ignorehitpause=1

Heyy that did it, thanks !
Re: add004basic
#1268  March 30, 2019, 09:10:06 pm
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lol its cool we're all friends here

@2Dee4ever, so I got dual hypers to work like a few weeks ago, but wondering if you know what var can allow me to call any of my partners out? Right, so i tried reading the readme and code but its not working as it should, i also tried to mimic how you are able to tag in and out any partner in 3 on 3 as well. Basically, assist button defaults to only allowing 1 of your partners to assist, how do i manipulate the var so that it can also call out my 2nd partner? You have more add004 knowledge than me
You have to look where the commands are for the assist itself. As far as what you do, I’d have to actually do it to know, not interested in 3v3 though. He reads this though. Ikemen... I know it’s a hard transition, but that extra button is perfect for this just saying. Vs type games usually have dedicated assist buttons, or at the very least controlled by a directional input.
Re: add004basic
#1269  March 31, 2019, 03:23:32 am
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Dunno where to ask but imma ask here, I have the add004 portraits pack, I want to use the mm2 screenpack, Im just curious the ports (the ones I have) are bigger then the boxes themselves(I know I can edit the cells themselves but thats not the point) and do not scale properly on the left side of the side of the screen (the p1 big port)

Even Shiyo's pre-made chars  the ports also don't fit in the MM2 screenpack. they use the default LC.
When I use the ports provided they do not scale like this.
The only thing I can think of is that Shiyo resizes them to the default mugen big port size.


Can anyone shed some light on this ? if not im just gonna have to edit the SP.

Thanks


Fixed
Last Edit: March 31, 2019, 02:13:11 pm by PeXXeR
Re: add004basic
#1270  April 02, 2019, 03:08:53 am
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Does anyone here knows how to enable the palette bars/JD/Parry on other modes besides single player?
Lasagna
Re: add004basic
#1271  April 10, 2019, 03:34:50 pm
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...How you all can make that portraits, Can anyone teach me how to make it?
Portrait Problem
#1272  April 13, 2019, 11:53:25 am
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I'm trying to add Legacy ports to the BS0 lifebar but they come out huge.
I tried to edit the scale in the add004 txt and common1 files but nothing.
WIP Schedule:
The next Street Fighter All-Stars update
Re: add004basic
#1273  April 13, 2019, 01:40:37 pm
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I'm trying to add Legacy ports to the BS0 lifebar but they come out huge.
I tried to edit the scale in the add004 txt and common1 files but nothing.
Spoiler, click to toggle visibilty

In add004.ini

;;>>@Config.Face>>
;sys::-2::face_d ; portrait (顔)
[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=.3,.3   <----- To be added
Uncomment---->;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)))..................

Do the exact same thing in the common1.cns under the heading
>>@Config.Face>>
Re: add004basic
#1274  April 14, 2019, 12:22:51 am
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Use animscale for best results. In this way you can scale each portrait individually based on size and retain quality.
Re: add004basic
#1275  April 23, 2019, 11:21:22 pm
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A piece of advice for your next update: The root player can read a helpers variables with a piece of code like this helper(99),var(1) =1. This means you can make another helper and prevent glitches on characters that utilize the variables you use for add004 for something important. I also made a temporary code modification that lets your assists use a special that isn't state 1000 if the user feels that character should be in a different state. https://pastebin.com/eGkuGGrh Didn't see the full extent of the config when I posted the striked part.
Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)
Last Edit: April 30, 2019, 02:23:57 am by jenngra505
Re: add004basic
#1276  April 24, 2019, 12:15:34 pm
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You know the framework already supports characters defining what state they want to use for assists, right?
Re: add004basic
#1277  April 27, 2019, 08:30:50 am
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Use animscale for best results. In this way you can scale each portrait individually based on size and retain quality.

I have not idea about the  animscale. That portraits I use PS is always break. And I need to draw by myself to fix it....
Re: add004basic
#1278  April 27, 2019, 05:30:00 pm
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So far as of the previous update, he's gotten a Cinematic VS screen and, as seen with Tron, an animated portrait that blinks.
WIP Schedule:
The next Street Fighter All-Stars update
Re: add004basic
#1279  April 27, 2019, 10:46:20 pm
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Animescale is scaling via anim code. You add the scale size at the end of your line. You use this when you only need specific things to be resized. You don’t need to use it K.. You need the port itself no? What exactly are you trying to do?

You could have always had animated portraits, doing that for all your characters though? *whew*, only this guy. The name changes though, the idea came from using name explodes surely. This is great for 2in1’s Ryu/E.Ryu. I remember someone was asking if you could add ports for “taking damage” etc. If you draw them, yes.

Have you thought about linking stun to 1v1 only? You’ve been doing a lot of 2v2 as of late.

Re: add004basic
#1280  April 30, 2019, 02:12:35 am
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You know the framework already supports characters defining what state they want to use for assists, right?

Huh, good to know there's something I could've used as a template that would've worked better.
Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)