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Shiyo Kakuge

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Re: add004basic

 January 14, 2018, 01:07:22 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

@Mr.Karate JKA:
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]

Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)
    

Re: add004basic

 January 13, 2018, 02:59:29 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

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)



    

Re: add004basic

 January 13, 2018, 08:33:04 AM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

@preludesirt:

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

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


@SSonic:

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.
    

Re: add004basic

 January 12, 2018, 03:11:25 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

    

Re: add004basic

 January 12, 2018, 09:03:47 AM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

@ReduxMercenaryT: (#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.



@Ethereal: (#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 :)
    

Re: babel sword

 September 03, 2017, 04:30:20 PM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

    

Re: add004basic

 May 24, 2017, 02:22:28 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

@Flowrellik:
thanks for your report  :)

Maxima type-B by Crosscat,
is a cool unique char that is designed for AKOF project.

Nakoruru by 119way,
I checked.
unfortunately, I can not download the latest version from the authors' webpage.

---
"data/add004/res/fight_***.def"
[round]
Start.WaitTime = 5 ;; 0 ;Time to wait before starting intro

change the value of "Start.WaitTime" to ">0"
because "roundstate=0" has bean used in its intro-state.
[this is added to next-update-list of add004]

---
or
you can mod one trigger below:
"119way-nako&mamahaha.cns" >
"[statedef 20190]" >
"trigger1 = roundstate = 0"
    

Re: add004basic

 May 16, 2017, 04:15:32 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

I have a problem and it is that some hyper detects them as special moves and that is not special moves. And when it is considered a hyper the yellow screen does not appear and does not detect that it is a hyper ... Ricepigeon chars

hitdefattr=sca,sa,sp,st ;special
hitdefattr=sca,ha,hp,ht ;hyper
or
id=[1000-2999] ;special
id=[3000-] ;hyper

Yeah... that's what I figured. Also, 2 more questions.

Does anyone know how to extend the pre-round time? like before the announcer says "fight". The voices I use now cut off too early and round.time in the fight.def doesn't seem to work no matter what number is present.

In the latest update when characters tag out (including the intro), they run instead of jumping back which I'm not a fan of personally. How would I be able to change it back?

Same here


"data/add004/res/fight_240p.def"
[Round]
ctrl.time=120 ;;<- extend this

"data/add004/common1.cns"
;Round-Call helper
[StateDef 180000]
;sys::over-flag

or mod all states

So, I have a bit of a problem

I patched Sennou-Room's Hisui to Add004, and whenever I tag-attack her in while I have 1 or more meter stock, she uses her tag attack and wastes stocks canceling her attack into a super that doesn't come off



i remember theres no problem for Sennou-Room's chars.
maybe that is ai things.


Is there a way to safely upgrade add004 without having to tear apart your entire Mugen and/or patch every character again? I tried yesterday and failed miserably to put it in kinder words.

please use "add004pie.exe"
[restore-all] + [change-all] = [upgrade-all]
this tool may help you to auto-change/restore chars anytime,
so please do NOT use patched-char as a base for editing.
if you know how to code, its more easily than you thought.

    

Re: babel sword

 April 02, 2017, 08:42:44 AM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

Hey Shiyo! I was wondering where I can find the Japanese Dialogue for the game, so that I could try my hand at translating it. Any chance you could point me in the right direction?

I appreciate your offer!
updated to 0401 and word txt attached.
    

Re: add004basic

 March 19, 2017, 04:57:38 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

well, as I said before, I am really NOT good at coding.
I bet you can understand the mechanism of code and make adjustments to your own style.
good luck :)

Im going to :sleeping:
    

Re: babel sword

 March 12, 2017, 09:38:15 PM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

thanks!
also I wanted to show how powerfull mugen 1.1 is... :)

you are right, its strange thing indeed.
snd-file only supports wave,
so, lower quality, smaller file size :(
open snd-file by FF or mcm, if not clash,
please try to change plugins in "mugen.cfg". :8):
    

Re: babel sword

 March 10, 2017, 08:10:38 PM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

#3
    

Re: babel sword

 March 10, 2017, 08:10:19 PM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

#2
    

babel sword

 March 10, 2017, 08:08:23 PM View in topic context
avatar  Posted by Shiyo Kakuge  in babel sword (Started by Shiyo Kakuge March 10, 2017, 08:08:23 PM
 Board: Projects

    

Re: add004basic

 February 25, 2017, 09:42:07 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

thank you guys!

 :gossip:

#20170215.0
  -updated tag-system
  -changed statedef [9005] to [159005]
     -updated all sample chars
  -fixed ">>sys::stage_type_set"
  -fixed menu font "tainning"
     -updated system.def
  -updated convertor
     -updated "add004pie.exe"
     -updated "add004pie.ini"
     -added "add004pie-list1.ini"
       (for modify partner-assist-moves)
  -WinMUGEN ver update


 #20170225.2
  -compatibility-updates
     - :megusta: 1.1,  :) 1.0,  :drunk: Win,  :mthumbs: Ikemen are now using the same system:
        -projctile-helper [91000]
        -blocking / just-defended system [195500]
     -sample
        -all sample chars updated
        -WinMUGEN ver > updated
        -Ikemen ver > 20170221 (customized)

    

Re: add004basic

 January 25, 2017, 11:24:10 AM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+


@MageKing17:

sorry for being late for reply, please let me post the test-result and my personal thoughts of your system above:
add004, add004_bs0 and add004_svc are using same combo-mater, and working fine with your system.
------
1)

;old;   trigger1=var(40)>(playerid(var(15)),life) && (var(9)&16) ;;<-life changed && getting damage
   trigger1=var(9)&16

the trigger "var(9)&16"(Get_Hit_Flag) is not so strictly in its state, this is my fault. so we had to make "var(40)>life" (Life_Changed_Flag) and "var(9)&16" be one-set for a trigger in "old" one. and by using Life_Changed_Flag, we do Not need to find every "HitAdd" SCtrl and add special one under it, just find "HitAdd" without "LifeAdd". any "LifeAdd" will be counted automatically whether you wanted or not, but this looks naturally.


2)

 type=varset
 trigger1=!(var(10)%10000)
 var(11)=1-playerid(var(15)),GetHitVar(hitcount)

as you said, "GetHitVar(hitcount) never resets itself back to 0". thats why i avoided using "GetHitVar(hitcount)", until we found a better way. (your way is much better than mine) besides, the trigger "playerid(var(15))" is redirected to the player with main player, that may cause unexpected-issues in tag-mode.

3)

 var(12)=(var(12)/10000)*10000 + playerid(var(15)),GetHitVar(hitcount)*(!playerid(var(15)),GetHitVar(guarded))

this is so smart to use "GetHitVar(guarded)"  :)

------
Known Issues / Notes

* We have to add a Sctrl manually, for displaying a "HitAdd" without "Life-Add".
* "numhits" in Hitdef and Projctile works as "=1".
* Max-Counter is 9999.
   up to 2147483648 by variable-separation.
    (var(11):AAAA*10000+ BBBB to var(10):AAAA & var(11):BBBB)
* and many others.

------
It must have been so inconvenient for you to alter my dirty codes. if you could use more vars and in your own style, you could make a perfect system. thank you for your help again :) please feel free to share whatever you thought. never mind my rude late reply  :drunk:


@Gladiacloud:

I'm planning to change "9500" to "99500". any other ideas please?


@IkuTronHD:

update details (#20170122)
 -fixed bugs written here (but not all)
 -updated combo-counter-system (used MageKing17's code)
   -fixed counter-reset after roundstate=2 or zero-life.
 -changed portrait/face-displaying sctrl in [statedef -2]
 -stabilized partners moves in tag-mode. (but not enought)
 -updated [statedef 190190-190199] (by MageKing17 in #755 above)
 -changed svc "timer.fnt" and "fight_#.def"
 -many other bugfix and changes, sorry :(

to update
 1) override all files and folders or make a new mugen folder.
 2) use "add004pie.exe" for "Restore" all chars first.
 3) "Change" all chars again.
 4) run "*.bat" for playing.





    

Re: add004basic

 January 23, 2017, 09:59:57 AM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

thank you friends for the feedback!
update and bugfix #20170122

@MageKing17:
thank you for allowing me to use your code.
I tested your hitcount-detector, and copied a part of it in this update (I slightly altered the addon so that combo-meter-system works well in the future)
the codes you wrote are clearly customizable, very useful for any project.
this time, even though i didn't use your code exactly as it is, your codes tips and ideas enlightened me quite much. continuing to learn from your codes above. :wideeyed:
    

Re: add004basic

 January 18, 2017, 10:35:39 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

there will be a update(bugfix) soon.  :)

@MageKing17:
wow, excellent!
would it be alright if I used your codes in next update?
    

Re: add004basic

 January 09, 2017, 01:56:44 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

@ReixSeiryu:
about hit-counters codes, many years ago, K' gave me these neat codes that solved our problems.
it uses life-change to detect "HitAdd" SCtrl, just like what exactly Gladiacloud said (thanks for the perfect comment).
(see ";sys::combo_" in [statedef 90900] for details)
but your video is right, counter will stop increasing when life reached zero or unchanged.

there is a combo font "_combo.fnt" in "res" folder, for using default system.

 or

please use this controller blow temporary instead of "HitAdd" without life-change in your chars.

* works for mugen 1.x and ikemen only.
* NOT guaranteed to work in the future.


[state 0]
   type=null
   trigger1=numenemy
   trigger1=(enemy,sysfvar(0)>0) && (playeridexist(floor(enemy,sysfvar(0))))
   trigger1=playerid(floor(enemy,sysfvar(0))),var(0)=90900
   trigger1=1|| playerid(floor(enemy,sysfvar(0))),cond(1, var(11):= var(11)+1 ,0)


ai-codes are almost in [ststedef 0] in "common1.cns", please clear my dirty codes and relax :)
characters have own ai-codes in their cmd, I guess those triggers in [statedef -1] are
top-priority to execute by mugen engine, and to cancel them is hard and nonsence,
except we edit the cmd directly.

let's find out some better way.



@Flowrellik:
as you "discoverd": by way of entertainment some options were added in add004 ;)
hope this can help you to edit:
find
in "common1.cns" - [statedef 90900]
-blocking/jd_system

 ";sys::blocking/jd_system"

-system and bar type

 "var(22)"
   1: N: normal
   2: C: blocking
   3: S: just-defence
   4: T: tag


your idea is instructive!! very nice !!!
I am so happy that someone else improved this add-on.
add004 is Open-source, please share your own system in this good forum :)
    

Re: add004basic

 January 02, 2017, 03:15:26 PM View in topic context
avatar  Posted by Shiyo Kakuge  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

thanks to everyone who comment, reply, report-bugs, answer-questions...
even I didn't reply all comments and messages,
I am reading every information here, and trying to fix any bugs as I can.
please feel free to comment, any feedback is welcomed !

I hope this year will be a happy one for you my friends :)