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add004basic

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

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Ziltoid

#1520
Quote from: XANDERAC on August 26, 2020, 06:39:45 PM
Long story short, pick one of the launchers with P1 if you want P1 side, P2 for P2 side, VS if you want to disable the AI so 2 human players can play, and I think the ones without an addition just leave the AI like normal, apologies if I make a mistake but I haven't used the mugen version in a while

Aw crap, so those files are actually alternative launchers? I thought they were add-ons files or something. I play mugen on a mac through wineskin, I'm trying to make it launch those files somehow but I couldn't yet. Thanks anyway.

Edit: no success. I'll try to mess with the codes to see if it can be changed without resorting to the .bat files.

Quote from: Mark85 on August 26, 2020, 07:07:14 PM
I must also say never ever edit a patched character,when you restore it all changes will be erased,learned it the hard way

That's exactly why I don't want to use that tool.

Ziltoid

I apologize for the double post, but I found a solution: add004+mugenhook.

Mugenhook's tag mode, normally, allows the characters to be controlled at the same time, but they're also on screen at the same time. Combining it with add004, p2 goes off screen as usual, but stays controllable. So, I managed to have an actual tag team system.

XANDERAC

Quote from: Mark85 on August 26, 2020, 07:07:14 PM
I must also say never ever edit a patched character,when you restore it all changes will be erased,learned it the hard way

yeah do your edits before you patch them, otherwise they'll get removed if you patched them, did some changes and then restore them, I've noticed that with a lot of the old characters that have been uploaded prepatched, and then you can't update them and fix them, but if you restore them it just breaks them in some cases

STANLEY69

So like I can control my characters do supers while assisting?


I mean is Mugenhook's tag mode worth merging with add004?

XANDERAC

I didn't even know mugenhook had a tag mode yet, I remember the option was there but it wasn't completed before. I think if you're trying to say you want to do like a team super you might still be better with unotag, as I know there are ways to implement combo supers but it's a lot more involved unless I'm mistaken. One of the more experienced users probably can give you a better answer

Ziltoid

Quote from: XANDERAC on August 27, 2020, 08:11:41 AM
I remember the option was there but it wasn't completed before.

That's right. By itself, mugenhook only brings back the old tag beta where the characters are awkwardly controlled with the same inputs, which looks funny but is impratical gameplay-wise.

Quote from: STANLEY69 on August 27, 2020, 07:55:18 AM
So like I can control my characters do supers while assisting?

I mean is Mugenhook's tag mode worth merging with add004?

No, you can tag in and out and do assists as normal, the only difference is that both characters are always controlled by you (as in normal tag fighting games). If that's what you want, it's worth it.

STANLEY69

But I have an question. Is there's like a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games?

Ziltoid

Quote from: STANLEY69 on August 27, 2020, 09:02:46 AM
But I have an question. Is there's like a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games?

A setting? No. But you can make it anyway, if you know how to code a bit.

Add004 uses, by default, the Statedef 1000 move as an assist (which is hadouken for Ryu, kikosho for Chun-Li etc), but you can change it by following the instructions in the video below. If you want a super move as an assist, change the number to something corresponding to a super (like Statedef 3000, for example).


STANLEY69

Alright, sounds reasonable. But was wondering on how can you merge Mugenhook's tag mode to add004?

Ziltoid

No need to "merge" anything, just install mugenhook on your game with add004. Here you can find all the instructions for the installation and setting of mugenhook: https://github.com/ermaccer/mugenhook/wiki

Note that the "tag mode" mugenhook gives you is the old and unfinished one that was in development for Mugen 1.1, and was abandoned and hidden. Mugenhook just makes it show up. By itself, it's pretty much unplayable. But if your game runs on the add004 system, you can switch in and out and use assists during tag, making it much more complete.

STANLEY69

Alright, so I installed it but it doesn't said MugenHook is installed and nothing changed.

Ziltoid

Quote from: STANLEY69 on August 27, 2020, 08:29:38 PM
Alright, so I installed it but it doesn't said MugenHook is installed and nothing changed.

Then you missed something. Re-read the instructions and try again. If you have doubts, I suggest you asking in the mugenhook thread 'cause we're getting off topic now: https://mugenguild.com/forum/topics/mugenhook-upgrade-your-m-u-g-e-n-187885.0.html

STANLEY69

Oh sorry. Well either way, back on topic. When I refer to a setting where you can do a somewhat super assist from another character like in Marvel VS Capcom games. Well, I meant to be referring to a MVC Mugen Game called  Marvel vs Capcom Maximum and it shows that you can tag everytag and do assist like crazy which shown in the trailer.






I tried asking the owner on how he did it but he doesn't wanted to tell me about it on his discord server.

Ziltoid

From the youtube comment section of the video:

QuoteI edited add004 files for you to be able to tag out during anytime, even during supers.  so all that is happening is I do a super, then tag out then do super with next char. Kinda like MvC Infinite.

So yeah, basically what he did was edit add004 to enable to tag during supers. I don't think he also changed the assists to be supers themselves, but I may be wrong, I can't tell from the video.

Unfortunately I can't help you with that, I don't know how to change the tag time. Maybe someone more knowledgeable can tell us. Honestly, I would like to know too.

airforce111

he said all he does is switch cancels in and then just does the hyper using normal key combinations the player uses to do a hyper while the other partner is still in hyper state (that war machine/ironman tagteam video).

just look for: ;>>sys::tag_mode_cmd_change_interrupted

you'll see:

trigger1=playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno<3000 && playerid(var(15)),time>2

change it to this:

trigger1=playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),time>2

the system assumes you have all of your hypers in the state 3000 range, so if your characters arent, youll have to renumber. After changing it, you'll see you can tag cancel while in a hyper state (has to be state 3000 or higher, but I like to keep it to 3000 - 3999) and your partner will come in and you can control him. Having them on at hte same time during hyper cancel, is assuming your character is still doing their hyper then both will be on the battle floor and you just play your character like normal and press whatever keys to initiate a super. This is his method I am guessing by the way, by the way he explained it, not the one I personally use, I edited mine to automatically gon into a hyper during a cancel. His is mvc1/infinite style from what he said

BurningSoul

any chance you can share yours? It really wouldnt matter if its for zss I can try converting to this

airforce111

#1536
First I'll warn you, there's some ikemen only sctrl's that are being used so you will have to find a workaround in mugen, so I would advise against copy pasting. But I think as long as I explain the ideas, it could properly be modified. There's ALOT happening I'll warn you first, its very oriented to fit into my custom game.

There's some very specific things (for example, it only really works good with power bar being maxed at level 3 the way its coded). It's a hybrid of a traditional tag cancel and team hyper. Usually hyper cancel will cancel the active player and they exit, in this the main player stays on until the hyper is finished and the tagged in partner lands and automatically initiates their hyper (different to pizza high fives where they just change to state 0 on land during hyper). Sample Video here of what it looks like:



Also note, my edit is strictly 3 on 3, so if its 4 on 4, idk it might work or break....The most important things to note in the zss are:

There is a new var48 being set to 15 in state 90900 which designates a tag cancel during a hyper

Which comes to the 2nd important change, sysfvar(4) now has a value equal to 3 (it originally is just values 0-2), sysfvar(4)=3 when active player's var48 = 15, and it tells the character tagging in "hey, when I land after state 190195, I have to initiate my hyper move"

Code in question:

Spoiler (click to show)
#;;>>@Config.Tag_Command>>
#; Tag-Mode Command:: "Change","Partner-Assist" (v48)
#; タッグモード時操作コマンド
#;>>sys::tag_mode_cmd_reset
ignorehitpause if var(48) { var(48):=0; }

#;; change [v48=11] ; 交替
#;>>sys::tag_mode_cmd_change
ignorehitpause if roundstate=2 && numpartner && var(22)=4 && !var(48) && map(i_Assist_Interval)=0 {
ignorehitpause if var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if ((playerid(var(49)),stateno=190192) && (playeridexist(var(15))) && (playerid(var(15)),stateno!=[2999,3999])) || (((playeridexist(var(15))) && (playerid(var(15)),stateno=[2999,3999])) && (playerid(var(15)),movetype=A)) {
##;;--- player-controlled ;; 操作交替
ignorehitpause if root,name!="BAGAN" && ((root,command="shift_fwd") || (root,command="shift_back")) {
ignorehitpause if var(51)<1 && var(28)>200 && (var(7)&1024) {
var(48):=11;
}}
##;;--- ai
if var(51)>0 && var(28)>200 && (var(7)&1024) {
if playerid(var(15)),sysfvar(4)<1 && (random%50=0) && playerid(var(15)),life<playerid(var(49)),life {
var(48):=11;
}}
##;;--- forced change (not-alive, stand-by) ;; 強制交替(終止、待機中)
if playeridexist(var(15)) {
if (playerid(var(15)),alive=0 && playerid(var(15)),stateno=5150) || (playerid(var(15)),stateno=[190191,190192]) {
var(48):=11;
}}
}}}


#;; change-interrupted [v48=21] ; 割り込み交替
#;>>sys::tag_mode_cmd_change_interrupted
#;; "Switch-Canceling"
ignorehitpause if var(48)=11 && var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if playerid(var(49)),stateno=190192 && power>=500 {
ignorehitpause if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno<3000 && playerid(var(15)),time>2 {
ignorehitpause if playerid(var(15)),movetype=A && playerid(var(15)),gethitvar(isbound)=0 && playerid(var(15)),movecontact{
var(48):=21;
}}}}


#hyper-cancel-all team members alive
if power >= 1000 && teamside = 1 && (playerID(56),Alive && playerID(57),Alive && playerID(58),Alive){
ignorehitpause if var(48)=11 && var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno=[2999,4000] {
ignorehitpause if playerid(var(15)),movetype=A{
var(48):=15;
}}}}

#hyper-cancel-one member or more is not alive
if power >= 1000 {
ignorehitpause if var(48)=11 && var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if playerid(var(49)),stateno=[190190,190192] {
ignorehitpause if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno=[2999,4000] {
ignorehitpause if playerid(var(15)),movetype=A{
var(48):=15;
}}}}}

also you need to edit hte id search for partners to include a trigger for the new var(48)=15, in zss it looks like this

Spoiler (click to show)
#;>>sys::partner_id_search_change1
ignorehitpause if (var(48)=11 || var(48)=21 || var(48)=15) { ####will search for partner if hyper cancel var(48)=15##
let iKeyD = ifelse( root,command="shift_fwd" || root,command="assist_fwd", -1, 1);
if numpartner>0 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD);
if $iIDme { var(49):=$iIDme; }
else if numpartner>1 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*2);
if $iIDme { var(49):=$iIDme; }
else if numpartner>2 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*3);
if $iIDme { var(49):=$iIDme; }
else if numpartner>3 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*4);
if $iIDme { var(49):=$iIDme; }
else if numpartner>4 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*5);
if $iIDme { var(49):=$iIDme; }
else if numpartner>5 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*6);
if $iIDme { var(49):=$iIDme; }
else if numpartner>6 {
let iIDme = call Fnc_IsPartnerID3(var(15)+$iKeyD*7);
if $iIDme { var(49):=$iIDme; }
}}}}}}}
}
then to the next point...

In my edit, each and every character has their exceptions and hypers since all of them do have their hypers in range 3000-3999, but not al lare exactly 3000. If all of your characters have the ideal hyper you want in state 3000, you could just edit it so its global without the "name" trigger. In state 190195 in land, it has this

Spoiler (click to show)

#hyper-cancel _
if name="CharacterName" && power >= 1000 &&
!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0)) {
if playerid(sysvar(0)),sysfvar(4)=3 {changestate{ value:3001; ctrl:1;}}
}

As you can see, again, its very specific to my game, with the power trigger and everything. But like I said, if you understand the thought process of this it should be easily modified for your own game.

Now in ikemen, there is a state -4 that ignores all kinds of pauses or super pauses so I am unsure how its coded in original mugen, its this state:

Spoiler (click to show)


#;sys::-2::partners_standby
##...then theres a bunch of code right after this line, but I add in a line for the new sysfvar(4)=3, signaling hyper cancel has just happened##
ignorehitpause if  (sysfvar(4)=3) && ( ctrl || stateno != [3000,4000]) { selfstate{value:190190 } }

##then this is a new loop not in the loop above##
#;sys::-2::partners_change_interrupted ; ���荞�݌��
ignorehitpause if !ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
ignorehitpause if playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(48)=21 && sysfvar(4)<1 {
sysfvar(4):=2; ##;; (0:main / 1:assist / 2:switch-canceling/ 3:Hyper Cancel)
}}

#sys::-2::hyper-cancel
ignorehitpause if power>=1000 && !ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
ignorehitpause if playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(48)=15 && sysfvar(4)<1 {
sysfvar(4):=3; ##;; (0:main / 1:assist / 2:switch-canceling/ 3: Hyper Cancel)
}}


Basically,exit if you are no longer in state 3000-3999 (designated hyper states) if you called to cancel into your next partner.

Also some extras, if hyper cancel, then instead of turning blue when tag cancel, turn red and also do a superpause:

Spoiler (click to show)
if power >= 1000 && !time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0)) {
if playerid(sysvar(0)),sysfvar(4)=3 {
palfx{ time:20; add:256,0,-256}
poweradd{value:0}
superpause{time:20; movetime:20; pausebg:1; darken:1}
#;sys::player_cost_sc0 ;; �p���[�����
}}

This might be it, I thought I would just explain the basics of what I did so it might be workable for a more general sense if things. Again I would not reccomend copy and pasting, the code is set up to only work wit ha very specific system.


RagingRowen


New Ikemen GO version released today, peeps.
WIP Schedule:
CvS Overdrive - Build 1

XANDERAC

It seems by default the dizzy effect is on and if you switch it off from the menu's the add004 files seem to override it, is there a way to turn this off? I haven't had to do this for Ikemen, I remember for mugen there used to just be a section where you could turn features on or off, but I'm not sure where that's located in the Ikemen version

RagingRowen

Kinda glad with the easy config stuff with the common.const.
Love it when someone puts out what's possible with the constant Ikemen updates.
WIP Schedule:
CvS Overdrive - Build 1