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add004basic

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

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Fallen

okay never mind i figured it out it's like Loupil said you just need to find 
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý'è
; v(07): bit flag
[state 0]
type=null
trigger1=!time
trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú'l'S—LŒø)
;; uncommant to disable (ƒRƒƒ"ƒg,ðŠO,·,Æ–³Œø,É,Å,«,Ü,·)
trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
; trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
; trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
; trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
; trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
; trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
; trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;          trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
; trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
; trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
; trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
; trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
; trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
persistent=0

then change it to this for all you folks who didn't know
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý'è
; v(07): bit flag
[state 0]
type=null
trigger1=!time
trigger1=1 || var(7):= 2147483647 ;;2147483647 ;; ;; default (enable all) (‰Šú'l'S—LŒø)
;; uncommant to disable (ƒRƒƒ"ƒg,ðŠO,·,Æ–³Œø,É,Å,«,Ü,·)
; trigger1=1 || var(7):=(var(7)^1)        ;; 1st - dizzy/stun system
; trigger1=1 || var(7):=(var(7)^2)        ;; 2nd - guard_break system
; trigger1=1 || var(7):=(var(7)^4)        ;; 3rd - show combo_counter
; trigger1=1 || var(7):=(var(7)^8)        ;; 4th - show message
; trigger1=1 || var(7):=(var(7)^16)       ;; 5th - show score/cpu_level
; trigger1=1 || var(7):=(var(7)^32)       ;; 6th - show result_panel
; trigger1=1 || var(7):=(var(7)^64)       ;; 7th - play system voice
; trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
; trigger1=1 || var(7):=(var(7)^256)      ;; 9th - show lifebar
;          trigger1=1 || var(7):=(var(7)^512)      ;;10th - show powerbar
; trigger1=1 || var(7):=(var(7)^1024)     ;;11th - tag system
; trigger1=1 || var(7):=(var(7)^2048)     ;;12th - tag_asist
; trigger1=1 || var(7):=(var(7)^4096)     ;;13th - round_call
; trigger1=1 || var(7):=(var(7)^8192)     ;;14th - ko_call
; trigger1=1 || var(7):=(var(7)^16384)    ;;15th - show ground_dust effect
; trigger1=1 || var(7):=(var(7)^32768)    ;;16th - show portrait / face
persistent=0

ShinSmoke

Love this tag patch but there's one small problem with it that annoys me....on 2 on 2 tag team battles any character A.I. that knows how to guard low attacks all of the sudden becomes a sucker to low attacks. I can just keep hitting low throughout the whole match & win......I don't want it to be that easy it kills the fun of this tag patch. :(

Koopa901

Is there a way to use this sustem with any lifebar?

Flowrellik

#223
I know this is a necrobump, but I have a reason for stating this.
Tatsu has updated Add004.
https://www.youtube.com/watch?v=EZciQpoZFWY
4/24/2015 version. Includes an updated version of his signature kfma4a (the 3 Kung fu people mini-game type char that has Kfm, Kfw, and KFR).
He also posted up a small portrait pack for any of you KOF2000 fans. Enjoy!
https://onedrive.live.com/?cid=d1c297a61b1ef0fa&id=D1C297A61B1EF0FA!263&ithint=folder,zip&authkey=!AIb1fPPBsR2RsSE


Zerobruno

Quote from: Flowrellik on April 25, 2015, 06:58:40 PM
I know this is a necrobump, but I have a reason for stating this.
Tatsu has updated Add004.
https://www.youtube.com/watch?v=EZciQpoZFWY
4/24/2015 version. Includes an updated version of his signature kfma4a (the 3 Kung fu people mini-game type char that has Kfm, Kfw, and KFR).
He also posted up a small portrait pack for any of you KOF2000 fans. Enjoy!
https://onedrive.live.com/?cid=d1c297a61b1ef0fa&id=D1C297A61B1EF0FA!263&ithint=folder,zip&authkey=!AIb1fPPBsR2RsSE

interesting...i shall take a look to see the new stuff

xcheatdeath

Awesome, I'm taking that small portrait idea, I never considered making custom portraits that follow the character palette.

the KFM's don't seem to work properly if you add them to your own mugen though, hmm

【MFG】gui0007

I like this update, but i still prefer the old version.

Fallen

Alright and update would someone be kind enough to tell me whats changed from the last update, since I'm away from my laptop T_T

GENOCIDE CUTTAH XIV

Cool update. I don't really see what changed aside from the bonus characters.
Anyways i am having a little problem and i could use some help.
I made this For Kyo by Jmorphman but it is too big and whenever i try to resize it it loses all it's quality and becomes just a bunch of squares. How do i make this smaller?

xcheatdeath

I'm having the same issue ^, I'll let you know as soon as i figure out a solution

Flowrellik

Oh my... Thats a pretty sweet Kyo! Thats a high quality SVC-esque style I need for my Roster....course you are right about the size.
hmmm. Have you tried rescaling the sprite to around KOF2000 Lifebar Portrait size?

xcheatdeath

scaling it causes it to lose quality. especially if it's already indexed.

Zerobruno

well,you can change the size of the ports to .25,but that would mean that all of your ports are gonna be affected by that change,it's like what taybear said,if it is already indexed,then changing the size would result in a total f*ck up of the port

GENOCIDE CUTTAH XIV

The problem is that it doesn't matter rather or not it is indexed. If you try to resize the picture it always end up looking awfull.

Flowrellik

UNLESS by chance you know how to edit said sprites after resizing, and even then that can be annoying.

slicetwice

How do you get the CPU-Level to show instead of the score on player 2 side?

Fighterz Edg3

I can't seem to get the points and cpu level to show on the lifebar only when the match ends (or when the cpu wins.) any help?
Every Fighter has the Edg3

Fallen

look at my post above you can find that in the common1.cns

PRØJECT.13

So I'm having a problem installing the lifebars. I'm well aware that I might be doing this wrong, but there's no tutorial for installing lifebars in 1.1, so I just assumed that it's done the same as always.



I replaced the files, put them in as where I thought they should go, but the lifebars themselves won't show up. As you can see, the character names do, but that's about it. I don't even get any combo fonts. Anybody know what's happening here?

2Dee4ever

Quote from: Project.13 on May 31, 2015, 12:24:09 AM
So I'm having a problem installing the lifebars. I'm well aware that I might be doing this wrong, but there's no tutorial for installing lifebars in 1.1, so I just assumed that it's done the same as always.



I replaced the files, put them in as where I thought they should go, but the lifebars themselves won't show up. As you can see, the character names do, but that's about it. I don't even get any combo fonts. Anybody know what's happening here?

Check fight.def. Make sure you have the common.cns and font in the right places.


I'm having an issue myself not sure what to edit to fix
Spoiler (click to show)

The guard gauge is misplaced