add004basic

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

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Realra

Quote from: -Ash- on April 16, 2017, 08:00:29 PM
Oh really?! I wasn't aware of that, thanks for the heads up.

Edit: Ok, new problem, after patching my characters with the lastest version of add004 i've got this error in one of them



How do i fix this?


I had the same problem recently this is how i fixed it.

It means the character doesn't have the recovery command. Add this to the cmd.

[Command]
name = "recovery"
command = x+y
time = 1


IkuTronHD

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

Suprizle

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.

YugaCurry

Unfortunately, no. You have to go through the process of patching every character or copy/ pasting code in characters every time an update is made.

Suprizle

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?

Koopa901

I know the BS lifebars still use the hop/flip out

The Demonic Surfer

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


Mr.Karate JKA

Quote from: 2RudeX on May 10, 2017, 11:51:52 AM
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

Shiyo Kakuge

Quote from: IkuTronHD on April 27, 2017, 05:20:40 PM
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

Quote from: Mr.Karate JKA on May 15, 2017, 12:01:16 PM
Quote from: 2RudeX on May 10, 2017, 11:51:52 AM
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

Quote from: Adoru-san on May 14, 2017, 05:14:47 PM
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.


Quote from: 2RudeX on May 08, 2017, 01:32:38 AM
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.


The Demonic Surfer

@Shiyo Kakuge

Oh well, I ended up changing her tag attack anyways, so it's fine

Also
Is it possible to use your tag system with other lifebars?

Flowrellik

#890
@[user id=8557]Shiyo Kakuge[/user]:
I have found some minor problems I have discovered in add004 with a couple characters that usually have no problem running in mugen 1.1
Maxima type-B by Crosscat: A messed up intro with some sounds missing
Nakoruru by 119way: Intro where Mamaha flies off Nakoruru's arm ends up having Nako's stand animation flying up until mamaha's flight pattern shows.

So far, add004 for IKEMEN and Winmugen plays them no problem, same with Standard Mugen 1.1. Somehow, it is just add004 Mugen 1.1 that is having this sort of problem, and I have no idea how to fix either problem, considering I lack skills in character editting. If I send these chars over to you, would you mind looking at them to see what's going on?

Suprizle

#891
Quote from: Shiyo Kakuge on May 16, 2017, 04:15:32 PM
Quote from: Mr.Karate JKA on May 15, 2017, 12:01:16 PM
Quote from: 2RudeX on May 10, 2017, 11:51:52 AM
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

Cool, I found it now. Thank you!
For anyone else looking for it, it's this code right here (assuming it wasn't changed in the newer versions) in the common1.cns under 180000. And as mentioned by Shiyo, change the "ctrl.time" in the fight.def to your liking so your characters aren't moving prematurely.

[state 0]
type=varset
trigger1=var(1)>100 <-- increase this number to extend the round time
var(0)=1
; if "f1" key pressed ; F1キーが押された場合


Quote from: Shiyo Kakuge on May 16, 2017, 04:15:32 PM
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.

I understand how it works. I was just hoping for a simpler route since some characters in my roster bug out the program when I use [change all]. I also customized some stuff and quite a bit has been upgraded it seems, so it's all on my end really. I'll figure it out though.

Also, where is the "tag in" code? I'd like to revert back to when they jump out instead of running.

-Ash-

Ok, any of guys know how to use add004 and unotag together? Like in this video by Rei



I've been daydreaming about playing 3vs3 tag with unotag system + add004 features, but i have no ideia on how to do it, any clue on this?
Lasagna

Realra

Quote from: -Ash- on May 17, 2017, 01:06:13 PM
I've been daydreaming about playing 3vs3 tag with unotag system + add004 features, but i have no ideia on how to do it, any clue on this?

add004 works fine with 3v3 and 4v4. If you really want to use Unotag then all you have to do (i believe) is to patch the characters with both add004 and unotag and then go into the common1.cns for add004 and uncomment the switches for the tag system and assist system. Should work fine unless i missed something.

-Ash-

This method only works if you use any lifebar but the add004, my goal is to use the add004 lifebars so i can play 3vs3/4vs4 with unotag system.
Lasagna

SSonic

Does anyone know how to change the assist for a character?

MR. IBZS II

You'll have to change the "[partner assist state no.]" in the Add004 bar's .def. It requires knowing which state does which with every character you have, though.

2Dee4ever

Ahh man you guys make it so difficult. Add this under the characters -1 state in their command. Literally copy & paste, it gets no easier. Now this should no longer be asked about.
Spoiler (click to show)
;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
   type=selfstate
   value=190190
   ctrl=0
   trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
   trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
   ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================

;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo
tweak this to how you want it, by default on ground will use state "1000" anti air is "1100" You obviously change the values to whatever you want. If you know what you are doing then you can go even further.

Shiyo Kakuge

#898
@[user id=54710]Flowrellik[/user]:
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"

Mr.Karate JKA

Does exists any method to delay the time that partner jump out of screen at the beggining of the round??