add004basic

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

Previous topic - Next topic

xcheatdeath

yeah, mine is the exact same, what should i try to change?

2Dee4ever

Those are the triggers to activate the FX
Would you not interchange these values to coincide with whatever edits you are doing?
Never changed a local cord for a stage so can't say I know about it.

Jelly

a guide on this would be really helpful

2Dee4ever

First page? All the text files and read me inside? Not automated enough? Run exe? Read?

LuizFilipeRN

Quote from: Seiryū on July 30, 2017, 12:28:51 AM
add this to the command, you guys no longer have to go through loops to change the assist. I posted this a while back, but if you didn't see it.

;------
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=a),1100,1000) ;;<-StateNo

1000 = neutral assist
1100 = aerial assist

"p2statetype=a" you can mess around with this, and or add whichever action you want. This means if the opponent is in the air, your assist will use state 1100, just change the values to whatever you want. Well that depends on the character you are using, you have to change the character itself. Normally they leave after the assist is finished aka the animation is over.

what exactly i should put that line of code in the .cns? sorry but i dont think i explained very well about my problem so here a video:

2Dee4ever

This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// 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


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler (click to show)
------
add004 basic

for mugen 1.0 , mugen 1.1 (recommended)


------
how does this work?
,Ç,¤"®,­,©
using "common1.cns" to draw lifebar, powerbar and messages...
this means, you can let all your chars apply to a specific (your favorite) system.
"common1.cns",É,æ,éƒo[AƒƒbƒZ[ƒW•`‰æ...
,±,ê,Í,Â,Ü,èA'SƒLƒƒƒ‰,ð"Á'èi,¨‹C,É"ü,èj,̃VƒXƒeƒ€,É"K‰ž,³,¹,é,±,Æ,ª‰Â"\,É,È,è,Ü,·B

------
how to use?
,Ç,¤Žg,¤,©
1) make sure that "stcommon=common1.cns" in def file.
    defƒtƒ@ƒCƒ‹,ŁA"stcommon=common1.cns",ðŠm"F
2) put your SCtrls and Anims into your chars.
    –Ú"I,ÌSCtrls,ÆAnims,ðƒLƒƒƒ‰,É'ljÁ
3) edit "common1.cns" to your own style.
    "common1.cns",ðˆÓ,Ì,Ü,Ü,ɕҏW,µ,Ä,­,¾,³,¢

------
what needs?
,È,É,ª•K—v,©
* backup your characters!
   ƒLƒƒƒ‰,̃oƒbƒNƒAƒbƒv
* some knowledge of coding.
   ƒR[ƒh,Ì'mޝ,ð­,µ
* a hobby of playing MUGEN.
   MUGEN,ð—V,ÔŽï–¡


------
what is add004pie.exe?
add004pie.exe,Á,Ä,È,ɁH
a convertor for Auto-Change your chars to addon
whether you can code or not, it might give you a little help :)

ƒAƒhƒIƒ"ŠÂ‹«,ÉŽ©"®•ύX,µ,Ä,­,ê,éƒc[ƒ‹,Å,·
­,µ,Í–ð,É—§,Â,ÆŽv,¢,Ü,· ^^)

------
how to play?
,Ç,¤—V,Ô,©

run bat file to start mugen.
batƒtƒ@ƒCƒ‹,ðŽÀs,µ,ăvƒŒ[

  "bs0.bat"/"svc.bat" - normal game (you can not control your partner in tag mode)
  "*_p1.bat" - p1 tag mode game (p3 ai off, to control p1's partner)
  "*_p2.bat" - p2 tag mode game (p4 ai off, to control p2's partner)
  "*_vs.bat" - p1 vs p2 tag game (p3,p4 ai off, to control partner)

* tag mode game command:
   Y+A: partner assist / call striker
   F/B,Y+A: change player
     you can change the command in "@Config.Tag_Command" part.
     default assist attacking is stateno 1000,
     override stateno [195900] to regist, or override [190193-190196] to modify,
     or change everything as you wish.

  "bs0.bat"/"svc.bat" - 'ʏíƒQ[ƒ€ (ƒ^ƒbƒOƒ,[ƒhŽžAƒp[ƒgƒi[,Í'€ì,Å,«,È,¢)
  "*_p1.bat" - p1'¤ƒ^ƒbƒOƒ,[ƒhƒQ[ƒ€ (p3 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,Í'€ì,Å,«,é)
  "*_p2.bat" - p2'¤ƒ^ƒbƒOƒ,[ƒhƒQ[ƒ€ (p4 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,Í'€ì,Å,«,é)
  "*_vs.bat" - ƒ^ƒbƒOƒ,[ƒh'ΐíƒQ[ƒ€ (p3,p4 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,ð'€ì)

* ƒ^ƒbƒOƒ,[ƒhŽžƒQ[ƒ€'€ì:
   Y+A: ƒXƒgƒ‰ƒCƒJ[ŒÄo
   'O/Œã,Y+A: Œð'Ö
     ƒRƒ}ƒ"ƒh•ύX,Í "@Config.Tag_Command" •",É, ,è,Ü,·B
     ‰ŠúŽx‰‡‹Z"ԍ†,Í 1000 ,Å,·,
     ƒXƒe[ƒg"ԍ†[195900],̏ã',«,É,æ,Á,āA‹Z"o˜^,Å,«,Ü,·A
     ,Ü,½,Í[190190-190199],ðã',«,µ,ăVƒXƒeƒ€,ð•ҏW,µ,½,èAAA
     ,·,×,ÄŽ©—R‰ü•Ï,µ,Ä,­,¾,³,¢B

* "@Config.***"
    the Marks of config in "common1.cns"
    "common1.cns"ƒtƒ@ƒCƒ‹,É, ,éÝ'èƒ}[ƒN,Å,·B




anyway, try to start from an empty mugen game with kfm only.
I hope this could be useful for your own mugen game!
please enjoy!

,Æ,è, ,¦,¸A‹ó,«,ÌMUGENƒQ[ƒ€,©,玎,µ,Ä,Ý,Ä,­,¾,³,¢B
, ,È,½"ÆŽ©,̃Q[ƒ€\'z,É,¨–ð,É—§,Ä,ê,΍K,¢,Å,·B

------
this is OPEN SOURCE.
,±,ê,̓I[ƒvƒ"ƒ\[ƒX,Å,·B





------
thank to:
Š´ŽÓ (‡•s"¯AŒhÌ—ª)

adamskie (, ,¾,Þ,·,«[)
k'
Ura (— )
H"
warusaki (ˆ«ç)
sumi
varo_hades
Victorys
MageKing17
MUGEN Blazil Team
MUGEN China
MUGEN Fighter Guild
Elecbyte
SNK playmore
CAPCOM
everyone who gave helps, feedback...
ƒNƒŠƒGƒCƒ^[,ÌŠF,³,ñ
,²‹¦—Í,ð'¸,¢,½ŠF,³,ñ

IDs
Spoiler (click to show)
Character Reserved State Numbers for add004

StateNo Usage
======================
StateNo   [Type]    Purpose
------- ------ -------
142000-02 [player]  ai_Jump_normal / fwd / back
142020-22 [player]  -Small
142030-32 [player]  -Mid
5111      [player]  Hit-LieDown custom*
-------
195050    [player]  Dizzy_Fall
195110    [player]  Downed_Get-Hit (lying down)
195900    [player]  Partner-Assist-Stateno-Registration ;ƒp[ƒgƒi[Žx‰‡ƒXƒe[ƒg"o˜^
190000    [player]  PreIntro ;—\"õƒCƒ"ƒgƒ
-------
195500    [player]  Blocking/Just-Defended
195505    [player]  Jump-down-after_bk/jd
195200    [player]  Fall-Down ;•ö,ê"|,ê
195201    [player]  Fall-Down-Alive ;•ö,ê"|,ê-¶'¶Žž
-------
190010-11 [player]  Guard_Crush ;ƒK[ƒhƒNƒ‰ƒbƒVƒ...
190116    [player]  Dizzy/Stun ; ‹Câ
190140    [helper]  Dizzy_Birds
190120    [player]  Guard_Breaking-p2state ;ƒK[ƒhƒuƒŒ[ƒLƒ"ƒO,â,ç,ê
190130    [player]  Against_Throw(p1&p2)  ;"Š,°ŠO,µ
-------
190190-96 [player]  Partner_Action_in_TagMode ;ƒ^ƒbƒOƒ,[ƒhŽžƒp[ƒgƒi[ˆ—
190190    [player]  Out-Screen ;‰æ–ÊŠO,Ö
190191    [player]  Stand-By1 (Change OK) ;'Ò‹@'†1(Œð'Ö‰Â)
190192    [player]  Stand-By2 (Change / Partner-Assist-OK, Life-Recover) ;'Ò‹@'†2(Œð'Ö/Žx‰‡‰Â,'̗͉ñ•œ)
190193-95 [player]  -in ; "oê
190194    [player]  Striker-Call / Summon ;ƒXƒgƒ‰ƒCƒJ[¢Š«
190195    [player]  Land > RoundOver ;'...'n>ƒ‰ƒEƒ"ƒhI—¹
190196    [player]  Empty_States_for_override ;ƒXƒgƒ‰ƒCƒJ[oŒ» ã',«—p'†ŠÔƒXƒe[ƒg
190202    [helper]  Static-Pos ;À•WŒÅ'è
-------
91000     [helper]  Projctile ;"ò,Ñ"¹‹ï
91050     [helper]  Projctile_Chaser after Reflecsion ;"ò,Ñ"¹‹ï"½ŽËŒã'ǐ՗p
  * Reflector_ID:
    var(18)=(var(15):=10311)+(var(16):=10212)+(var(17):=10113)
    options: sysvar(0)=var(18)
  * "½ŽËŒã,Ì"ò,Ñ"¹‹ï,ð,"­ŽËŽå,ªƒK[ƒh,Å,«,È,¢,½,߁A–hŒä—U"­—pƒwƒ‹ƒp[("½ŽËŒã"ò,Ñ"¹‹ï,É"¯s)
    a "movetype=A" Helper which helps root going into a guard state.
    "Guard.Dist" only takes effect when enemy has "movetype=A".
91100     [helper]  Proj_Disappearing ;"ò,Ñ"¹‹ïÁ–Å
-------
88880     [helper]  Super_Pause-Level 1
88882     [helper]  Super_Pause-Level 2 Max
88883     [helper]  Super_Pause-Level 3 Max2
88870     [helper]  Super_Pause-Max2 BG
88872     [helper]  Super_Pause-Type 2
88890     [helper]  Guard-Breaking
88891     [helper]  Guard-Cancel
88892     [helper]  Guard-Crush
-------
90909     [helper]  add004_Main-Starter ;‰Šú‰»—p
90900     [helper]  add004_Main-Loop
99980     [helper]  Ranking ;ƒ‰ƒ"ƒLƒ"ƒO
-------
180000    [helper]  Round-Call ;ƒ‰ƒEƒ"ƒhŠJŽn
180010    [helper]  Round-KO   ;ƒ‰ƒEƒ"ƒhI—¹
-------
9005      [helper]  Ground_Wave ;'n–ʏÕ"Ë—p
> 159005
-------
152000    [helper]  Jump_Land_Dust ;'ʏí'...'nÕŒ,"g
152020    [helper]  Jump_Dust  ;'µ–ô‰Œ
152040    [helper]  Dash_Dust  ;"ːi‰Œ
152050    [helper]  Slide_Dust ;ŠŠ,艌
152080    [helper]  Grab_Spark ;'Í,݃Xƒp[ƒN
152100    [helper]  Hit/Guard_Spark   ;‰Î‰Ô
152200    [helper]  Fire/Burn_Spark ;"RÄŒø‰Ê‰‰o
152220    [helper]  Explosion  ;"š"­Œø‰Ê‰‰o
-------
159990    [helper]  DestroySelf-State ;ƒwƒ‹ƒp[—pŽ©ŒÈÁ‹ŽƒXƒe[ƒg


System switches
Spoiler (click to show)
;---
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý'è
; v07: bit flag
[state 0]
   type=null
   trigger1=!time
   trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú'l'S—LŒø)
;; uncomment 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
   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
   persistent=0
;@@Debug@@;

Use control+f for search, search key words.

LuizFilipeRN

Quote from: Seiryū on August 21, 2017, 11:55:53 AM
This looks like a character specific thing. As in it has to do with how the projectile itself was done and not the tag system.
When you patch it should create this.

;//==========================
;// 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


Place it under it, this won't fix that issue though. If you can, change for it to destroy itself after a set time instead.

By the way I'll post the read me. I do apologize in advance, but its annoying when trouble was put into making this easy and accessible and people still ignore it.

Read me
Spoiler (click to show)
------
add004 basic

for mugen 1.0 , mugen 1.1 (recommended)


------
how does this work?
,Ç,¤"®,­,©
using "common1.cns" to draw lifebar, powerbar and messages...
this means, you can let all your chars apply to a specific (your favorite) system.
"common1.cns",É,æ,éƒo[AƒƒbƒZ[ƒW•`‰æ...
,±,ê,Í,Â,Ü,èA'SƒLƒƒƒ‰,ð"Á'èi,¨‹C,É"ü,èj,̃VƒXƒeƒ€,É"K‰ž,³,¹,é,±,Æ,ª‰Â"\,É,È,è,Ü,·B

------
how to use?
,Ç,¤Žg,¤,©
1) make sure that "stcommon=common1.cns" in def file.
    defƒtƒ@ƒCƒ‹,ŁA"stcommon=common1.cns",ðŠm"F
2) put your SCtrls and Anims into your chars.
    –Ú"I,ÌSCtrls,ÆAnims,ðƒLƒƒƒ‰,É'ljÁ
3) edit "common1.cns" to your own style.
    "common1.cns",ðˆÓ,Ì,Ü,Ü,ɕҏW,µ,Ä,­,¾,³,¢

------
what needs?
,È,É,ª•K—v,©
* backup your characters!
   ƒLƒƒƒ‰,̃oƒbƒNƒAƒbƒv
* some knowledge of coding.
   ƒR[ƒh,Ì'mޝ,ð­,µ
* a hobby of playing MUGEN.
   MUGEN,ð—V,ÔŽï–¡


------
what is add004pie.exe?
add004pie.exe,Á,Ä,È,ɁH
a convertor for Auto-Change your chars to addon
whether you can code or not, it might give you a little help :)

ƒAƒhƒIƒ"ŠÂ‹«,ÉŽ©"®•ύX,µ,Ä,­,ê,éƒc[ƒ‹,Å,·
­,µ,Í–ð,É—§,Â,ÆŽv,¢,Ü,· ^^)

------
how to play?
,Ç,¤—V,Ô,©

run bat file to start mugen.
batƒtƒ@ƒCƒ‹,ðŽÀs,µ,ăvƒŒ[

  "bs0.bat"/"svc.bat" - normal game (you can not control your partner in tag mode)
  "*_p1.bat" - p1 tag mode game (p3 ai off, to control p1's partner)
  "*_p2.bat" - p2 tag mode game (p4 ai off, to control p2's partner)
  "*_vs.bat" - p1 vs p2 tag game (p3,p4 ai off, to control partner)

* tag mode game command:
   Y+A: partner assist / call striker
   F/B,Y+A: change player
     you can change the command in "@Config.Tag_Command" part.
     default assist attacking is stateno 1000,
     override stateno [195900] to regist, or override [190193-190196] to modify,
     or change everything as you wish.

  "bs0.bat"/"svc.bat" - 'ʏíƒQ[ƒ€ (ƒ^ƒbƒOƒ,[ƒhŽžAƒp[ƒgƒi[,Í'€ì,Å,«,È,¢)
  "*_p1.bat" - p1'¤ƒ^ƒbƒOƒ,[ƒhƒQ[ƒ€ (p3 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,Í'€ì,Å,«,é)
  "*_p2.bat" - p2'¤ƒ^ƒbƒOƒ,[ƒhƒQ[ƒ€ (p4 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,Í'€ì,Å,«,é)
  "*_vs.bat" - ƒ^ƒbƒOƒ,[ƒh'ΐíƒQ[ƒ€ (p3,p4 ai 'âŽ~A,É,æ,èƒp[ƒgƒi[,ð'€ì)

* ƒ^ƒbƒOƒ,[ƒhŽžƒQ[ƒ€'€ì:
   Y+A: ƒXƒgƒ‰ƒCƒJ[ŒÄo
   'O/Œã,Y+A: Œð'Ö
     ƒRƒ}ƒ"ƒh•ύX,Í "@Config.Tag_Command" •",É, ,è,Ü,·B
     ‰ŠúŽx‰‡‹Z"ԍ†,Í 1000 ,Å,·,
     ƒXƒe[ƒg"ԍ†[195900],̏ã',«,É,æ,Á,āA‹Z"o˜^,Å,«,Ü,·A
     ,Ü,½,Í[190190-190199],ðã',«,µ,ăVƒXƒeƒ€,ð•ҏW,µ,½,èAAA
     ,·,×,ÄŽ©—R‰ü•Ï,µ,Ä,­,¾,³,¢B

* "@Config.***"
    the Marks of config in "common1.cns"
    "common1.cns"ƒtƒ@ƒCƒ‹,É, ,éÝ'èƒ}[ƒN,Å,·B




anyway, try to start from an empty mugen game with kfm only.
I hope this could be useful for your own mugen game!
please enjoy!

,Æ,è, ,¦,¸A‹ó,«,ÌMUGENƒQ[ƒ€,©,玎,µ,Ä,Ý,Ä,­,¾,³,¢B
, ,È,½"ÆŽ©,̃Q[ƒ€\'z,É,¨–ð,É—§,Ä,ê,΍K,¢,Å,·B

------
this is OPEN SOURCE.
,±,ê,̓I[ƒvƒ"ƒ\[ƒX,Å,·B





------
thank to:
Š´ŽÓ (‡•s"¯AŒhÌ—ª)

adamskie (, ,¾,Þ,·,«[)
k'
Ura (— )
H"
warusaki (ˆ«ç)
sumi
varo_hades
Victorys
MageKing17
MUGEN Blazil Team
MUGEN China
MUGEN Fighter Guild
Elecbyte
SNK playmore
CAPCOM
everyone who gave helps, feedback...
ƒNƒŠƒGƒCƒ^[,ÌŠF,³,ñ
,²‹¦—Í,ð'¸,¢,½ŠF,³,ñ

IDs
Spoiler (click to show)
Character Reserved State Numbers for add004

StateNo Usage
======================
StateNo   [Type]    Purpose
------- ------ -------
142000-02 [player]  ai_Jump_normal / fwd / back
142020-22 [player]  -Small
142030-32 [player]  -Mid
5111      [player]  Hit-LieDown custom*
-------
195050    [player]  Dizzy_Fall
195110    [player]  Downed_Get-Hit (lying down)
195900    [player]  Partner-Assist-Stateno-Registration ;ƒp[ƒgƒi[Žx‰‡ƒXƒe[ƒg"o˜^
190000    [player]  PreIntro ;—\"õƒCƒ"ƒgƒ
-------
195500    [player]  Blocking/Just-Defended
195505    [player]  Jump-down-after_bk/jd
195200    [player]  Fall-Down ;•ö,ê"|,ê
195201    [player]  Fall-Down-Alive ;•ö,ê"|,ê-¶'¶Žž
-------
190010-11 [player]  Guard_Crush ;ƒK[ƒhƒNƒ‰ƒbƒVƒ...
190116    [player]  Dizzy/Stun ; ‹Câ
190140    [helper]  Dizzy_Birds
190120    [player]  Guard_Breaking-p2state ;ƒK[ƒhƒuƒŒ[ƒLƒ"ƒO,â,ç,ê
190130    [player]  Against_Throw(p1&p2)  ;"Š,°ŠO,µ
-------
190190-96 [player]  Partner_Action_in_TagMode ;ƒ^ƒbƒOƒ,[ƒhŽžƒp[ƒgƒi[ˆ—
190190    [player]  Out-Screen ;‰æ–ÊŠO,Ö
190191    [player]  Stand-By1 (Change OK) ;'Ò‹@'†1(Œð'Ö‰Â)
190192    [player]  Stand-By2 (Change / Partner-Assist-OK, Life-Recover) ;'Ò‹@'†2(Œð'Ö/Žx‰‡‰Â,'̗͉ñ•œ)
190193-95 [player]  -in ; "oê
190194    [player]  Striker-Call / Summon ;ƒXƒgƒ‰ƒCƒJ[¢Š«
190195    [player]  Land > RoundOver ;'...'n>ƒ‰ƒEƒ"ƒhI—¹
190196    [player]  Empty_States_for_override ;ƒXƒgƒ‰ƒCƒJ[oŒ» ã',«—p'†ŠÔƒXƒe[ƒg
190202    [helper]  Static-Pos ;À•WŒÅ'è
-------
91000     [helper]  Projctile ;"ò,Ñ"¹‹ï
91050     [helper]  Projctile_Chaser after Reflecsion ;"ò,Ñ"¹‹ï"½ŽËŒã'ǐ՗p
  * Reflector_ID:
    var(18)=(var(15):=10311)+(var(16):=10212)+(var(17):=10113)
    options: sysvar(0)=var(18)
  * "½ŽËŒã,Ì"ò,Ñ"¹‹ï,ð,"­ŽËŽå,ªƒK[ƒh,Å,«,È,¢,½,߁A–hŒä—U"­—pƒwƒ‹ƒp[("½ŽËŒã"ò,Ñ"¹‹ï,É"¯s)
    a "movetype=A" Helper which helps root going into a guard state.
    "Guard.Dist" only takes effect when enemy has "movetype=A".
91100     [helper]  Proj_Disappearing ;"ò,Ñ"¹‹ïÁ–Å
-------
88880     [helper]  Super_Pause-Level 1
88882     [helper]  Super_Pause-Level 2 Max
88883     [helper]  Super_Pause-Level 3 Max2
88870     [helper]  Super_Pause-Max2 BG
88872     [helper]  Super_Pause-Type 2
88890     [helper]  Guard-Breaking
88891     [helper]  Guard-Cancel
88892     [helper]  Guard-Crush
-------
90909     [helper]  add004_Main-Starter ;‰Šú‰»—p
90900     [helper]  add004_Main-Loop
99980     [helper]  Ranking ;ƒ‰ƒ"ƒLƒ"ƒO
-------
180000    [helper]  Round-Call ;ƒ‰ƒEƒ"ƒhŠJŽn
180010    [helper]  Round-KO   ;ƒ‰ƒEƒ"ƒhI—¹
-------
9005      [helper]  Ground_Wave ;'n–ʏÕ"Ë—p
> 159005
-------
152000    [helper]  Jump_Land_Dust ;'ʏí'...'nÕŒ,"g
152020    [helper]  Jump_Dust  ;'µ–ô‰Œ
152040    [helper]  Dash_Dust  ;"ːi‰Œ
152050    [helper]  Slide_Dust ;ŠŠ,艌
152080    [helper]  Grab_Spark ;'Í,݃Xƒp[ƒN
152100    [helper]  Hit/Guard_Spark   ;‰Î‰Ô
152200    [helper]  Fire/Burn_Spark ;"RÄŒø‰Ê‰‰o
152220    [helper]  Explosion  ;"š"­Œø‰Ê‰‰o
-------
159990    [helper]  DestroySelf-State ;ƒwƒ‹ƒp[—pŽ©ŒÈÁ‹ŽƒXƒe[ƒg


System switches
Spoiler (click to show)
;---
;;>>@Config.System_Switch>>
;; ƒVƒXƒeƒ€Ý'è
; v07: bit flag
[state 0]
   type=null
   trigger1=!time
   trigger1=1 || var(7):= 1073741823 ;;2147483647 ;; ;; default (enable all) (‰Šú'l'S—LŒø)
;; uncomment 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
   trigger1=1 || var(7):=(var(7)^65536)    ;;17th - slow camera (warning: this may break your characters)
   persistent=0
;@@Debug@@;

Use control+f for search, search key words.

honestly i want to find a solution that can fix most of my characters's assists like there is a way to make the char do more then one thing on his assist? like taunt?

BurningSoul

#947
;sys::-1::Partner-Assist-Registration
[state 0]
   type=varset
   trigger1=(stateno=190193)
   sysvar(1)=ifelse((p2statetype=L),195,1000) ;;<-StateNo

;195 = Taunt
;1000=Assist


Taunt will be made if opponent is lying down

You can even remove power bars of Add004,this code at bottom is writen to -2 of chars,just make size.height=1 and bye bye Power Bars.
;sys::-2::helper::bar004 ; ライフバー
[state 0]
type=helper
triggerall=!ishelper && !numhelper(90900)
trigger1=numpartner
trigger1=id<(partner,id) && partner,numhelper(90900)=0
trigger2=!numpartner
id=90900
stateno=90900
helpertype=normal
ownpal=1
size.air.front=1702252 ;; <<-version
size.height=0     ;
ignorehitpause=1
supermovetime=88888
pausemovetime=88888
pos=0,88888

         

2Dee4ever

Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.

BurningSoul

uhm you are talking about him right? sorry I got confused

2Dee4ever

Yes, I posted this pages back in direct response to what he said.

LuizFilipeRN

Quote from: Seiryū on August 21, 2017, 11:15:22 PM
Here I thought you actually read what I said. Why would you want a character to come out and taunt? Taunt before jumping out is a different thing. Neutral,Anti-Air,OTG. You look at the moves and choose. I understand being new to things, but this is so basic with a little reading anyone can do it. It's automated, and if you want to edit things of course you'll have to be willing to take time to learn how. It was just posted again. Patience and you'll see this is nothing to stress about.

actually im saying a quick fix for a problem that most of my characters's assists are having im mean like they execute the move then taunt so after the taunt ends he jump back out of the screen taking time so the move normally ends

-Ash-

Hey, i want to know if its possible to have some pause effect on the tag switch while the character is running trough the screen, something like MvCI, i think it would make tag combos more fluid and open more possibilities.
Lasagna

BurningSoul

#953
I think you are talking about the way that background becomes inverted color and there is a little pause right?
have a backup of your original common1.cns

find Statedef 190190
add this

[State 190190,Pause]
type = Pause
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
movetime=2
ignorehitpause = 1



[State 190190, BGInvert]
type = BGPalFX
trigger1 =(anim=40) && (animtime=-4) && selfanimexist(100)
time = 3
invertall = 1
ignorehitpause = 1


I increased x of velset a bit when running,I haven't tested this code

;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=11.6*const(movement.yaccel)
y=0


-Ash-

Quote from: mete122 on August 23, 2017, 03:36:14 PM
I think you are talking about the way that background becomes inverted color and there is a little pause right?
I'm talking about the little pause that happens while the character is entering the screen in the middle of a combo(active switch), the code you gave me works when the character is leaving the screen.

Here at 0:27 you can see what i'm talking about.


Lasagna

BurningSoul

#955
I get it,It's because of my code.It's not working properly
try this one to see if it works if not just adjust triggers and time and movetime until you get it working
[State 190190,Pause]
type = Pause
trigger1 =(anim=100)
trigger1= AnimElem = 3
time = 4
movetime=4
ignorehitpause = 1

-Ash-

#956
Fine, thanks for trying to help me.

Edit: Didn't work either, but thanks anyway, i will dig into it later.

Edit2: Kinda managed to make it work it this code.

;[state 0]
trigger1=!time && sysfvar(4)=0 && sysvar(0)>0 && playeridexist(sysvar(0))
trigger1=playerid(sysvar(0)),sysfvar(4)=2 ;; "switch-canneling"
time = 5
movetime=5
ignorehitpause = 1

The problem is, the character running pauses too, do you know how to work this out?
Lasagna

BurningSoul

#957
try messing with movetime,I'm thinking about sth that could work,I will let you know.




Ok Basically I moved some codes into a helper and used a  pausemovetime to make partner be able to move,I haven't tested this code,


[State 0, Helper]
type = Helper
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
helpertype = normal ;player
name = "Unaffected by Pause Run"
stateno = 190197
facing = 1
pausemovetime = 10
ignorehitpause =1
ownpal=1



[statedef 190197]
type=a
movetype=h
physics=n
;anim=40
sprpriority=-2
velset=0,0
ctrl=0
facep2=1


;Bottom code is Pasted directly from statedef 190190,delete any other copies of this code,we don't want same code twice right?
;;---
;sys::partner_run-anim2
[state 0]
type=changeanim
trigger1=(anim=40) && (animtime=0) && selfanimexist(100)
value=100
persistent=0
[state 0]
type=turn
trigger1=(anim=100)
persistent=0
;sys::partner_run-vel2
[state 0]
type=velset
trigger1=(anim=100)
x=12.6*const(movement.yaccel)
y=0



-Ash-

Didn't worked, it also bugs the running animation.
Lasagna

jweezy34

Out of curiosity is there a code to insert a taunt and sound when you trigger a tag switch???
I was the Perfect warrior! Cold and Ruthless! I lived by my strength alone! Uninhibited by foolish emotion!