Forum MUGENATION: Guilty Gear Mini Character Overview Portraits(active) - Forum MUGENATION

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Guilty Gear Mini Character Overview Portraits(active)

#1 L   shinra358 

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  • Iscritto: 10-September 07

Inviato 10 January 2008 - 03:19

-GUILTYGEAR MINI CHARACTER PORTRAIT OVERLOOK-

http://img210.imageshack.us/img210/6436/mugen0ta9.jpg

POSITIVE STATES:

;==================================================
;GUILTYGEAR MINI CHARACTER PORTRAIT POSITIVE STATE START
;Original Concept and Code: Shinra358
;Added Code and Code Fix: Armor_Cage + WooshaQ
;Special Thanx to Club-Syndicate Team!
;==================================================
;
[Statedef 100000000]; Guilty Gear Mini Char Overlook
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
;
[state 100000000]
type = assertspecial
trigger1 = 1
flag = noshadow
;
[state 100000000, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 100000000, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1
;
[state 100000000, nothitby]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA
;
[State 100000000, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(root, anim)
trigger1 = 1
elem = root, animelemno(0)
value = root, anim
;
[state 100000000, Transparency]
type = Trans
trigger1 = 1
time = -1
trans = addalpha
alpha = 256,50
ignorehitpause = 1
persistent = 1
;
[State 100000000, Determining_Position_Order_Leader]
type = VarSet
triggerall = time = 0 && NumPartner = 0
trigger1 = 1
v = 0
value = 0
;
[State 100000000, Determining_Position_Order_Leader]
type = VarSet
triggerall = time = 0 && NumPartner = 1
trigger1 = teamside = 1 && partner, Pos X <= parent, Pos X
trigger2 = teamside = 2 && partner, Pos X >= parent, Pos X
v = 0
value = 1
;
[State 100000000, Determining_Position_Order_Partner]
type = VarSet
triggerall = time = 0 && NumPartner = 1
trigger1 = teamside = 1 && partner, Pos X > parent, Pos X
trigger2 = teamside = 2 && partner, Pos X < parent, Pos X
v = 0
value = 2
;
[State 100000000, Single_Offset_Leader]
type = OffSet
triggerall = Var(0) = 0
trigger1 = 1
x = IfElse(teamside = 1, -ScreenPos X + 20, -ScreenPos X + 300)
y = -ScreenPos Y + 100 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
sprpriority = -5
ignorehitpause = 1
persistent = 1
;
[State 100000000, Simul_Offset_Team_Leader]
type = OffSet
triggerall = Var(0) = 1
trigger1 = 1
x = IfElse(teamside = 1, -ScreenPos X + 20, -ScreenPos X + 300)
y = -ScreenPos Y + 105 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
sprpriority = -5
ignorehitpause = 1
persistent = 1
;
[State 100000000, Simul_Offset_Team_Partners]
type = OffSet
triggerall = Var(0) = 2
trigger1 = 1
x = IfElse(teamside = 1, -ScreenPos X + 50, -ScreenPos X + 270)
y = -ScreenPos Y + 100 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
sprpriority = -6
ignorehitpause = 1
persistent = 1
;
[State 100000000, destroyself]
type = Destroyself
triggerall = RoundState != 2
trigger1 = 1
;
;==================================================
;GUILTYGEAR MINI CHARACTER PORTRAIT POSITIVE STATE END
;Original Concept and Code: Shinra358
;Added Code and Code Fix: Armor_Cage + WooshaQ
;Special Thanx to Club-Syndicate Team!
;==================================================



;



NEGATIVE STATES:

;==================================================
;GUILTYGEAR MINI CHARACTER PORTRAIT NEGATIVE STATE START
;Original Concept and Code: Shinra358
;Added Code and Code Fix: Armor_Cage + WooshaQ
;Special Thanx to Club-Syndicate Team!
;==================================================
;
[State -2, GG_Char_Overlook_Helper]
type = helper
triggerall = RoundState = 2 && numhelper(100000000) = 0 && time >= 0
trigger1 = 1
helpertype = normal
ID = 100000000
stateno = 100000000
name = "GG_CharOverlook"
postype = back
facing = 1
pos = -99999, 99999
keyctrl = 0
size.xscale = const(size.xscale)*.5
size.yscale = const(size.yscale)*.5
size.shadowoffset = 99999
ownpal = 0
persistent = 1
ignorehitpause = 1
;
;==================================================
;GUILTYGEAR MINI CHARACTER PORTRAIT NEGATIVE STATE END
;Original Concept and Code: Shinra358
;Added Code and Code Fix: Armor_Cage + WooshaQ
;Special Thanx to Club-Syndicate Team!
;==================================================













-OLD VERSION-


Positive States:

;===================Shinra358
[Statedef 99999999]; Mini Overlook of Player Teamside 1
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0
;
[state 99999999, noshadows]
type = assertspecial
trigger1 = 1
flag = noshadow
;
[state 99999999, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 99999999, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1
;
[state 99999999, nothitby]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA
;
[State 99999999, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim
;
[State 99999999, PosSet]
type = PosSet
trigger1 = teamside = 1
x = -150
y = -120
ignorehitpause = 1
persistent = 1
;
[State 99999999, destroyself]
type = Destroyself
trigger1 = !alive
;=======================

[Statedef 100000000]; Mini Overlook of Player Teamside 2
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0
;
[state 100000000]
type = assertspecial
trigger1 = 1
flag = noshadow
;
[state 100000000, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 100000000, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1
;
[state 100000000]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA
;
[State 100000000, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim
;
[State 100000000, PosSet]
type = PosSet
triggerall = teamside = 2 && facing = -1
trigger1 = 1
x = 150
y = -120
ignorehitpause = 1
persistent = 1
;
[State 100000000, destroyself]
type = Destroyself
trigger1 = !alive
;====================
;------------------------------------------------------------------------------------------

Negative States:

;=======================Shinra358
[State -2, CharOverlookTeamSide1]
type = helper
triggerall = teamside = 1 && numhelper(99999999) = 0 && time > 0
trigger1 = 1
helpertype = normal
ID = 99999999
stateno = 99999999
name = "CharOverlook1"
postype = left
facing = 1
pos = -9999999999999999999, -9999999999999999999
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1
;
[State -2, ]
type = DisplayToClipboard
trigger1 = Time = 0
text = "Guilty_Gear_Mini_Char_Overview_by:_Shinra358"
;
[State -2, CharOverlookTeamSide2]
type=helper
triggerall = teamside = 2 && numhelper(100000000) = 0 && time > 0
trigger1 = 1
helpertype = normal
ID = 100000000
stateno = 100000000
name = "CharOverlook2"
postype = right
facing = -1
pos = -9999999999999999999, -9999999999999999999
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1
;



;==================================================

0

#2 L   SlayerGatsu 

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Inviato 22 January 2008 - 00:00

what's all the -9999 for?
pos = -9999999999999999999, -9999999999999999999
means that the command is not used or understood...
0

#3 L   shinra358 

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Inviato 22 January 2008 - 00:09

Visualizza MessaggiSlayerGatsu, su Jan 22 2008, 00:00, detto:

what's all the -9999 for?
pos = -9999999999999999999, -9999999999999999999
means that the command is not used or understood...


thats the position of the helper. a big negative number to make sure it is kept offscreen. no matter wat number it is, it still works. that really doesnt matter. if put to a low number where it is offscreen then chances are that u will see duplicates some time or another eventually since it is destroys when a player is not alive. so the x and y positions are just to make sure that u wont see those duplicates even though there is a invisible assert special on it. just extra insurance, thats all. by the way, the codes been updated. lemme post the updated-ness real quick. btw, all this is copy and paste. so if a person was to just do that then the code will work how it is. btw the -9999 is to keep the shadows offscreen of the miniclone. just extra insurance thats all.

edit: it work aight for the normal jump stages for the normal jump part but for the super jump stage part, with the settings....it works good but now the problem is that i need a way to link both overlooks so theyll rise at the same time based on the highest position of the highest player instead of just them separately. there is an explod version which binds correctly but then, the chars actions dont move correctly with that version. so its like one is lacking what the other needs. here is the explod version:






[Statedef 9000997]; this version {explod version} by syn
type = s
movetype = i
physics = n

[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Explod];O
type = Explod
trigger1 = root,anim = 0 && !numexplod(99027)
anim = 0
ID = 99027
pos = 13,60
postype = left ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = 5
removetime = -1
bindtime = -1
ontop = 1
ownpal = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,anim != 0
id = 99027
ignorehitpause = 1

[State 0, Explod];O
type = Explod
trigger1 = root,anim != 0 && !numexplod(99028)
anim = (root,anim)
ID = 99028
pos = 13,60
postype = left ;p2,front,back,left,right
facing = 1
scale = .5,.5
sprpriority = 5
;removetime = root,anim = 0
bindtime = -1
ontop = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,anim = 0
id = 99028
ignorehitpause = 1

there are some pros and cons about this

Cons are,
1. the animation flickers a bit when trying to loop
2. movements being copied during chain combos will have delay in the display overlook animation

Pros are,
1. Will bind to the bg as the screen moves up, down, back or forth as if it was apart of the lifebars itself.
0

#4 L   WooshaQ 

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Inviato 31 May 2008 - 18:24

If I understood correctly this last update will solve this problem right?
http://img258.imageshack.us/img258/8581/mugen10hv9.gif
(the same code on 3 different stages)
Still I'm not really sure where to paste the code? Can you please help?
0

#5 L   shinra358 

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Inviato 02 June 2008 - 16:36

Visualizza MessaggiWooshaQ, su May 31 2008, 18:24, detto:

If I understood correctly this last update will solve this problem right?
http://img258.imageshack.us/img258/8581/mugen10hv9.gif
(the same code on 3 different stages)
Still I'm not really sure where to paste the code? Can you please help?


this code is still a work in progress. currently trying to move both sides with the highest player and not just one side. it will appear higher up on some stages than others becuz the measurements are from the floor up and all stages arent made with the same floor standards. i posted this on several sites to see if i can get some feedback and for someone to jump in and help perfect this. so far 3 have helped in some way or another......ive made no progress with syn's code trying to do it with explods. so for now just stick to whats in the very first post...
0

#6 L   WooshaQ 

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Inviato 27 June 2008 - 11:39

Hi once again, my friend from samouczek.com site has come up with solution to all the problems so the height is the same at the all stages and mini characters in stimul mode works perfectly fine, there is a gap between p1 and p3 and of course p2 and p4. If anybody is interested in using the code it's HERE
0

#7 L   shinra358 

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Inviato 28 June 2008 - 21:01

Visualizza MessaggiWooshaQ, su Jun 27 2008, 11:39, detto:

Hi once again, my friend from samouczek.com site has come up with solution to all the problems so the height is the same at the all stages and mini characters in stimul mode works perfectly fine, there is a gap between p1 and p3 and of course p2 and p4. If anybody is interested in using the code it's HERE


Wow thats awesome! thanx! about time this all gets completed lol. i waited so long for to get feedback to fully complete this. Thanx again. you are godlike lol ;)

-updated! prefinal. made a fix to armor cages version of the p1,p3 vs p2, p4 and changed it to p1,p3 vs p4, p2.

-added transparency

-code optimizations

-relative helper scaling

-combined armor cages fix

-destroys on roundstate 4 instead

-lil more.....works perfect now thanx to armor cage!!!!!!!!!!!!!!!
0

#8 L   WooshaQ 

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Inviato 02 July 2008 - 00:15

Thanks for pointing out the mistake! It has been fixed in Armor's version of the code too!
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#9 L   shinra358 

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Inviato 02 July 2008 - 00:41

ur welcomed ;)

hey, did u read my last pm?

btw, the custom state thing seems non accurant. BUT, get cvsurien by rei, and do the close hk throw(the one when he grabs u by the neck). Look at what happens. What do yall have for the solution to that?
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