collapse

Author Topic: Mugen-Isuka: Foreground and Background Fighting  (Read 1060 times)

0 Members and 1 Guest are viewing this topic.

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Mugen-Isuka: Foreground and Background Fighting
« on: November 17, 2007, 05:06:52 PM »
Dont know where to put this for it could fit in 2 locations of this forum but here goes:

;=====================================
;-BACKGROUND/FORGROUND SIDESTEP
;VAR VERSION 0.98-
;=====================================

;*Note

;   add: projsprpriority = IfElse(var(53),-3,1)  only to all sctrls types of projectile in a char ;)
;   This is the solution to quickly fixing the layering of projectiles-

;   add: sprpriority = IfElse(var(53),-3,1) only to all sctrls types of explod (personal explods [ex.:like flames from hands and/or dust from feet when u land]) in a char.
;   This is the solution to quickly fixing the layering of personal explods. This is also the solution if character sprites need layer fixing (use on the action/move that needs it) -

;remove the ";" from the triggers with **** behind it to enable in simul mode. Simul Mode has a bug with this code when 3 players are in the background and one is in the foreground then the foreground person can hit the background enemies. that is not supposed to happen and further investigation is being conducted on how to fix this. If you have any suggestions then feel free to speak up. Single and Teams seem to work fine. Also a person can parry no matter what plane the enemy is on separate from them which is not supposed to happen. Investigation on that is being conducted as well.

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

;Var version is used for the proper way in handling this coding by less memory association whole number expressions
;Only use if the majority of your chars have more unused vars than fvars
;If chars use more vars than fvars then change all vars to fvars(don't forget to change the numbers with that to match unused fvars with this coding)
;Using Vars are recommended since nothing in those vars use decimal numbers; Fvars are for decimal number use
;Each char MUST use the same vars OR fvars for this code to function properly
;So the version you pick MUST also be the version you give to ALL your chars
;You have been warned
;Make sure you make backups just in case YOU mess up ;)
;I recommend you use the MUGEN VAR EXCHANGER created by Tatsu if you need to switch vars out of the way so that you can use the vars already provided.
;enjoy!

;=======================================================
;FG/BG Changer code by Shinra358
;=======================================================
;IN CMD FILE
Code: [Select]
[Command]
name = "DodgeBG"
command =  /$a,/$x,B
time = 20
;----
[Command]
name = "DodgeFG"
command =  /$a,/$x,F
time = 20
;-------------------------------------------------------------
;means hold a+x then press BACK in foreground to go into background
;means hold a+x then press FWD in background to go into foreground
;a is supposed to be light kick and x is supposed to be light punch.
;If somehow it's different for the char then change the buttons to imply the light attacks.
;-------------------------------------------------------------
;
;=======================================================
;FG/BG Changer code by Shinra358
;end of cmds of cmd file codes
;=======================================================
;--------------------------------------------------------------
;=======================================================
;FG/BG Changer code by Shinra358
;=======================================================
;
Code: [Select]
[State -1, switch2fg]
type = ChangeState
value = 11110000
triggerall = var(53) = 1
triggerall = command = "DodgeFG"
triggerall = statetype != A
triggerall = statetype != L
triggerall = statetype = S
triggerall = movetype != H
triggerall = movetype != A
triggerall = ctrl
trigger1 = 1
;trigger1 = teammode = single || teammode = turns****
;trigger1 = enemy, teammode = single || enemy, teammode = turns****
;
[State -1, switch2bg]
type = ChangeState
value = 11111111
triggerall = var(53) = 0
triggerall = command = "DodgeBG"
triggerall = statetype != A
triggerall = statetype != L
triggerall = statetype = S
triggerall = movetype != H
triggerall = movetype != A
triggerall = ctrl
trigger1 = 1
;trigger1 = teammode = single || teammode = turns****
;trigger1 = enemy, teammode = single || enemy, teammode = turns****
;
;===================================================
;FG/BG Changer code by Shinra358
;end of negative cmd file codes
;===================================================


;=======================================================
;FG/BG Changer code by Shinra358
;=======================================================
;===================================================
;make manual changes to the anim of switching to and from the two planes
;===================================================
;IN CNS
;FG/BG Changer ---
;var(53) = 0, foreground - 1, background
;var(54) = 0, not hit by var
;
Code: [Select]
[Statedef 11110000];foreground
Type = S
movetype= A
physics = S
velset = 0,0
anim = 195 ;Animation for dodging
persistent = 1
ignorehitpause = 1
ctrl = 0
;
;This sets the variable for the effect. Sets var(53) to a value of 0.
[State 11110000, Change2FG]
Type = VarSet
triggerall = command = "DodgeFG"
triggerall = var(54) = 0
trigger1 = 1
;trigger1 = teammode = single || teammode = turns****
;trigger1 = enemy, teammode = single || enemy, teammode = turns****
var(53) = 0
;
[State 11110000, wait] ;Can't be thrown or hit right away after using
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
;
[state 11110000, chng2standing]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;
[Statedef 11111111];background
Type = S
movetype= A
physics = S
velset = 0,0
anim = 195 ;Animation for dodging
persistent = 1
ignorehitpause = 1
ctrl = 0
;
;This sets the variable for the effect. Sets var(53) to a value of 1.
[State 11111111, Change2BG]
Type = VarSet
triggerall = command = "DodgeBG"
triggerall = var(54) = 0
trigger1 = 1
;trigger1 = teammode = single || teammode = turns****
;trigger1 = enemy, teammode = single || enemy, teammode = turns****
var(53) = 1
;
[State 11111111, wait] ;Can't be thrown or hit right away after using
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
;
[state 11111111, chg2standing]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;
;=======================================================
;FG/BG Changer code by Shinra358
;end of positive cns codes
;=======================================================
;=========================================================
;=========================================================


;=======================================================
;FG/BG Changer code by Shinra358
;=======================================================
;========================================================
;BG/FG change attributes
;========================================================
;to give your char proper projectile priority while using this code,
;you must go to the projectile (fireball, etc) statedef and
;add: projsprpriority = IfElse(var(53),-3,1)   --future auto patcher should do this--
;sprite priority -1 is reserved for hyper backgrounds for the foreground chars
;sprite priority -2 is reserved for if people want to put props in their stages for this code for
;to be in between the forground and the background for more depth.  ;)
;OTHER ISSUE FIXES:
;add: sprpriority = IfElse(var(53),-3,1) only to all sctrls types of explod (personal explods [ex.:like flames from hands and/or dust from feet when u land]) in a char.
;This is the solution to quickly fixing the layering of personal explods. This is also the solution if character sprites need layer fixing (use on the action/move that needs it) -
;========================================================
Code: [Select]
[state -2, bglesserprior];char sprite lesser priority for background
type = sprpriority
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0 
triggerall = var(53) = 1
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
value = -4
;
[state -2, fgnormalprior];char sprite normal priority for foreground
type = sprpriority
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 1
triggerall = var(53) = 0
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
value = 0
;-------------------
[state -2, nothitbyvar]
type = varadd
trigger1 = 1
var(54) = 0
;
[state -2, nothitbyx]
type = nothitby
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
trigger1 = var(53) >= 0
trigger1 = var(53) != enemy, var(53)
persistent = 1
ignorehitpause = 1
value = SCA
;----------------------------------------------------------------
[state -2, fgp];foreground perspective
type = angledraw
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 1
triggerall = var(53) = 0
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
value = 0
scale = 1,1
;
[state -2, bgp];background perspective
type = angledraw
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0
triggerall = var(53) = 1
trigger1 = 1
time = -1
persistent = 1
value = 0
scale = 0.93,0.93
;-----------------------------------------------------------------------
[state -2, possetbg]
type = offset
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0
triggerall = var(53) = 1
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
y = -12
;
[state -2, plyrpshx]
type = playerpush
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0
triggerall = var(53) = 1
triggerall = enemy, var(53) != 1
triggerall = enemy, var(53) = 0
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
time = -1
value = 0
;
[state -2, possetbgnoshadow]
type = assertspecial
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0
triggerall = var(53) = 1
trigger1 = 1
time = -1
persistent = 1
ignorehitpause = 1
flag = noshadow
;
;-----------------------------------------------
[state -2, palfxBG];darkened color for "stepping into the background"
type = PalFx
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 0
triggerall = var(53) = 1
triggerall = time = 1
trigger1 = 1
time = -1
add = 0, 0, 0
mul = 150, 150, 150
sinadd = 10,10,10,255
invertall = 0
color = 256
persistent = 1
ignorehitpause = 1
;------------
[state -2, palfxFG];lightened color for "stepping into the foreground"(atmospheric lighting;))
type = PalFx
triggerall = RoundState = [0,4]
triggerall = var(54) = 0
triggerall = var(53) != 1
triggerall = var(53) = 0
triggerall = time = 1
trigger1 = 1
time = -1
add = 0, 0, 0
mul = 256, 256, 256
sinadd = 10,10,10,255
invertall = 0
color = 256
persistent = 1
ignorehitpause = 1
;
;=======================================================
;FG/BG Changer code by Shinra358
;end of negative cns codes
;=======================================================
;=========================================================
;=========================================================
;*****SPECIAL THANX:
;-God - for granting me forgiveness and life!**********
;-SlayerGatsu - for his insight, tutoring, testing, interest, and teaching me the proper ways of using vars*****
;-RedNavi & AlchemistMI - for using logic to inform me of possible bugs without even testing yet and being correct about it ;)****
;-Elecbyte - for this wonderful program of mugen that has taken much time of my life ;)*



-constructive FEEDBACK is highly APPRECIATED :)

(Old vids)0.50 version:




has been updated since then but cant upload new vid until i get my highspeed back.
« Last Edit: December 25, 2007, 12:48:37 AM by shinra358 »



Offline nick09

  • Contributor
  • ****
  • Posts: 3481
  • Last Login:December 21, 2011, 10:16:38 PM
  • Avatar Credit to CD.
    • Nick09's creations
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #1 on: November 17, 2007, 05:44:51 PM »
oh i seen your videos!

thats pretty awesome. XD||

Offline Luis/Dshiznet

  • Infinity Regular
  • ****
  • Posts: 1277
  • Last Login:September 16, 2009, 04:58:10 PM
  • Aaron-sama
    • My myspace
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #2 on: November 17, 2007, 06:32:24 PM »
dam
i saw the video aswell nice coding, btw wrong section, should be in the tutorial section.

Offline TrunkJunky

  • Re-emerging Stage Maker
  • Infinity Regular
  • ****
  • Posts: 667
  • Last Login:November 26, 2014, 10:09:54 PM
  • I know nothing about making anything anymore.
    • TrunJunky MUGEN Partay Mode!!!
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #3 on: November 17, 2007, 08:24:40 PM »
Just got one question:

What's all the coding for? ~X(

Offline The Rippah, Roo'Jizah Panzermanathod

  • Infinity Regular
  • ****
  • Posts: 931
  • Last Login:December 02, 2009, 03:48:41 PM
  • No place for Panzer to call home.
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #4 on: November 17, 2007, 08:40:32 PM »
Just got one question:

What's all the coding for? ~X(

To enable a mugen character to "Jump into the background", like Guilty Gear Isuka, among a few other fighting games.
Punctuation and capitalization can make the difference between "I helped my uncle, Jack, off a horse," and, "I helped my uncle jack off a horse."

92% of people have moved onto rap. If you're part of the 8% who thinks rap isn't music, sucks to be you.

Most newer stuff sucks, though.

Offline dafamily

  • Forum Member
  • ***
  • Posts: 348
  • Last Login:July 01, 2019, 12:39:03 PM
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #5 on: November 17, 2007, 09:24:48 PM »
so I'm guessing we just copy and paste this thing and it works right???

Offline Alchemist

  • MUGEN Content Architect
  • *****
  • Posts: 59
  • Last Login:December 30, 2021, 07:16:08 PM
  • MVC-EOH, sakura/blackheart/cammy/morrigan !!!!!
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #6 on: November 17, 2007, 09:51:46 PM »
so I'm guessing we just copy and paste this thing and it works right???

NO! you most have moderate coding knowledge to apply it, unless you know which areas to paste it into, and given that you've passed all conditions to use it, on another note great job, I'll get back to you ASAP about improvements once i've tested this out, definately going in the project  XD||


Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #7 on: November 17, 2007, 10:20:20 PM »
This is alot to take in. Thanks for posting your work so we can all test the results.

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #8 on: November 17, 2007, 10:25:38 PM »
Thank you all. Certain instructions are within the coding as everyone can see. I would like these specific vars to be used in all who decide to use this so that all your chars will be compatible with all other chars. Hopefully once this code is 100 percent perfected then all the creators will use it to create a revolution in how we play mugen so to speak lol.

The only things you will have to change for now is the anim numbers in the positive state coding for the cns to suit your desire of what your switching will look like. You will also have to use tatsu's mugen var exchanger to free the two vars 53 and 54 to two other unused vars in your char so that those to vars would be free to use for this code. Also putting those priority triggers where it says in your char. The rest can be copied and pasted becuz chars do not use a state of 11111111 or 11110000 that i know of. If you get an error with saying that the char has too many commands after u input the command part, thats becuz that char has reached his limit with command. usually its cuz of lots of [command] ai portions. deleting two commands that are ai involved but not critical to the char working would be fine to fix that issue if that occurs. And if a new mugen type program is released that has 3 on 3 simul then i will change this code to incorporate background, middleground, and forground fighting. :w00t: Dont forget (the ppl who are testing) that this is activated already for all modes even though there is a bug already stated for simul. for the ppl that are not testing but just using to play, then just remove the semi colons from the 2 triggers mentioned above.

I will upload the original mugen program with an already code applied kfm for ppl to see for their personal reference sometime soon.
« Last Edit: November 17, 2007, 10:44:50 PM by shinra358 »

Offline MirageAtoli

  • Infinity Faithful
  • ****
  • Posts: 584
  • Last Login:May 13, 2011, 03:25:23 AM
  • Oh, my Paws and Whiskers!
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #9 on: November 17, 2007, 11:00:40 PM »
I'd recommend either switching to helpers to store information or use only one variable.

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #10 on: November 17, 2007, 11:15:29 PM »
Unfortunately when i used helpers the first time, it didnt produce the results i wanted with just one var. Sorry. The trickest thing that took forever and a day to figure out was the nothitby specific triggers. I used a lot of combinations (i do mean lots), then finally this form revealed itself to me with slayergatsu's informative mind, i was able to grasp, interrogate, and utilize what is now shown. Yeah this was one of my toughest projects. Problems at first before further modification included:

-projectiles still showed in the foreground when shot from the background

-hitsparks and personal explods did the same

-parry could be done to a person on a different plane than you

the first two were fixed with the use of vars (easily). the last one still exists for now. I dont think just one var would be enough to display this idea to its entirety without these glitches not diminishing.

One more thing, if u do not want to put the CNS part into the chars cns becuz you are uncertain that u will or wont be mixed up.....what u can do is create a new document and give it the extension of ' .st ' and paste the whole positive CNS coding part into it. Then go into the chars .def file and add ' st(whatever st number comes next in line)= BG/FGPCNS.st {or whatever name u give to the .st file}. Then put the .st file u created into the chars main directory and mugen will read that positive cns coding like that. i dont think this will work for the -2 state part or the cmd part. u will HAVE to input into their respective places. but at least that eases confusion a lil bit lol.
« Last Edit: November 17, 2007, 11:31:22 PM by shinra358 »

Offline MirageAtoli

  • Infinity Faithful
  • ****
  • Posts: 584
  • Last Login:May 13, 2011, 03:25:23 AM
  • Oh, my Paws and Whiskers!
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #11 on: November 17, 2007, 11:29:47 PM »
Are both variables either true or false?

Use the bitwise (&) operator.

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #12 on: November 17, 2007, 11:36:40 PM »
Var 53 = 0 ;The foreground (or better yet, a "mode change" that will incorporate the attributes from the -2 states to appear as if in foreground)
var 53 = 1 ;The background (or better yet, a "mode change" that will incorporate the attributes from the -2 states to appear as if in background)

var 54 = 0 ;The var that has the nothitby rule attribute in the -2 that is placed within the previous var to assist in helping the idea to stay true

I hope that answers what u were asking

Offline Darkmanx_429

  • Forum Member
  • ***
  • Posts: 217
  • Country: United States us
  • Last Login:July 31, 2020, 04:33:36 PM
    • Email
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #13 on: December 07, 2007, 01:51:10 PM »
If you can make it happen, (which it looks like you are well on your way to doing)  it's going to add a whole new level to the fights.  Maybe creators can add it to existing screenpacks as a viable option, instead of just releasing it as a patch.  Creators would have to go back to the drawing boards when designing their stages for Mugen!  Yes, like very much!  Think of the "interactive" possibilities!

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Re: Mugen-Isuka: Foreground and Background Fighting
« Reply #14 on: December 25, 2007, 12:46:30 AM »
updated version is in the appropriate section ;)

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

* IMT Calendar

April 2024
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 [29] 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal