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Cambios en las opciones de jugabilidad

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Author Topic: Cambios en las opciones de jugabilidad  (Read 959 times)
aioria2525
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« on: August 01, 2010, 06:35:28 pm »

OK.

__Buenas gente, aquí con un par de dudas:

1.-Tengo a mano el "Ultimate Joe by KOD".

__El char cuenta con tres sistemas de juego "SNK" - "Capcom" - "Ex". Esta opciones te los muestra en la intro del char en el primer round.

__Lo que yo quiero saber es: ¿como puedo hacer, o que debo hacer para que el char solo se que en en modo "SNK"?, y las otras dos opciones (Capcom y Ex) desactivarlas, y tambien borrar los cartelitos que te muestran las tres formas de juego.

Espero que se haya entendido. Gracias!
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themaztr
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« Reply #1 on: August 02, 2010, 12:53:45 am »

Eso es muy sencillo bro tienes que borrar codes en este caso estos :

te vas al estado -3 y borras esta parte:

;=====================
;EX Slots Modifiers
[State -3, VarAdd]
type = VarAdd
trigger1 = Ifelse(movetype = A,time = 1,var(41) < 0)
v = 41
value = 30
ignorehitpause = 1

Luego quitas el EXGroove.cns
simplemente lo borras asi ya el char esta en modo snk , ya solo tendrias que borrar la paleta que es estilo capcom y ya :D
« Last Edit: August 02, 2010, 12:56:44 am by Hell Angel » Report Spam   Logged

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aioria2525
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« Reply #2 on: August 02, 2010, 09:01:32 pm »

OK.

__Hell Angel, gracias por responder!, pero... desgraciadamente el char da error despues de hacer el procedimiento que me dijiste. Uno de esos errores es que cuando ejecutas el run, el char se que corriendo en el mismo lugar, como anclado al suelo, solo se suelta de este error si rodas u haces otra cosa; es mas, el char en vez de quedar en modo "SNK" QUEDA EN MODO EX  T_T'

__Si me podès ayudar te lo agradeceria.

__Por las dudas, y si podés pegarle un vistazo, te dejo el char a mano.

__Gracias bro, espero tu respuesta. Bye!!

link: http://www.4shared.com/file/1iqdVOGg/U-Joe.html
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themaztr
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« Reply #3 on: August 02, 2010, 09:54:58 pm »

deja lo veo y lo corrigo .

--------------------------
Edito
--------------------------

Bueno ya creo que esta con modo snk y sin otros modos ni el bug del run  aver si lo pruebas :

http://www.4shared.com/file/4qzP0g6N/U-Joe.html
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« Reply #4 on: August 03, 2010, 12:25:32 am »

OK.

__Muchisimas gracias bro, ahora lo estoy bajando, luego te cuento como me fue. Gracias por el favor.

__Me olvidaba de preguntarte XD XD:

Algo parecido me pasa con un char, hibiki by HSR; Bueno, lo mismo que u-joe, solo que este char te da la opcion de elegir 3 formas de configuracion. Una es "Power", la otra "Speed" y "Ex" (sip, un char de last blade 2, que quiero pasar a kof style, pero me jode en tema de la configuración); me gustaria saber tu opinion, y disculpame por molestarte tanto, sorry! XD.

__Bueno eso es todo. Nos vemos bro, ah!, pronto tendrè listo una version kof de "Radel" del rage of the dragons, cuando lo tenga te lo mando para que lo testees. Thank's. Bye!!


-------------
Edito
-------------

OK.

__Lo probè, y pasa el mismo problema que te mencioné y peor. No solo que queda clabado cuando corre sino que tambien se congela al ejecutar algunos poderes y cuando cargas un round y pasas al otro se elige (aunque no te lo muestra, pero es obvio) en modo "Ex". Jajajajaja!!!, una pena, que se le va a hacer. Igual gracias bro, por tomarte el tiempo, nos vemos!!. Saludos!
« Last Edit: August 03, 2010, 12:36:44 am by aioria2525 » Report Spam   Logged
themaztr
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« Reply #5 on: August 03, 2010, 11:29:36 pm »

bueno gracias a nuestro amigo elocomon ya arregle tu problema espero te sirva :

solo remplaza este code por el archivo que dice exgroove.cns o algo asi XD :

Quote
[Statedef -2]

;-------------------------------------------------------------------------------
;EX GROOVE MODIFIERS
;-------------------------------------------------------------------------------
;These are the system techs,set their "value" to 1 if you want them enabled,set them to 0 to disable.
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 40   ;fv = 10
value = 1
;ignorehitpause =
;persistent =

;----------
;Rolling
;----------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 43
value = 1

;-----------
;Dodging
;-----------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 44
value = 1

;-----------------------------------------------
;Guard Cancel Emergency Evade
;-----------------------------------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 45
value = 1

;---------------------------------------------
;Guard Cancel Blowback Attack
;---------------------------------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 46
value = 1

;----------------------
;Original Combo
;----------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 47
value = 1

;----------------------
;Power Charging
;----------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 48
value = 1

;-------------
;Shielding
;-------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 49
value = 1

;-------------------------
;Roman Canceling
;-------------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 1

;------------
;Air Dash
;------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 51
value = 1

;----------------------
;Alpha Counters
;----------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 52
value = 1

;-----------------
;Blood Rage
;-----------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 53
value = 1

;--------
;Parry
;--------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 54
value = 0

;-----------------
;Just Defend
;-----------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 55
value = 0

;--------------------
;Custom Move
;The World's Most Fastest Dash
;--------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 56
value = 1

;---------------------
;Super Cancels
;---------------------
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 57
value = 1

;===============================================================================
;No Groove Related Stuff Below This Line,Do Not Change Anything Below
;===============================================================================

;Normal Mode
[State -2, VarSet]
type = VarSet
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 13
value = 1

;Classic Mode
[State -2, VarSet]
type = VarSet
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 13
value = 2

;Win KO BG (Super)

[State -2: Helper]
type = Helper
trigger1 = stateno >= 1057 && stateno <= 1100
trigger1 = (WinKO) && (NumHelper(3070) = 0)
helpertype = Normal
name = "WinKO"
id = 3070
pos = 0,0
postype = p1
facing = 0
stateno = 3070
keyctrl = 0
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

;Remove Explod's

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [1057,1068]
ID = 1059

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [1120,1123]
ID = 1121

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [970,974]
ID = 1126

;SNK Gauge Slot Power Add
[State -2, VarAdd]
type = VarAdd
trigger1 = var(40) = 1
trigger1 = roundstate = 2
trigger1 = var(42) < 1000
v = 42
value = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(40) = 1
trigger1 = roundstate = 2
trigger1 = var(42) >= 1000
trigger1 = (gametime%3) = 0
v = 42
value = 1
ignorehitpause = 1

;Blood Rage

[State -2, LifeAdd]
type = LifeAdd
trigger1 = var(16) > 0
trigger1 = (gametime%14) = 0
value = 5
ignorehitpause = 0

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(16) > 0
value = 1.2
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(20) = 0
trigger1 = var(16) = 0
value = 1
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
trigger1 = var(16) > 0
trigger1 = (gametime%20) = 0
time = 25
add = 100,-100,-100
mul = 256,256,256
sinadd = 40,40,30,17
invertall = 0
color = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(42) < 0
v = 42
value = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
trigger1 = var(16) > 0
v = 41
value = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(16) <= 0 || roundstate != 2
var(16) = 0
ignorehitpause=1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(16) >0
var(16) = -1
ignorehitpause = 1

;Gauge Reset
[State -2, VarSet]
type = VarSet
trigger1 = var(40) = 3
trigger1 = roundstate = 3
v = 41
value = 1000
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(40) = 1
trigger1 = roundstate = 3
v = 42
value = 0
ignorehitpause = 1

;ONLY FOR BETA TESTING
[State -2, VarSet]
type = Null
trigger1 = var(40) != 2
v = 41
value = 4000
ignorehitpause = 1

;EX Gauge

[State -2, Helper]
type = Helper
triggerall = roundstate = 2
triggerall = var(40) = 3
triggerall = numhelper(999) = 0
triggerall = numenemy
trigger1 = !numpartner
trigger2 = numpartner
id = 999
name = "EX Gauge"
pos = 0,100
postype = P1
stateno = 999
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

;SNK Gauge

[State -2, Helper]
type = Helper
triggerall = roundstate = 2
triggerall = var(40) = 1
triggerall = numhelper(3029) = 0
triggerall = numenemy
trigger1 = !numpartner
trigger2 = numpartner
id = 3029
name = "SNK Gauge"
pos = 0,100
postype = P1
stateno = 3029
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)

[State 0, VarSet]
type = VarSet
trigger1 = var(40) = 3
trigger1 = var(41) > 4000
v = 41
value = 4000
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(40) != 3
v = 41
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(40) = 1
trigger1 = var(42) > 2000
v = 42
value = 2000
ignorehitpause = 1

;Groove Selector
[state -2, Helper]
type = null;Helper
trigger1 = time = 0
trigger1 = roundstate = 0
trigger1 = roundsexisted <= 0
ID = 900
stateno = 900+0
postype = p1
pos = 0,-15
name = "Groove Selector"
ontop = 1
bindtime = -1

;Display Variables,Etc.
[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Groove = %d,EX Power = %d,SNK Power = %d,P2BodyDist x = %d,P2BodyDist y = %d"
params = var(40),var(41),var(42),floor(P2BodyDist x),floor(P2BodyDist y)

;Just Defend
[State -2, VarSet]
type = VarSet
trigger1 = 1
var(9) = GetHitVar(damage)

[State -2, VarSet]
type = VarSet
trigger1 = roundstate = 0
var(8) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(8) >= 0
var(8) = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = var(40) != 2
triggerall = var(8) > 12
trigger1 = command != "holdback"
var(8) = -1

[State -2, VarSet]
type = VarSet
triggerall = var(40) != 2
triggerall = var(8) = -1
triggerall = stateno != [140,159]
trigger1 = command = "back"
trigger2 = command = "downback"
var(8) = 0

[State -2, VarSet]
type = VarSet
triggerall = var(40) != 2
triggerall = var(8) = [0,6]
trigger1 = command != "holdback"
var(8) = 7

[State -2, ChangeState]
type = ChangeState
triggerall = Ifelse(var(40)=3,var(55)=1,var(40) != 2)
triggerall = stateno = 150
triggerall = time = 0
trigger1 = (var(8) = [0,6])
value = 3000

[State -2, ChangeState]
type = ChangeState
triggerall = Ifelse(var(40)=3,var(55)=1,var(40) != 2)
triggerall = stateno = 152
triggerall = time = 0
trigger1 = (var(8) = [0,6])
value = 3001

[State -2, 3]
type = ChangeState
triggerall = Ifelse(var(40)=3,var(55)=1,var(40) != 2)
triggerall = stateno = 154
triggerall = time = 0
trigger1 = (var(8) = [0,6])
value = 3002

;Parry
[State -2: Null]
type = Null
triggerall = Ifelse(var(40)=3,var(54)=1,var(40) != 1)
trigger1 = (!Time) && (Var(5) = 0)
trigger1 = ((Command = "holdfwd") && (StateNo = 20)) ^^ ((Command = "holddown") && (StateNo = [10,11]))
trigger1 = (Var(4) := 8)
trigger2 = (Command != "holdfwd") && (Command != "holddown") && (Var(5) = 1)
trigger2 = (Var(5) := 0)
ignorehitpause = 1

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(4) > 0) && Ifelse(var(40)=3,var(54)=1,var(40) != 1)
var(4) = -1
ignorehitpause = 1

[State -2: Helper]
type = Helper
trigger1 = ((StateNo = 50) || (StateNo = 962)) && (Command = "holdfwd") && (NumHelper(963) = 0) && Ifelse(var(40)=3,var(54)=1,var(40) != 1)
helpertype = Normal
name = "Air Parry"
id = 963
pos = 0,0
postype = p1
facing = 0
stateno = 963
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(4) > 0) && Ifelse(var(40)=3,var(54)=1,var(40) != 1)
trigger1 = (Command != "holddown") && (Command != "holdback")
attr = SA, AA, AP
slot = 0
stateno = 960
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = (StateType != A) && (Ctrl) && (Var(4) > 0) && Ifelse(var(40)=3,var(54)=1,var(40) != 1)
trigger1 = (Command != "holdfwd") && (Command != "holdback")
attr = C, AA, AP
slot = 0
stateno = 961
ignorehitpause = 1

[State -2: HitOverride]
type = HitOverride
triggerall = ((StateNo = 50) || (StateNo = 962)) && (Var(4) > 0) && Ifelse(var(40)=3,var(54)=1,var(40) != 1)
trigger1 = (Command != "holddown") && (Command != "holdback")
attr = SCA, AA, AP
slot = 0
stateno = 962
ignorehitpause = 1

;Original Combo ;Coding By Phantom of the Server,borrowed with permission.

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(20) > 0
value = 0.5
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = var(20) > 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(20) > 0
trigger1 = GetHitVar(damage) >= 1
var(20) = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = var(20) > 0
value = -10
ignorehitpause = 1

[State -2, ECturnoff]
type=varset
trigger1=var(20)<=0||roundstate!=2
var(20)=0
ignorehitpause=1
[State -2, ECvar]
type=varadd
trigger1=var(20)>0
var(20)=-1
ignorehitpause=1
[State -2, ECnhb]
type=nothitby
trigger1=var(20)>=285
time=1
value=SCA
ignorehitpause=1
[State -2, ECnojuggle]
type=assertspecial
trigger1=var(20)>0
flag=nojugglecheck
ignorehitpause=1
[State -2, ECglow]
type=palfx
trigger1=var(20)>60
time=2
add=32+ceil(sin(var(20)/5.0)*32),32+ceil(sin(var(20)/5.0)*32),32+ceil(sin(var(20)/5.0)*32)
ignorehitpause=1
[State -2, ECglow]
type=palfx
trigger1=(var(20)=[1,60])
time=2
add=64+ceil(sin(var(20)/2.0)*64),64+ceil(sin(var(20)/2.0)*64),64+ceil(sin(var(20)/2.0)*64)
ignorehitpause=1

;KO
[State -2,VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(4) = 0

[State -2,VarSet]
type = VarSet
trigger1 = anim = 906 || stateno = 906
ignorehitpause = 1
fvar(4) = 1

[State -2,VarSet]
type = VarSet
trigger1 = movetype != H
trigger1 = roundstate = 2
ignorehitpause = 1
var(6) = 0

[State -2,VarSet]
type = VarSet
trigger1 = stateno = 5000 || stateno = 5020 || stateno = 5070 || stateno = 5080
trigger1 = roundstate = 2
trigger1 = time = 0
ignorehitpause = 1
var(6) = gethitvar(hitshaketime)

[State -2, PlaySnd]
type = PlaySnd
triggerall = roundstate = 3
trigger1 = !fvar(4)
trigger1 = Var(5) = ifelse(!var(6),1,ifelse(var(6)>20,20,var(6)))
ignorehitpause = 1
value = 100, 30
channel = 5

[State -2, PlaySnd]
type = PlaySnd
triggerall = roundstate = 3
triggerall = fvar(4)
trigger1 = anim = 906 && animelemtime(1) = 2
ignorehitpause = 1
value = 100, 31
channel = 5

[State -2,VarAdd]
type = VarAdd
trigger1 = !alive
ignorehitpause = 1
var(5) = 1

[State -2,VarSet]
type = VarSet
trigger1 = alive
ignorehitpause = 1
var(5) = 0

;SNK Groove Power Add
[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(40) = 1
trigger1 = Gethitvar(damage) > 0
value = 50
ignorehitpause = 1
persistent = 0

;Turn
[State -2,Turn]
type = Null
triggerall = P2Dist X < 0
trigger1 = stateno = [938,3100]
trigger1 = animtime = 1
ignorehitpause = 1
persistent = 0

;Cheese Kill
[State -2, Cheese Kill]
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 906

[State -2, Cheese Kill]
type = VarSet
triggerall = stateno = [120,155]
trigger1 = StateType = S
ignorehitpause = 1
fvar(2) = 0


;========================
;I AM THE KING OF DARKNESS
;========================
[State -2, VarSet]
type = VarSet
trigger1 = 1
v = 11
value = 0
;===============
;FEAR ME MORTAL
;lol
;===============
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« Reply #6 on: August 04, 2010, 09:06:48 pm »

OK.

__Gracias Hell Angel por los codes, porsupuesto tambien a Elocomo, me funko de maravilla, sin ningun problema; ustedes son unos genios!!!!! XD XD XD XD.

__Bien, con esto solucionado, paso a otro (no de desmayes bro, pero no tengo a nadie mas a quien preguntar! XD XD XD)
__Bueno, la cosa es así:  Me baje la hibiki del autos HSR. Este char tiene, al igual que u-joe de k.o.d, varios sistemas de juego, estos son: "power" - "speed" - "Ex" (aparecen eligiendolos pulsando arriba u abajo. Tambien incluye otros sistems: "power Ex" - "Speed Ex" - "Ex ex", estos modos se aliguen apretando los cursores hacia los costados.
__Lo que quiero, al igual que el U-joe, es dejar al char en modo "power" (solo en este modo).

__Perdón por ser molestar!, espero tu respuesta, y una vez mas, gracias bro, nos vemos!

__Saludos, bye!!!
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« Reply #7 on: August 04, 2010, 10:46:01 pm »

Bueno ya lo cheque el char aver si te gusta :

http://www.4shared.com/file/nBt04T7y/CNS.html

Solo reemplaza archivos. =)
Saludos.
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« Reply #8 on: August 05, 2010, 11:27:54 am »

ok.

__Gracias bro, por los archivos!, Pero..., algo raro pasa; y lo raro es que no pasa nada.
__Oh sea, descargo el rar, copio los archivos "CNS" y los reemplazo como me dijiste, pero el char no cambia en absolutamente en nada; se pueden elegir todos los modos de juego como estaban originalmente, o sea, el char no permanece en estado "power" como yo queria. No hay ningun cambio aparente en el char... que raro... O_O .
__Igual, gracias por tu tiempo... deberias fijarte si los CNS que subiste fueron los que modificaste XD XD. Tal vez se te pasó de largo y subiste los mismos CNS normales de la Hibiki, jajajaja!!!, puede pasar! XD XD XD!! JEJEJE!!!. Igual agradezco tu atención y tiempo, si se te ocurre algo no dudes en escribir.

__Suerte, nos vemos bro.
__Bye!!
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« Reply #9 on: August 05, 2010, 12:21:09 pm »

Si fue error Mio U.u
de seguro me olvide guardar los datos XD.

Bueno aqui ya lo corregi y avisa si ya quedo.
http://www.4shared.com/file/n8eBXdf3/CNS.html
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« Reply #10 on: August 06, 2010, 10:21:23 am »

OK.

__Hell Angel, muchas muchas gracias por los archivos, esta vez funkaron sin problemas! XD. A este char tambien pienso editarlo al estilo kof pero es un poco mas complicado que el resto. Cuando la tenga lista te la mando por MP.

__Fuera de eso, queria saber si tenes algun buen tutorial de como poner el winner screen del kof 2k2 um en un char, y si tenés a mano o donde se pude descargar los recursos del mismo.

__Bueno, eso es todo por ahora (XD, jajaja!!, no te desmayes XD). Gracias bro, se agradece mucho tu ayuda. Saludos. Bye!!
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« Reply #11 on: August 06, 2010, 11:57:59 am »

Que bueno que te funciono ;)

Si voy a Publicar uno , estate atento al foro .

Saludos
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