The pushpush mode ( or Challenge mode ) it's a feature that you can see in a game called Samurai Spirit ( Samurai Shodown ) created by Snk, in this game when both palyer make the same attack and this attack collide... the 2 player go in the pushpush state...
The player who push for more time the attack buttons win.. and can hit the enemy ( enemy lost his weampon )
My code is the same.. but only redone to work with mugen
The first version of my code was used by the Hokuto project .. but after many years.. I thing that's time for a n update.
To make the pushpush mode work we need a starter.. some thing that make all to start....
To avoid the annoying thing to go always in the pushpush mode I decide to use a var to delimit and limit this code.
The attack could be a simple punch or a kick... for this reason the pushpuhs code is activate only if our var(4) is egual or bigger ( as value ) of 9... in this way our gameplay isn't ruined...
[State 280, VarRan]
type = VarRandom
trigger1 = time = 1
v = 4
range = 1,10
[State 280, hd]
type = HitDef
triggerall = animelem = 2
trigger1 = enemy,var(0) = 0
trigger2 = enemy,var(0) = 1 && var(4) <= 8 && enemy, selfanimexist(28000)=1
attr = S, NA
animtype = Medium
damage = 57,5
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-83
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
priority = 4, hit
[State 280, hd]
type = HitDef
triggerall = enemy,var(0) = 1 && var(4) >= 9 && enemy, selfanimexist(28000)=1
trigger1 = AnimElem = 2
attr = S, NA
animtype = Medium
damage = 0
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-83
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
priority = 7, hit
p1stateno = 28000
p2stateno = 28001
p1facing = 1
p2facing = 1
kill=0
28000 <- is the tru pushpush statedef
28001 <- is only a transitional state from.. custmonstate to selfstate for the enemy
;Pushpush the tru code
[Statedef 28000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 28000 <-- the basic and essential animation no collitionbox in this anim
sprpriority = -1
This 2 vars are setting to define who is the winner.. I choose to set 2 var for the 2 direction ( player facing is to right or to left ).
[state 28000, vs1]
type = varset
triggerall = facing = 1
trigger1 = time = 0
var(1) = 0
[state 28000, vs2]
type = varset
triggerall = facing = -1
trigger1 = time = 0
var(2) = 0
We don't need the lifebar for now.. than we must Hide to get a big empty space on the screen for our graphic
And also we don't want to win or lose for the timeout.. than... we freeze the timer until this move is finished
[state 28000, AssertSpecial]
type = AssertSpecial
triggerall = IsHomeTeam
trigger1 = time <= 200
flag = nobardisplay
flag2 = timerfreeze
Only a graphic and scenic feature.
[State 28000, bgpfx]
type = BGPalfx
triggerall = IsHomeTeam
trigger1 = Time = 0
invertall = 1
time = 200
mul = 100,100,100
Here we decide where our character must be positioned.. starting from the screen center ( x ) our char will be placed at the same distance of 80 pixels
No change this code is the same for all.
[state 28000, PosSet]
type = Posset
trigger1 = 1
x = IfElse(facing=1,-80,80)
y = 0
Simple code no need to be explained.
[state 28000, 1a]
type = SprPriority
trigger1 = AnimElem = 1
value = IfElse(IsHomeTeam,10,9)
Now you can put same of your code sound fx.. some special graphic fx etc but don't do crazy thing.. mugen is limited can handle much things.
This is our "finger" animation don't thing to strange things.. it's only the finger who push a button.... eheheh
Put on the center of the screen ( x axis ) to 80 pixels height
[state 28000, Explod]
type = Explod
triggerall = IsHomeTeam
trigger1 = time = 0
anim = 28002
ID = 28002
pos = 160,80
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = 200
scale = 0.8,0.8
ontop = 1
ownpal = 1
A secondary big portrait to identify better the player
;big protrait left and/or right
[state 28000, Explod]
type = Explod
trigger1 = time = 0
anim = 28001
ID = 28001
pos = ifelse(facing=1,20,180),0
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
removetime = 200
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
This is the news for this code.. eheheh now we have two ( 2 ) helper for the visual counter... to see how many times we have pushed the button ( unit.. 0,1,2,3,4 etc and 10,20,30 etc )
[state 28000, Helper1]
type = Helper
triggerall = facing=1 ;IsHometeam
trigger1 = time = 0 && numhelper(28010)=0
helpertype = normal
name = "unità"
ID =28010
stateno = 28010
pos = 50,-20
postype = left
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 10
[state 28000, Helper2]
type = Helper
triggerall = facing=1 ;IsHometeam
trigger1 = time = 0 &&numhelper(28011)=0
helpertype = normal
name = "decimali"
ID =28011
stateno = 28011
pos = 40,-20
postype = left
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 10
[state 28000, Helper1a]
type = Helper
triggerall = facing= -1 ;!IsHometeam
trigger1 = time = 0 && numhelper(28010)=0
helpertype = normal ;player
name = "unità"
ID =28010
stateno = 28010
pos = -40,-20
postype =right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 10
[state 28000, Helper2a]
type = Helper
triggerall = facing= -1 ;!IsHometeam
trigger1 = time = 0 && numhelper(28011)=0
helpertype = normal ;player
name = "decimali"
ID =28011
stateno = 28011
pos = -50,-20
postype =right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 10
Everytime the player push the button to this var is added 1point...
[state 28000, 3a]
type = varadd
triggerall = IsHomeTeam
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
var(1) = 1
[state 28000, 3b]
type = varadd
triggerall = !IsHomeTeam
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
var(2)=1
All this changestate are used to decide and define if we have:
28003 = win
28002 =lose
120 =draw
[state 28000, 4vince]
type = ChangeState
triggerall = IsHomeTeam
triggerall = time >= 200
trigger1 = var(1) > enemy,var(2)
value = 28003
ctrl = 0
[state 28000, 4perde]
type = ChangeState
triggerall = IsHomeTeam
triggerall = time >= 200
trigger1 = var(1) < enemy,var(2)
value = 28002
ctrl = 0
[state 28000, 4pareggia]
type = ChangeState
triggerall = IsHomeTeam
triggerall = time >= 200
trigger1 = var(1) = enemy,var(2)
value = 120
ctrl = 1
[state 28000, 4vince]
type = ChangeState
triggerall = !IsHomeTeam
triggerall = time >= 200
trigger1 = var(2) > enemy,var(1)
value = 28003
ctrl = 0
[state 28000, 4perde]
type = ChangeState
triggerall = !IsHomeTeam
triggerall = time >= 200
trigger1 = var(2) < enemy,var(1)
value = 28002
ctrl = 1
[state 28000, 4pareggia]
type = ChangeState
triggerall = !IsHomeTeam
triggerall = time >= 200
trigger1 = var(2) = enemy,var(1)
value = 120
ctrl = 1
As said this is the transition state for the enemy hitted by our character.. from this custmonstatedef.. the enemy turn to the pushpush mode.
;P2 tmp
[Statedef 28001]
type = S
movetype= H
physics = N
velset = 0,0
[State 28001 2]
type = SelfState
trigger1 = time = 1
value = 28000
If we lose the challenge.. our character go to this statedef. for only 100gameticks.. during this time our character is dizzied ( if no anim 5300 found.. he play the stand animation ).
;LOSE state
[Statedef 28002]
type = S
movetype= H
physics = N
velset = 0,0
[State 28002, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(5300)=1
value = 5300
[State 28002, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(5300)=0
value = 0
[State 28002, end]
type = SelfState
trigger1 = time >= 300
value = 5100
The 28003 statedef are left in to your hands... is the stadef for the winner of the pushpush mode... use your fantasy
This is the code for one of the helper that show on the screen the number of times that you have pushed the buttons
;unità
[StateDef 28010]
type = S
movetype= I
physics = S
anim = 28500
velset = 0,0
sprpriority = 10
[State 28010, VarSet]
type = VarSet
trigger1 = time = 0
v = 30
value = 0
[State 28010, Varadd]
type = Varadd
trigger1 = parent, command = "a"
trigger2 = parent, command = "b"
trigger3 = parent, command = "c"
trigger4 = parent, command = "x"
trigger5 = parent, command = "y"
trigger6 = parent, command = "z"
v = 30
value = 1
[State 28010, VarSet]
type = Varset
trigger1 = var(30)>=10
v = 30
value = 0
[State 28010, ChangeAnim]
type = ChangeAnim
trigger1 = parent, command = "a"
trigger2 = parent, command = "b"
trigger3 = parent, command = "c"
trigger4 = parent, command = "x"
trigger5 = parent, command = "y"
trigger6 = parent, command = "z"
value = 28500+var(30)
[State 28010, end]
type = destroyself
trigger1 = parent,stateno !=28000
Mathematic.. only this nothing of special
[StateDef 28011]
type = S
movetype= I
physics = S
velset = 0,0
anim = 28500
sprpriority = 10
[State 28011, VarSet]
type = VarSet
trigger1 = time = 0
v = 40
value = 0
[State 28011, Varadd]
type = Varadd
trigger1 = parent, command = "a"
trigger2 = parent, command = "b"
trigger3 = parent, command = "c"
trigger4 = parent, command = "x"
trigger5 = parent, command = "y"
trigger6 = parent, command = "z"
v = 40
value = 1
[State 28011, ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 10
trigger2 = var(40) = 20
trigger3 = var(40) = 30
trigger4 = var(40) = 40
trigger5 = var(40) = 50
trigger6 = var(40) = 60
trigger7 = var(40) = 70
trigger8 = var(40) = 80
trigger9 = var(40) = 90
trigger10 = var(40) = 100
value = 28500+(var(40)/10)
[State 28011, end]
type = destroyself
trigger1 = parent,stateno !=28000
To let your character enter to the pushpush mode world, You need:
This file: esppc.cns <- in this file the are all the statedef for the pushpush code....
edit the statedef 280 ( is the starter ).. edit only some thing in the statedef28000 ( I have quoted the part that you can modify )
AIR:
28000 pushpush animation for your character
[Begin Action 28000]
230,0, 0,0, 5
230,1, 0,0, 5
230,2, 0,0, 5
230,0, 0,0, 5
etc....
28001 big portrait
[Begin Action 28001]
9000,2, 0,0, 5
28002 figer that push the button
[Begin Action 28002]
6001,0, 0,0, 5
6001,1, 0,9, 5
from 28500 to 28509 are the counter's number
[begin action 28500]
6000,0, 0,0, 1
in to the stadef -2 of your char
put this:
[State -2, vs]
type = varset
trigger1 = 1
var(0) = 59
I have created the char "CAVIA" with the finger frames and all the numbers frame to let you start in a easy way
Proabily we will use this code in the Masters Project... but who know eheheh
by
Kain the supreme