Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
What part do you have to change to the script?

It's not the script you need to update only but it's the whole grab system. You need to make script based grab system (and disable the default one)
This new system also includes the grabbing system which checks if enemy is grabbed from front or back. If grabbed from front, perform certain follow animation for grabbing stance, if from back perform other animation for backgrabbing stance.

Something else I need to do is make a flashing palette when in angry mode. I know that would require script. Can you help me with that?

Before we talk about angry mode, we need to clarify something: how is angry mode actually activated?
I really need to ask cause I seem to recall angry mode can't be deactivated after getting food.
 
It's not the script you need to update only but it's the whole grab system. You need to make script based grab system (and disable the default one)
This new system also includes the grabbing system which checks if enemy is grabbed from front or back. If grabbed from front, perform certain follow animation for grabbing stance, if from back perform other animation for backgrabbing stance.

I see, I would need to make a new grab system script. Are their any mods that have a script like this?

Before we talk about angry mode, we need to clarify something: how is angry mode actually activated?
I really need to ask cause I seem to recall angry mode can't be deactivated after getting food.

Angry mode is activated when the player's health is low around 25%, I think. It lasts for a few seconds. It isn't deactivated after getting food but I think you can't  activate again until next life. Also, you can pick up weapons during it and the player will still flash.

The way I thought I would make angry mode, was to use your timed transformation script and summon the weaponframe in the faint animation.
 
I see, I would need to make a new grab system script. Are their any mods that have a script like this?

Haven't heard if there were any.
I have a script to be declared in WALK animation to enter custom grab animation but this script is designed to grab only if enemy is in certain animation.
Or I should say this script only allows player to grab when enemy is in certain PAIN animation.

Angry mode is activated when the player's health is low around 25%, I think.

I asked cause I seem to recall playing a Rushing Beat game and angry mode was activated simply after player takes couple hits.

You can set script in player's PAIN animation which checks current HP. If it's below 25%, activate angry mode.
 
Haven't heard if there were any.
I have a script to be declared in WALK animation to enter custom grab animation but this script is designed to grab only if enemy is in certain animation.
Or I should say this script only allows player to grab when enemy is in certain PAIN animation.

Oh I see. When I have more time, I'm going to attempt to learn how to script. In order to make a really good game, it is needed.

I asked cause I seem to recall playing a Rushing Beat game and angry mode was activated simply after player takes couple hits.

You can set script in player's PAIN animation which checks current HP. If it's below 25%, activate angry mode.

Now that I remember, in Rushing Beat Shura/ Peace Keepers it was activated by a certain number of hits.

So far, I haven't been able to get the timed transformation script to work. Does it have something to do with me setting the time to 0 in stages?

Thanks for the suggestion. I'll try that once I learn how to script.

 
So far, I haven't been able to get the timed transformation script to work. Does it have something to do with me setting the time to 0 in stages?

How exactly do you set that script?
 
How exactly do you set that script?


Code:
name		nortonikari
health		62
nolife		1
speed		12
type		none
shadow		1
aironly 1
globalmap 	0
modelflag 4
atchain 1 1 2 3 
running 16 4 1 1 1
jumpspeed 	10 
jumpheight 	4
jumpmove 	0
grabdistance   20
risetime -5
animationscript data/scripts/grabscript.c
weapons		nortonknife nortongenie'sweap none nortonikari norton
diesound 	data/sounds/nortondie.wav
icon 		data/chars/norton/lifebar.gif
icondie data/chars/norton/dieicon.gif
flash flash
dust dust
palette 	data/chars/norton/idle.gif
alternatepal  	data/chars/norton/remap.gif

anim   spawn
@script
    void self = getlocalvar("self");

    if(frame==2){ //2 is last frame of this animation, you can change it if your animation is longer or shorter
      setentityvar(self, 1, openborvariant("elapsed_time"));
    }
@end_script

	loop	0
	offset	100 149
	delay 12
	frame	data/chars/norton/taunt1.gif	
	frame	data/chars/norton/taunt2.gif

anim   follow1
   weaponframe 1 0
	loop 0
	offset	100 149
	delay 12
	frame	data/chars/norton/idle.gif	
	frame	data/chars/norton/idle.gif

anim idle
@script
    void self = getlocalvar("self");
    int Weapon = getentityvar(self, 1);

    if(Weapon != NULL() &&  Weapon <= openborvariant("elapsed_time") - 6000){
      setentityvar(self, 1, NULL());
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
	loop	1
	offset	100 149
	
	frame	data/chars/norton/idle.gif


anim walk
@script
    void self = getlocalvar("self");
    int Weapon = getentityvar(self, 1);

    if(Weapon != NULL() &&  Weapon <= openborvariant("elapsed_time") - 6000){
      setentityvar(self, 1, NULL());
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
	loop	1
	delay	15
	offset	100 149
	
	frame	data/chars/norton/walk1.gif
	frame	data/chars/norton/walk2.gif
	frame	data/chars/norton/walk3.gif
	frame	data/chars/norton/walk4.gif
	frame	data/chars/norton/walk5.gif
	frame	data/chars/norton/walk6.gif

anim run
@script
    void self = getlocalvar("self");
    int Weapon = getentityvar(self, 1);

    if(Weapon != NULL() &&  Weapon <= openborvariant("elapsed_time") - 6000){
      setentityvar(self, 1, NULL());
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
	loop	1
	delay	15
	offset	100 149
	
	frame	data/chars/norton/walk1.gif
	frame	data/chars/norton/walk2.gif
	frame	data/chars/norton/walk3.gif
	frame	data/chars/norton/walk4.gif
	frame	data/chars/norton/walk5.gif
	frame	data/chars/norton/walk6.gif

I used your desperation script to call nortonikari during pain when it changes into follow1 animation when life is 1/3 of maximum health. That part works but it doesn't revert back to regular.
 
Here's the problem:

anim  spawn
@script
    void self = getlocalvar("self");

    if(frame==2){ //2 is last frame of this animation, you can change it if your animation is longer or shorter
      setentityvar(self, 1, openborvariant("elapsed_time"));
    }
@end_script

loop 0
offset 100 149
delay 12
frame data/chars/norton/taunt1.gif
frame data/chars/norton/taunt2.gif

The script in this animation sets starting time for ikari mode. However, it is set to run AT 3rd frame WHICH this animation doesn't have.

To solve this, simply change it to this:
anim  spawn
@script
    void self = getlocalvar("self");

    if(frame==1){
      setentityvar(self, 1, openborvariant("elapsed_time"));
    }
@end_script

loop 0
offset 100 149
delay 12
frame data/chars/norton/taunt1.gif
frame data/chars/norton/taunt2.gif

HTH
 
Hey there. I'm just dropping by to wish Joshiro and GlassJawBoxer the best on this project.

(I actually was registered on the old forum but I never bothered to reregister until now - not that it really mattered, I was such an infrequent poster)
 
Bloodbane, I tried changing that and it still didn't work for some reason. I'm going to upload a new demo sometime soon. Maybe if you have time you can help me see why it doesn't work?

Hey there. I'm just dropping by to wish Joshiro and GlassJawBoxer the best on this project.

(I actually was registered on the old forum but I never bothered to reregister until now - not that it really mattered, I was such an infrequent poster)

Thank you. Would you be interested in helping? It would make the project move along much faster.
 
Hmmm.... have you made script.txt in data folder with this?

Code:
maxentityvars   15

also this script is set to revert weapon model after 30 seconds. Have you waited that long?

I'm going to upload a new demo sometime soon. Maybe if you have time you can help me see why it doesn't work?

Sure :)

[some time later]

I've made some tests myself and managed to reproduce your problem. After some trial n error, I found the solution for this.

You must move this script:

@script
    void self = getlocalvar("self");

    if(frame==1){
      setentityvar(self, 1, openborvariant("elapsed_time"));
    }
@end_script

To animation where player changes to Angry mode. You can replace blue text with other value but make sure it points to frame before weapon model change.

You don't need spawn animation for Angry Mode BTW.
 
Joshiro said:
Thank you. Would you be interested in helping? It would make the project move along much faster.

I wish I could, but I don't know how much use I could be. I have no knowledge when it comes to OpenBOR coding (which seems to be the biggest area to work on right now).
 
I've made some tests myself and managed to reproduce your problem. After some trial n error, I found the solution for this.

You must move this script:

Code:
@script
    void self = getlocalvar("self");

    if(frame==1){
      setentityvar(self, 1, openborvariant("elapsed_time"));
    }
@end_script

To animation where player changes to Angry mode. You can replace blue text with other value but make sure it points to frame before weapon model change.

You don't need spawn animation for Angry Mode BTW.

Thanks Bloodbane for the help. I'm going to try it out to see how it works. I'll let you know the results.

I wish I could, but I don't know how much use I could be. I have no knowledge when it comes to OpenBOR coding (which seems to be the biggest area to work on right now).

If you want to learn, I'll teach you over Skype. Let me know. Any help is appreciated.
 
Okay, so I got the script to work thanks to Bloodbane but I encountered a glitch that makes the player freeze while walking. Also, I  would need to make a script that would limit the angry mode to only happen once per life.

If I can't accomplish this, I was thinking of having the angry mode just activate permanently when life is half but you can still get hit, so it isn't broken. You will have an increase in attack power and speed until you lose your life. I thought of this because it looks funny when enemies try to attack you and it goes right through. In the old games, you needed to be invincible because the enemies were so cheap which I'm not trying to make happen in my version. Opinions?
 
Also, I  would need to make a script that would limit the angry mode to only happen once per life.

That's easy. You can add entity variable check before transformation is performed. If this variable is empty, set it to 1 (or anything) then do angry mode but if it's already set to 1, don't do it
I need to see that script first before setting it

but I encountered a glitch that makes the player freeze while walking.

That's odd. Hmmm... let me try this myself

[couple time later]

Alright, I've tried this myself and angry mode transformation works well and this time it only lasts once.

This is the modified desperation script:

Code:
@script	
    void vSelf = getlocalvar("self");
    int MHealth = getentityproperty(vSelf,"maxhealth");
    int Health = getentityproperty(vSelf,"health");
    int Limit = getentityvar(vSelf, 2);

    if(Health <= MHealth/3 && Limit!=10){
      changeentityproperty(vSelf, velocity,0,0); // can be omitted if used in IDLE
      performattack(vSelf, openborconstant("ANI_FOLLOW1"));
    }
@end_script

and this is the script in transformation animation

anim follow1
@script
    void self = getlocalvar("self");

    if(frame==1){
      setentityvar(self, 1, openborvariant("elapsed_time"));
      setentityvar(self, 2, 10);
    }
@end_script
delay 10
weaponframe 2 1
offset 100 149
frame data/chars/ozzie/taunt1.gif
delay 30
frame data/chars/ozzie/taunt2.gif
delay 10
frame data/chars/ozzie/taunt1.gif

In FOLLOW1, entity variable 2 is set to 10 if it is empty before. This variable is checked in IDLE and WALK before changing animation to FOLLOW1. If it's not 10 (or empty) with HP less than 1/3 max HP, animation change is executed. If it's 10, animation change won't be done even if HP is sufficient

BTW I don't get the freeze bug at all
 
I saw this:
changeentityproperty(vSelf, velocity,0,0);

Change to this:
changeentityproperty(vSelf, "velocity",0,0);

It works! Thank you! Now all I have to do is make a flashing palette and make separate weapon models for angry mode. Would you know how I would go about making a flashing palette?
 
Hello, I'm Don Vecta.

I've got contacted by Joshiro on the SORR forums as I also created a mod based on Rushing Beat for the SORmaker platform. He initially asked if he could use the resources I used in the mod and some of the special stages I remixed myself for some additional scenes (the grand master challenge, I dubbed it myself, lol), and I give the okay.

If it's possible to collaborate in other departments, I can offer my services as well since I always wanted to see an actual mod of Rushing Beat myself.

Thank you for inviting me on this project. :)
 
Welcome Don Vecta! :)

It's good that you are willing to share. This mod needs more backgrounds for variation
 
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