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Author Topic: OpenBOR Latest 2.2000! - 2.2036  (Read 15995 times)
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Damon Caskey
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« on: September 10, 2008, 12:11:06 pm »

Release 2.2024

New features:

continuescore{1/2}
Goes in levels.txt on a per set basis.

1 = score is reset to 0 when you continue.
2 = 1 point is added to your score when you continue!

subject_to_minz {int} - Model header command. Toggles minimum Z bounding for model on playfield. Available to script methods getentityproperty and changeentityproperty as "subject_to_minz".

{int} - Default 1 for all except panel type models.
  • 1: Entity cannot move beyond current minimum Z boundry.
  • 0: Entity can move freely beyond current minium Z boundry.

subject_to_maxz {int} - Model header command. Toggles maximum Z bounding for model on playfield. Available to script methods getentityproperty and changeentityproperty as "subject_to_maxz".

{int} - Default 1 for all except panel type models.
  • 1: Entity cannot move beyond current maximum Z boundry.
  • 0: Entity can move freely beyond current maximum Z boundry.

instantitemdeath {int} - Model header command, set to 1 to remove the pause before an item commits suicide after being grabbed.

2.2001+
mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}
- Model header command. Replaces mp, chargerate, and mprate (left in for backward compatibility). Also adds ability to set up different types of “rubber band” style mp gauges.

{mp} – Maximum MP for model (same as old “mp” command).
{stable type} – MP recovery type.
  • 0 (default): Entity continuously recovers mp over time.
  • 1: Entity recovers mp over time, up to {stable}.
  • 2: Entity loses mp over time, down to {stable}.
  • 3: Entity recovers mp over time if below {stable}, and looses mp over time if above {stable}

{stable} – Target MP amount (see {stable type}). Has no effect if {stable type} is 0.
{recover rate} – Rate mp recovers over time.
{drop rate} – Rate mp is lost over time.
{charge rate} – Rate mp is recovered while entity is charging.

2.2002+
fontmonospace {1} {2} {3} {4} {5} {6} {7} {8}
- Menu.txt command.  Sets whether font# is monospaced.
  • 0 (default): Variable width font.
  • 1: Monospaced.


Script Updates:

2.2023+

  • "trymove" added to changeentityproperty:

    1 - common_trymove
    2 - player_trymove
    Anything else - NULL

2.2017+

  • setmusicvolume(int left, int right) - sets music volume, left and right are combined on windows, they might be actual separate channels on consoles, untested
  • pausemusic(int toggle) - pausemusic(0) unpauses, pausemusic(1) pauses

2.1998+
  • ondeathscript {path} - Entity script. Executed when entity is killed by attack (not from damage on landing), after knockdown and velocity values are applied. Adds following local variables:

    self - Calling entity.
    attacker - Killing entity.
    damage - Damage from killing attack.
    drop - Knockdown power of killing attack.
    attacktype - Attack type of killing attack. Returned as integer; see 'openborconstant'.

2.1996+
  • subject_to_maxz added to get/changeentityproperty.
  • subject_to_minz added to get/changeentityproperty.
  • gfxshadow get/changeentityproperty
« Last Edit: February 13, 2009, 09:15:48 am by Damon Caskey » Logged

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Orochi_X
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« Reply #1 on: September 10, 2008, 12:32:20 pm »

Very nice!

Does changeentityproperty("gfxshadow") just toggle it on/off?

I've updated the 1st post attachment with a little something for BonusJZ....

continuescore{1/2}
Goes in levels.txt on a per set basis.

1 = score is reset to 0 when you continue.
2 = 1 point is added to your score when you continue!

Also , DC , have you tried landframe in jumpattacks recently? I added checks so that it takes priority over jumpland a couple of revisions ago.....
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Damon Caskey
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« Reply #2 on: September 10, 2008, 12:44:09 pm »

Very nice!

Thank you. The minz/maz thing is mainly to make creating "Mr. T" style fatalities and special enemy spawn animations a little less hacky, but it's got plenty of other uses if you take advantage of it. Scripting control of gfxshadow was mainly to solve the shadow in select screen issue. Leave it off on your model, then turn it on when it spawns into gameplay.

Quote
Does changeentityproperty("gfxshadow") just toggle it on/off?

Well sort of. As far as I know, the gfxshadow feature itself is just a toggle, but the script property simply changes the underlying int to whatever you pass. So if there is more functionality I'm not aware of, the script property has access to it by default. That's the way I like it...simple, implicit logic.

Quote
I've updated the 1st post attachment with a little something for BonusJZ....

continuescore{1/2}
Goes in levels.txt on a per set basis.

1 = score is reset to 0 when you continue.
2 = 1 point is added to your score when you continue!

Interesting. Useless to me, but I can see where others would want it.

Quote
Also , DC , have you tried landframe in jumpattacks recently? I added checks so that it takes priority over jumpland a couple of revisions ago.....

I haven't yet, but I'll try to today.

DC
« Last Edit: September 10, 2008, 12:53:08 pm by Damon Caskey » Logged

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mctuna
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« Reply #3 on: September 10, 2008, 01:45:24 pm »

Thank you DC psp version please Cry
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Damon Caskey
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« Reply #4 on: September 10, 2008, 01:52:00 pm »

Sorry, I can't compile non Windows builds. You'll have to wait for SX to do that.

DC
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Orochi_X
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« Reply #5 on: September 10, 2008, 01:53:58 pm »

Give me a few minutes , mctuna.....
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BonusJZ
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« Reply #6 on: September 10, 2008, 02:04:18 pm »

Quote
I've updated the 1st post attachment with a little something for BonusJZ....

continuescore{1/2}
Goes in levels.txt on a per set basis.

1 = score is reset to 0 when you continue.
2 = 1 point is added to your score when you continue!

Thank you Orochi_X
I see you even added capcom style score  Grin - awesome
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Orochi_X
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« Reply #7 on: September 10, 2008, 02:43:38 pm »

Haha. No problem!

I've attached all builds except xbox (sorry!) below.......
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BonusJZ
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« Reply #8 on: September 10, 2008, 03:13:18 pm »

Quote
I've attached all builds except xbox (sorry!) below.......

To bed - my newest game will be delayed till then .

Just tested and continuescore work great - maybe one more option could be added - score is reset and 1 point is added . Now how about Continue countdown that can be skipped(speed up) with pressing for example jump button
(attack1 could be used for name entry)

For this who don't now or wonder about 1 point continue score - its the Capcom way to handle best results . Last 2 digits in Capcom games are continue counter so any player can see how much continues was used to achieved this results. Off course 00 mean that player have played on 1 coin only and only that scores count for pro players ,marp, tournaments .
 
http://marp.retrogames.com

« Last Edit: September 10, 2008, 03:27:37 pm by BonusJZ » Logged

Orochi_X
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« Reply #9 on: September 10, 2008, 03:19:11 pm »

Quote
maybe one more option could be added - score is not reset and 1 point is added

I thought that's what I did??
* Orochi_X is confused.

EDIT: Oh snap!!  / me actually works lol. I'll have fun with this   Evil
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BonusJZ
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« Reply #10 on: September 10, 2008, 03:24:30 pm »

Yea  laughing - i mean score is reset and 1 point to continue counter added

Only true boss can compile for Xbox  hmm
« Last Edit: September 10, 2008, 03:36:58 pm by BonusJZ » Logged

M.Cartel
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« Reply #11 on: September 10, 2008, 03:27:47 pm »

These updates come and go pretty fast, huh?
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mctuna
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« Reply #12 on: September 10, 2008, 03:28:30 pm »

Give me a few minutes , mctuna.....

Thank you  cheers!
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Damon Caskey
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« Reply #13 on: September 10, 2008, 04:28:11 pm »

Quick correction on the get/change script property for subject_to_minz/maxz. Newest Windows build posted.

DC
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« Reply #14 on: September 10, 2008, 04:32:30 pm »

Quick correction on the get/change script property for subject_to_minz/maxz. Newest Windows build posted.

DC

But where are the OpenBOR.exe?
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