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The menu for selecting assistant won't disappear if you cancel the opening #2153

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netyzh opened this issue Nov 29, 2024 · 2 comments
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compatibility Engine differences group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.)

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@netyzh
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netyzh commented Nov 29, 2024

Describe the bug

The menu for selecting assistant won't disappear if you cancel the opening in some characters.
It remains on screen even the battle is begin.

To Reproduce

Download character from https://www.mediafire.com/file/vxmkntluxleafzs/ange.rar/file
Start a battle and press 'a' to cancel the opening.

Expected behavior

In mugen,it will disappear immediately after you cancel the opening.

Screenshots / Video

ikemen030

Engine Version (or source code date)

nightly build

Operating system

Windows

Extra context or search terms

No response

@potsmugen
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potsmugen commented Nov 29, 2024

My first guess would be that the button press to skip the intros is registered by the chars in Mugen but not Ikemen, but I haven't looked at it.

This is actually because of a change I implemented myself. In Mugen, when you skip the intros you go to the fight screen and RoundState 2. In Ikemen, you go to the round announcement (like actual games) which is RoundState 1.

The char creates the partner select helper if RoundState <= 1. It still works correctly for the most part, but the author forgot to unconditionally remove all the partner select explods if RoundState = 2, so that explod in the screenshot lingers.

I'd really like to keep the intro skip change though, for obvious reasons.

The char can be fixed by editing this code block:

[State ];パートナーキャラ選択用ヘルパー
type=Helper
trigger1=RoundsExisted=0&&roundstate<=1&&!numhelper(3006)&&time=1&&numenemy
helpertype=normal
name="partnar select"
ID=3006
pos=40,0
postype=left
stateno=3014
supermovetime=99999999999
pausemovetime=99999999999

Into this:

[State ];パートナーキャラ選択用ヘルパー
type=Helper
trigger1=RoundsExisted=0&& roundstate < 1 &&!numhelper(3006)&&time=1&&numenemy
helpertype=normal
name="partnar select"
ID=3006
pos=40,0
postype=left
stateno=3014
supermovetime=99999999999
pausemovetime=99999999999

Note that the char has an AI patch with duplicate files. Just replace it in every file.

@K4thos K4thos added compatibility Engine differences group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.) labels Dec 7, 2024
@potsmugen
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potsmugen commented Feb 2, 2025

I wonder if making RoundState 2 start from the moment characters actually gain control (like I always wished it did) would solve this, instead of starting at the "Fight!" announcement. It should in theory but maybe it will break some other character.

Update: Actually that's the opposite of what this issue would need, so it's a separate matter altogether.

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Labels
compatibility Engine differences group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.)
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