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» MSC Discord
fun facts of MSC: straight from the coding EmptySat Jul 07, 2018 1:39 am by JaySkyBlue

» for those lost in the past
fun facts of MSC: straight from the coding EmptySat Aug 20, 2016 11:10 pm by Shad0winvadr

» THIS GAME IS SO FUCKING DEAD, IT MAKES BRAWL LOOK NOT DEAD
fun facts of MSC: straight from the coding EmptyTue Jun 21, 2016 7:46 am by Hacked by MelBester9

» Proof lombre is homosexual/low IQ/cant tell gender/disliked/*Think of one yourself*
fun facts of MSC: straight from the coding EmptyTue Jun 21, 2016 7:31 am by Hacked by MelBester9

» Its time to say! Good bye! It was fun until it lasted! GGS
fun facts of MSC: straight from the coding EmptyThu Jul 23, 2015 3:02 am by Shad0winvadr

» New Wiimmfi League
fun facts of MSC: straight from the coding EmptyWed Aug 06, 2014 11:43 pm by Red9378

» Boohead's farewell
fun facts of MSC: straight from the coding EmptyMon May 19, 2014 11:19 pm by boohead86

» Colygrim's Farewell
fun facts of MSC: straight from the coding EmptySat May 17, 2014 2:00 am by Shad0winvadr

» MSC Hacks (a title ranging between 10 and 255 characters)
fun facts of MSC: straight from the coding EmptyTue May 13, 2014 11:01 pm by RickyRam


 

 fun facts of MSC: straight from the coding

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coheed&cambria

coheed&cambria


Posts : 200
Join date : 2011-08-08
Age : 29

fun facts of MSC: straight from the coding Empty
PostSubject: fun facts of MSC: straight from the coding   fun facts of MSC: straight from the coding EmptyThu Apr 11, 2013 9:20 pm

In this post I am going to copy and paste lines of text from the files in the game that determine how the game functions, and provide a brief description of what it means/does after. There are going to be a wide variety of components that are in no particular order.


Shooting accuracy:
Shot Width Offset From Post = 0.25 # shots are aimed .25 frames away from the post
Shot Height Offset From Post = 0.15 # shots are aimed .15 frames below the crossbar
Shot Width Variance = 0.02 # how much the shot can vary side by side from the initial shot target
Shot Height Variance = 0.02 # how much the shot can vary in height from the initial shot target
As we all know you can control where your shot is aimed at by moving the control stick while charging a shot, and this means that the game will automatically lock onto a location .25 right/left and .15 below the post you have aimed at, and that each shot can then vary by .02 in any direction. Since the shots are further inside the post than they are below it, shots are more likely to hit the crossbar than the side posts. You may wonder "Well if the ball is .25 away from the post =, even if it varies .02 it still should never hit the post though, right?!?!??!?" Well this actually isn't true because these components are taken from the center of the ball and the center of the post. But as you know, the ball isn't 1 frame big and the post isn't 1 frame thin, so a shot with maximum variance can cause the 3d models of the post and the ball to collide.


Items:
Freeze Shell Frozen Time = 3.0 # how long a player stays frozen
Banana Time = 20.0 # how long a banana last if not touched
Chain Chomp Time = 5.5 # how long the Chain Chomp lasts
Chain Chomp Fall Time = 0.5 # How long it takes to fall
Chain Chomp Speed = 12.0 # how fast the Chain Chomp is
Chain Chomp Radius = 1.3 # how big the Chain Chomp is
Star Effect Time = 4 # how long a star lasts
Star Speed Boost = 1.1
Mushroom Speed Boost = 1.33
Mushroom Effect Time = 2.5
Shell Speed = 14
Shell Time = 7.5

Score Difference Minimum = 1 # score difference to start changing powerup chances
Score Difference Maximum = 10 # score difference that the maximum change is reached

Captain Special Base Chance = 0.05 # chance, when tied or up/down 1 goal, of getting a captain special

Shell Bounce Ground = 0.01 # Shell bounciness parameter when contacting ground **NOTE that this only applies when shells are thrown from the air and is rather useless, but in rare instances it will cause players to go under a shell**
Shell Bounce Other = 0.98 # Shell bounciness parameter when contacting walls **NOTE that this means that shells lose .02 or 2% of their speed when hitting a wall, ie a shell that has bounced 5 times will have lost 10% speed.**

Shell Small Radius = 0.35 #size of a small shell
Shell Big Radius = 1.0 # size of a big shell

**NOTE before you get into the item probability section below, please note that these are not overall chances, otherwise that wouldn't make sense. I have not found that file yet. These chances mean essentially, when this item is awarded, these are the chances of it being 1 vs 3 vs 5 of that item.**

Shell Big Chance = 1.0 # chance of getting a big shell **NOTE that this is 1.0 or 100%. You may ask, so why do triple shells exist? well this number is 1,0 because msc runs on the same engine as super mario strikers, in which single shells could be big, medium, or small like the triple shells are. This number means that all single shells are big shells. Below you see that triple shells have a 40% chance occurring when a shell item is awarded, meaning that 60% of shell items are big shells.**
Shell Three Chance = 0.40 # chance of getting triple shells
Shell Explode Chance = 0.33 # chance of the shell exploding when it is destroyed. **NOTE only applicable on big shells**

Banana Small Radius = 0.42 # size of small bananas
Banana Big Radius = 1.0 # size of big bananas

Banana Big Chance = 1.0 **NOTE refer to the note on the big shell, sms engine blah blah. If you add the chance of the five and three bananas, you'll notice you have a 25% chance of getting a single banana.**
Banana Five Chance = 0.5 # chance of getting five bananas
Banana Three Chance = 0.25 # chance of getting triple bananas
Banana Explode Chance = 0.0

Bobomb Small Radius = 0.4 # how big the explosion of small bombs are
Bobomb Big Radius = 1.1 # how big the explosion of big bombs are

Bobomb Big Chance = 1.0 **NOTE i think it should be obvious by now**
Bobomb Five Chance = 0.2 # chance of getting 5 bombs
Bobomb Three Chance = 0.6 # chance of getting triple bombs


Controlling:
Swap Controller No Swap Back Time = 0.3 # when you select off a player, this is how long it takes to re-select the original character


Passing:
# these variables are used to pick the pass target by aiming the joystick
Pass Distance Weight = 0.3 # distance versus angle weight dist=1.00
Pass Ideal Min Distance = 7 # ideal distance for pass target
Pass Ideal Min Range = 6 # ideal range for pass target (ideal dist +/- range)
Pass Ideal Max Distance = 10 # ideal distance for pass target
Pass Ideal Max Range = 12 # ideal range for pass target (ideal dist +/- range)
Pass Minimum Angle = 15 # angle at which the score is 1 (in degrees)
Pass Maximum Angle = 120 # angle at which the score is 0 (in degrees)

Volley Pass Distance Weight = 0.2 # distance versus angle weight
Volley Pass Ideal Min Distance = 9 # ideal distance for pass target
Volley Pass Ideal Min Range = 6 # ideal range for pass target (ideal dist +/- range)
Volley Pass Ideal Max Distance = 13 # ideal distance for pass target
Volley Pass Ideal Max Range = 10 # ideal range for pass target (ideal dist +/- range)
Volley Pass Minimum Angle = 15 # angle at which the score is 1 (in degrees)
Volley Pass Maximum Angle = 120 # angle at which the score is 0 (in degrees)
**NOTE the ideal min & max distances on passing is really what makes the difference. Most of the factors in passing are negated by the fact that the control stick is used to determine who the pass goes to, but occasionally the ideal pass distances will fuck that up for you. An example would be, have you ever tried bringing the ball upfield with one of your defenders, about to do a setup? If so then you should notice that you are going to have 2 attackers upcourt, one that is on the same side as you, and one that is on the opposite side. Now you need to pass to the opposing side player in order to make the shot from the setup, and so you point in that direction. But when you pass your pass goes to the near side player anyway and you miss the shot. This happens when the near player falls in the ideal pass distance and the far player does not, so the game auto locks onto the near player for you.**


Kritter:
# MOVEMENT

Jogging Speed = 8.0
Running Speed = 10.0

Running Turn Speed = 105000

Capsule Height = 0.8
Capsule Width = 0.65

# THROWS AND KICKS
Throwing Turn Speed = 50000
Throwing Turn falloff = 4000
Minimum Kick Distance = 13.0 # min distance to pass target for goalie kick
Minimum Overhand Throw Distance = 7.0 # minimum distance to pass target for overhand throw
Minimum Kick Velocity = 22.5 # meters/second
Maximum Kick Velocity = 23.5
Minimum Kick Angle = 62.0 # degrees
Maximum Kick Angle = 64.0

# FATIGUE
Fatigue Recover Rate = 2.00
Fatigue Catch Threshold = 50.0 # fatigue levels below this never play catch anim
Shot Fatigue Default = 10.0
Shot Fatigue Stand Catch = 5.0
Shot Fatigue Dive Catch = 10.0
Shot Fatigue Stand Deflection = 7.0
Shot Fatigue Dive Deflection = 15.0
Shot Fatigue Stand Punch = 7.0
Shot Fatigue Leg Save = 6.0
Shot Fatigue STS Save = 15.0
Shot Fatigue STS Stun = 25.0
High Getup Energy = 80.0 # fatigue level at which getup anim starts to slow down
Low Getup Energy = 20.0 # lowest fatigue level in decreasing range
Low Getup Speed = 0.5 # playback speed at low fatigue level (range 0.0->1.0)
Low Strafe Speed = 0.8 # maximum strafe speed at low fatigue level (normally 2.0)

Goalie Ball Time = 2.0 # max seconds goalie can hang onto ball

# SHOTS AND SAVES
Save Turn Speed = 100000.0 # how fast the goalie can turn to face a shot
Save Turn Falloff = 4000.0 # how fast to accelerate to turn speed
Save Back Run Scale = 1.5 # timescale for the backward run while positioning for a save (mostly for lob shot)
Save Ignore Margin = 1.0 # how wide (meters) of the net the ball should miss before ignoring shot
Miss Save Delay = 0.08 # when a miss should be played, delay the save by this many seconds
Lob Shot Stumble Chance = 0.3 # when a lob should go in, play the stumble this often (0.0=never, 1.0=always)
Intercept Save Tolerance = 0.5 # how close goalie needs to get to ball to try intercepting pass
Catch Save Tolerance = 0.9 # how close goalie should be to catch ball during a save
Catch Save Max Speed = 0.5 # shots harder than this will never trigger a catch save (range 0->1)
Min STS Stun Time = 0.0 # min seconds goalie will play stunned anim after saving STS shot
Max STS Stun Time = 0.0 # max seconds goalie will play stunned anim after saving STS shot

Loose Ball Shot Distance = 10.0 # distance from center of net to loose ball shooter - goalie preps for shot
Pounce Range = 1.0 # max distance between ball and pounce point to decide whether to play it

Min On Fire Time = 8.5 # min seconds goalie's hands will be on fire from toad skillshot or bowser
Max On Fire Time = 8.5 # max seconds goalie's hands will be on fire from toad skillshot or bowser

Pass Ground Speed Max = 20.0 # fastest Possible ground pass
Pass Ground Speed Min = 12.0 # Slowest Possible ground pass
Pass Volley Speed Max = 16.0 # fastest Possible volley pass
Pass Volley Speed Min = 12.0 # Slowest Possible volley pass


Movement, Speed, and Timing
#################### CHARACTER DIFFERENCE VARIABLE RANGES ####################################

##### MOVEMENT ######
Run Speed Min = 4.5
Run Speed Max = 7.0
Jog Speed Min = 2.5
Jog Speed Max = 4.0
Run Accel Min = 15.0
Run Accel Max = 30.0
Run Turn Speed Min = 95000.0
Run Turn Speed Max = 120000.0

Turbo Turn Speed Min = 85000.0
Turbo Turn Speed Max = 112000.0
Turbo Speed Min = 5.5
Turbo Speed Max = 8.0

Run WB Speed Min = 5.15
Run WB Speed Max = 7.65
Run WB Accel Min = 10.0
Run WB Accel Max = 25.0
Run WB Turn Speed Min = 90000.0
Run WB Turn Speed Max = 115000.0

Turbo WB Min = 9.0
Turbo WB Max = 11.0

#### PASSING #####
Fastest Ground Pass Speed Min = 19.0
Fastest Ground Pass Speed Max = 31.0
Fastest Volley Pass Speed Min = 12.0
Fastest Volley Pass Speed Max = 18.5

#### SHOOTING #####
Fastest Shot Speed Min = 44.0
Fastest Shot Speed Max = 56.0
Slowest Shot Speed Min = 35.0
Slowest Shot Speed Max = 42.0
One Timer Max Speed Min = 0.25
One Timer Max Speed Max = 1.0
Fastest Chip Shot Speed Min = 10.0
Fastest Chip Shot Speed Max = 15.0
Clear Min Speed = 8.0
Fastest Clear Speed Min = 10.0
Fastest Clear Speed Max = 16.0
Clear Ball Min Z Speed = 8.0

##### SLIDE ATTACK #####
Slide Time Min = 0.06
Slide Time Max = 0.1
Slide Speed Min = 1.05
Slide Speed Max = 1.29
Slide Decel Time Min = 0.3
Slide Decel Time Max = 0.4

##### HITTING #####
Hit Effective Last Frame Min = 9.0 # minimum amount of frames a hit will last
Hit Effective Last Frame Max = 11.5 # maximum amount of frames a hit will last


Super Slide Speed Bonus = 1.33 # this is the speed boost you experience when you slide cancel


This obviously is not everything. Anything I find useful to know that I discover later I will either add here by editing the post, or will create a separate topic if I feel that it needs more explanation or comparisons, for example I may create a character comparisons topic. Hope this is interesting to you, let me know what you think.
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atangerine
Admin
atangerine


Posts : 140
Join date : 2012-04-22
Age : 26
Location : MI

fun facts of MSC: straight from the coding Empty
PostSubject: Re: fun facts of MSC: straight from the coding   fun facts of MSC: straight from the coding EmptyThu Apr 11, 2013 9:29 pm

Are there any character specific codes? I would really like to know why Boo and Waluigi are blessed with the power of the self-pass. Also, why do some characters seem to have flatter chips than others?
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Batman




Posts : 88
Join date : 2011-08-05

fun facts of MSC: straight from the coding Empty
PostSubject: Re: fun facts of MSC: straight from the coding   fun facts of MSC: straight from the coding EmptyThu Apr 11, 2013 10:01 pm

very useful information thanks for post cc
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fun facts of MSC: straight from the coding Empty
PostSubject: Re: fun facts of MSC: straight from the coding   fun facts of MSC: straight from the coding Empty

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