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Editing MVC2 Code Help (Read 2426 times)

Started by SNEAKYTING, April 02, 2019, 12:32:50 am
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Editing MVC2 Code Help
#1  April 02, 2019, 12:32:50 am
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I was wanting to make an original character using a phenomenal MVC2 template that was made by MugenFan98 but It didn't felt the same in my opinion since It uses 6 button rather than 4 buttons. So I was wondering if it's possible to remap the attacks like Light Punch & Medium Punch to "X", Heavy Punch to "Y", Quick Kick & Medium Kick to "A" & Heavy Kick to "B", and then having "C" & "Z" as assist buttons? I don't want to be a thief and steal someone else's characters like Iwakick's "Omega Red" and heavily edit it just to rip the script. Plus, I'm new to "Fighter Factory Studio" so this is my first time developing something. I would appreciate your help of advice. Also just for an optional question, How do I remap the launching attack to a different input like Strong Kick without crouching for example.
Re: Editing MVC2 Code Help
#2  April 02, 2019, 12:58:01 am
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This is really basic stuff, you can find everything you need here on the forums, browse the Mugen Class and Code Library subforums and you're good.

to map 2 attacks to the same button you'll actually have to make them chain into each other like in MvC2, so go in that direction when researching.
Re: Editing MVC2 Code Help
#3  April 02, 2019, 07:00:20 am
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If you're looking into the super basics, check this thread.
http://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html

But what you want is pretty simple. It should all be done inside Statedef -1; The cmd file.
Read up on making commands. You'll want to edit the commands to how you want them set up. I'd suggest changing Z and C first. You wont have your basics working at first. But once Z and C only do what you want you can change those changestates to be Y and B.

You may run across a couple problems. When you do, feel free to ask here.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Editing MVC2 Code Help
#4  April 15, 2019, 07:35:07 am
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Thank you so much for the help, I owe you alot for that. :)
I still cannot get the guard-push to work properly though but don't worry, I just need to keep running some experiments these codes.
Last Edit: April 15, 2019, 07:39:24 am by SNEAKYTING
Re: Editing MVC2 Code Help
#5  April 15, 2019, 08:05:51 am
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vVv Ryuko718 Updated 10/31/22 vVv
Re: Editing MVC2 Code Help
#6  April 16, 2019, 03:24:04 am
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I almost got to them to work but sometimes when guard-pushing a normal attacks the guard-pushing sprites duplicates itself and fly off like projectiles, but when I'm guard-pushing a Hyper attack, It works fine. Is the a bug that i made by accident? I could show you a screenshot but I don't know how to.
Re: Editing MVC2 Code Help
#7  April 16, 2019, 06:07:18 am
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You can look at my characters for reference if you like, look at the guardpush code, use what you like or use it as reference for your code. If you need any help let me know

Hope this helps

MGMURROW
Re: Editing MVC2 Code Help
#8  April 18, 2019, 04:06:20 am
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You can look at my characters for reference if you like, look at the guardpush code, use what you like or use it as reference for your code. If you need any help let me know

Hope this helps

MGMURROW

I tried but for what ever reason, it crashes my Mugen. Is it because I'm using a code for DOS Mugen on a template for Mugen 1.0/1.1?
Also, I did got the Guard-Pushing to work but he can't "spam" the Guard-Push like most MVC styled mugen characters I downloaded.
Re: Editing MVC2 Code Help
#9  April 18, 2019, 09:23:09 am
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That would come down to the changestate.
You can make additional triggers in the Statedef -1 cmd changestate,
or
make a changestate inside the states.
The cmd should be easier.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Editing MVC2 Code Help
#10  April 18, 2019, 06:28:13 pm
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I got it working properly now. thanks for the advice.
Last Edit: April 18, 2019, 07:50:23 pm by SNEAKYTING
Re: Editing MVC2 Code Help
#11  November 02, 2019, 12:44:49 am
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That would come down to the changestate.
You can make additional triggers in the Statedef -1 cmd changestate,
or
make a changestate inside the states.
The cmd should be easier.

I managed to get it working but now I cannot seem get the any of my new Hyper Combos working properly. Sometimes it get stuck in a looping animation and other times when It does work, the Hyper Combo Finish doesn't trigger. Plus I'm also trying to add 2 characters as my personal assisting characters just like in MVC2. One assist character being summoned by pressing "C" and another one by pressing "Z". Is there at least one of the ways for me to code these in easily without dealing anymore issues?
Re: Editing MVC2 Code Help
#12  November 12, 2019, 07:47:10 am
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Those just seem like they'll be basic helpers.
You need the fly in, land, "shoot" fly out. AND for each of those you need hit reactions.
So you 'd make the states and in those states you'd do a hitoverride and send it to the hit reaction state you make for the helper(s).


Does the hyper combo problem have anything to do with the push block? Use ctrl+D to find out the exact state no and anim no that's being looped. Then look through that state to see if anything's odd. Look at the changestate(s) and changeanim. that sort of thing.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Editing MVC2 Code Help
New #13  November 14, 2019, 03:53:55 am
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Those just seem like they'll be basic helpers.
You need the fly in, land, "shoot" fly out. AND for each of those you need hit reactions.
So you 'd make the states and in those states you'd do a hitoverride and send it to the hit reaction state you make for the helper(s).


Does the hyper combo problem have anything to do with the push block? Use ctrl+D to find out the exact state no and anim no that's being looped. Then look through that state to see if anything's odd. Look at the changestate(s) and changeanim. that sort of thing.

Do assist characters require their own file? what kind of file? Also I found it and when I tried to change the state and anim and it still did not work.

; test Bomb
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 4000, VarSet]
type = VarSet
trigger1 = animelem = 4
var(4) = 1

[State 4000, Helper]
type = Helper
trigger1 = animelem = 4
stateno = 8500
supermovetime = 99999999
pos = ceil(30*const(size.xscale)),ceil(-25*const(size.yscale))
ownpal = 1
id = 8500

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 36
movetime = 36
darken = 0
anim = -1
p2defmul = 1
poweradd = -1000

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 4005
ctrl = 0

;---------------------------------------------------------------------------
; Test Bomb (Attack)
[Statedef 4005]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4005
sprpriority = 3
velset = 0,0

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.02

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3500,0
channel = 0


[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal
name = "Hyper 2"  ;Bubble
ID =  2505
stateno = 2505
pos = 7,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=0.75
size.yscale=0.75

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 120
trigger2 = time>5 && Pos Y >=0
value = 50
ctrl = 0


;----------------------------------------------------------
;Cute Test HELPER
[Statedef 2505]
type    = A
movetype= A
ctrl = 0
anim = 4030
velset = 6,0
sprpriority = 50

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=2505
ignorehitpause=1



[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,HA,NT,ST,HT,NA
time = -1
ignorehitpause=1

[State 0, HitDef]
type = HitDef
;trigger1 = var(31)
trigger1 = !time;(gametime%3)
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 25,5
pausetime = 3,9
hitsound = S5,5
guardsound = S6,0
sparkno = S8203
sparkxy = 0,0
guard.sparkno = S8050
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-7
air.type=Low
air.hittime=16
air.velocity=-5,-7
yaccel=.5
getpower=0
envshake.time = 7
envshake.ampl = 4



[State 0, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 2506

;----------------------------------------------------------
;Cute Test HIT
[Statedef 2506]
type    = A
movetype= A
ctrl = 0
anim = 2506
velset = 4,-0.5
sprpriority = 50

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type =null; PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, HitDef]
type = HitDef
;trigger1 = var(31)
trigger1 = Time%3=0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 30,5
pausetime = 3,4
hitsound = S5,5
guardsound = S6,0
sparkno = S8203
sparkxy = 0-random%10,0+random%10
guard.sparkno = S8050
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-2,-2
air.type=Low
air.hittime=16
air.velocity=-2,-2
yaccel=.5
getpower=0
envshake.time = 15
envshake.ampl = 10
palfx.add = 0,-200,0
palfx.mul = 256,256,256
palfx.time= 40
palfx.color=0
palfx.sinadd = 240,160,240,5
fall= 1


I tried to get him to stop floating upwards by changing the "velset" in [Statedef 4005] to "0, 0" and it made the Hyper combo worse. And the thing about it is that I also want it to float when performed in mid-air but when standing still when on ground.
Last Edit: November 14, 2019, 07:41:48 am by SNEAKYTING