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Z2 Compatibility Thread (Read 308775 times)

Started by Balthazar, June 19, 2011, 07:32:16 pm
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Re: Cybalthazar's Compatibility Thread!
#41  July 10, 2011, 11:44:04 pm
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use this gethit instead.
Problem is that it changes for each type of character. CVS chars will behave correctly for one sprite, while KOF will for another. The one you showed is the one I used before.

@gabe555 : you're welcome. ;)
Re: Cybalthazar's Compatibility Thread!
#42  December 03, 2012, 09:18:09 am
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Hey guys, I was browsing around the forum when I came across this thread and read that characters with beams could possibly do the Cho-kamehameha fatality if this info (the one below) was correctly placed in the right CNS file. So I decided to try to input this code into Chojin's "Perfect Cell" CNS files but turns out he has four different files ["Attack", "cell", "hyper" and "special"] but they are all written in a different language so I was wondering if one you guys could please help me by telling me in what file to place the code below so that Cell's Kamehameha could have the same fatality as Goku's. I'm aware some you guys are probably busy and don't feel like taking the time to translate and find where coding should be placed in, but if someone could at least tell me what to look for, I could probably find it and input the code into the right place.


As for Goku's states 5941 & 5942, I found them in his CNS files but as I mentioned before, I'm not sure where to put those codes either so I thought I would ask you guys  :)

your help is greatly appreciated 


Quote
On the other hand, you may also want your characters with beams to be able to put Goku in this Fatality state. To do this, add this code just after the HitDef of the beam attack state:

[State 3025, p2state - killed]
type = targetstate
trigger1 = movehit && numtarget
trigger1 = target, AnimExist(5941)
trigger1 = MatchOver && WinKO
value = 5941
ignorehitpause = 1
Then, search in Goku's files for states 5941 and 5942 (in states/system.cns), and copy them in your character's files wherever you want. You will probably want to modify the code a little bit to blend with your beam better.
Re: Cybalthazar's Compatibility Thread!
#43  May 18, 2015, 04:37:58 pm
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NecroBump.
I was going through adding compatibility to my characters. The Broken Back animation was causing me an error.
I ended up fixing it by copy/paste. I lifted the "Broken_Arm" helper out of the helpers.cns and put it in my character. Just having the two animations wasnt enough.

Spoiler, click to toggle visibilty
vVv Ryuko718 Updated 10/31/22 vVv
Re: Cybalthazar's Compatibility Thread!
#44  May 19, 2015, 01:01:06 am
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Yup, it was said in Goku's readme : readme > movelist > full game features > link to tutorials.

But I agree this tutorial is kinda well hidden, so it's normal you missed it. :P
Re: Z2 Compatibility Thread
#45  November 11, 2016, 03:14:07 pm
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In HDBZ Piccolo has clones that he sends out. If you want to make your characters better compatible with the clones use the following:

This makes clones teleport out (disappear)when Piccolo is hit. Be sure to only apply this code to any moves that would look odd having the clones still being active. Like moves where a super BG appears and it looks like they go into the air. Or moves where it shows the opponent from inside something with "walls" that clones shouldn't be running around in.

For when the move hits
Code:
[State 0, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 5939
ID = 991901
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
removeongethit = 1

Add this to the state where your character regains control

Code:
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = 991901

Also please add this anim to the .air file

Code:
; Cinematic Move use Explod(991901)
[Begin Action 5939]
-1,0, 0,0, -1

Clones do not come back till Piccolo is out of a hit state so no worries about them returning too soon before your char recovers



While on the subject
here are some more clone compatibility things you can do

Here's the edits we have to make to make sure all supers work well.

Example:
[State 420, 3]
type = HitDef
trigger1 = !time
attr = S, HA
damage = 0,5
hitflag = MAF
guardflag = MA
getpower = 0,0
priority = 7, Hit
pausetime = 0,0 ;5,5
guard.pausetime = 15,15
sparkno = s7030
guard.sparkno = s7000
sparkxy = -15,-80
hitsound   = s5,6
guardsound = S6,1
p2facing = 1
animtype = Up
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-15
air.velocity = 0,-15
fall = 1
kill = 0
envshake.time=18
envshake.ampl=6
p1stateno = 2605
;p2stateno = 2602

This is from Vegeta's 2601 Bomber Kick
Remove the bolded part or comment it out

Add this below
Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger1 = numtarget
trigger1 = !(target, ishelper)
value = 2605
persistent = 1

Persistent = 1 lets it hit both clone and real at the same time and it looks glorious!
If the move had used this ;p2stateno = 2602
It'd had needed this

Code:
[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget
trigger1 = !(target, ishelper)
value = 2602
ignorehitpause = 1

if you have two hitdefs with id = 1 and id = 2.
For the first hitdef, the targetstate should have id = 1 and for the second it should use id = 2.


Fix Broken Back You have to add this to the code
;====================================
; Broken Back - BG Arms + legs
[Statedef 245947]
type = S
movetype = H
physics = N
velset = 0,0
anim = 5947

[State 2260, bind]
type = bindtoroot
trigger1 = !ishelper
trigger1 = 1
pos = 0,0

[State 2260, bind]
type = bindtoparent
trigger1 = IsHelper
trigger1 = 1
pos = 0,0


[State 2260, muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2260, destroy]
type = DestroySelf
trigger1 = time = 126

;====================================
; RE Broken Back - BG Arms + legs
[Statedef 355947]
type = S
movetype = H
physics = N
velset = 0,0
anim = 5947

[State 2260, bind]
type = bindtoroot
trigger1 = !ishelper
trigger1 = 1
pos = 0,0

[State 2260, bind]
type = bindtoparent
trigger1 = IsHelper
trigger1 = 1
pos = 0,0


[State 2260, muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2260, destroy]
type = DestroySelf
trigger1 = time = 19

Fix HitSparks on root when clone is hit
Remove hitspark explod and use SparkNo instead

Fix affects appear on root and not clone
Add !IsHelper as a trigger to your explod. Example Vegeta's fire that appears when his ki blasts hit the opponent


Coders, in every custom state that uses the Flip Ko explods, write this:
Code:
triggerall = !IsHelper
in the explods with value 5938, so the Saibamen will use their own explods (since they're already coded in the Saibamen character).

Same thing for the twist Ko effect (number 20152).

In fact if you want clones and saibamen to react differently you will want to make !IsHelper exceptions to your moves.
Last Edit: November 11, 2016, 03:20:48 pm by Just No Point
Re: Z2 Compatibility Thread
#46  November 14, 2016, 09:23:54 am
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Thanks for getting this out before Piccolo's release. I hope to have my Ibuki's update released with in a day or two. (A lot of updates in her)
These fixes are now ready. I'll try to test and report back here.

The broken back fix(es) only go in Goku Z2, or all the characters? Ibuki didn't have
[Statedef 355947]
Just
[Statedef 245947]
I've added 355947, not sure if she needed it.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Z2 Compatibility Thread
#47  November 14, 2016, 12:35:01 pm
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Ibuki wont place the opponent in a broken back state so you're good. Don't worry about those fixes.
Re: Z2 Compatibility Thread
#48  February 17, 2017, 04:09:41 pm
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Do z2 chars have do be from the dbz franchize or can they be anyone you want?

Sorry for the bad english.
Re: Z2 Compatibility Thread
#49  February 17, 2017, 04:14:02 pm
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If you make them they can be any you want. For them to actually be in the game we release they have to be from any iteration of DB
Re: Z2 Compatibility Thread
#50  February 21, 2017, 04:08:27 pm
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[Google Translate]

Have you thought about updating the compatibility tutorial?
When I added compatibility to my char, I noticed that there were several things that were not mentioned in the tutorial (I had to copy them from Goku Z2):

Dash Collision

The triggger mentioned in the tutorial is not complete:

Spoiler, click to toggle visibilty

Statedef 952 (abort dash collision) is not mentioned either.

Flip Knockout

The sound 21,1 (turning snd), the anim 5938 (Flip KO FX) and the trigger "!numexplod(59370)" are not mentioned either.

Chou Kamehameha Fatality

The anims 2763 (White screen fades) and 15999 (Empty anim) are not mentioned either.
Re: Z2 Compatibility Thread
#51  July 15, 2017, 01:22:14 pm
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Bump.
Photobucket problem. Please fix it. :P

ZX2

Re: Z2 Compatibility Thread
#52  July 15, 2017, 02:34:23 pm
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Yeah almost every image is gone. Well except for the flip and spin thing. :/
Re: Z2 Compatibility Thread
#53  August 14, 2017, 11:25:09 pm
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#CODE SNIPPETS
Cybaster has made his own Compatibility section in the Readme of Goku, you'll find everything you need in there.
So, Huuuuhhhh... With the new readme files not containing as much stuff as before, shouldn't you guys post this here or something ? :)

Re: Z2 Compatibility Thread
#54  May 20, 2018, 10:16:36 pm
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With Krillin confirmed as a character in the game. Will the characters all need this sprite for compatibility?

Just in case Krillin wins with the Destructo Disc?  I just had thoughts of CVS Hibiki's super, and thought of Krillin having that as a finishing blow.
Re: Z2 Compatibility Thread
#55  January 03, 2021, 04:51:41 pm
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I know this thread will probably get updated by the devs at some point, but thought i'd put this here in the meantime
As of 5.0, a bunch of new anims were added for compatability with certain attacks. Some are just custom anims you can apply using your own character sprites, but some require new sprites. Cheers to HB for making me aware of these
---------------------------------------------------------------------------------------------------------------------
-----7611 (Hercules LVL3 custom state}-----
Spoiler, click to toggle visibilty
---------------------------------------------------------------------------------------------------------------------
-----7612 (Gotenks Scribble)-----
Spoiler, click to toggle visibilty
---------------------------------------------------------------------------------------------------------------------

-----5260 (reaction to Megaton Punch)-----

NOTE: This anim is pretty freeform. As long as it ends with a frame with time -1, you can essentially do whatever
Spoiler, click to toggle visibilty
---------------------------------------------------------------------------------------------------------------------
-----5220 (Tien Bird's Eye)-----
Spoiler, click to toggle visibilty
---------------------------------------------------------------------------------------------------------------------
-----9000-9007 (SSJ Vegeta's Bingo Dance)-----
It might be the most daunting, but it's actually not as bad as it looks. SSJ Vegeta uses 8 anims, 6 for pressing buttons during the minigame, one for not pressing anything, and one for if you win. The moves can be whatever you want, just mind they loop back to anim 9006 when they're done playing. Anims 9000-9002 are light to heavy punches, 9003-9005 light to heavy kicks. 9006 is idle, and 9007 is the win anim. All there really is to note is the win anim must end with time -1
Video example
Spoiler, click to toggle visibilty