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MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero) (Read 9414 times)

Started by RedDragonCats17, March 01, 2018, 12:13:01 am
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Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#21  March 01, 2018, 08:13:40 am
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In Ryu by P.o.T.S. Evil mode is done via variables. THEY let you create 2 almost absolutely different characters in one, including intros, win poses, voices, moves and so on.
The other way would be to do this through PalNo trigger. But this will make Omega inseparable from Zero through normal means.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#22  March 01, 2018, 07:37:55 pm
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You mind showing me the variable code?

(My nephew is here, so it’s gonna be a while before I could look after you respond)
Last Edit: March 02, 2018, 04:47:29 pm by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#23  March 02, 2018, 06:28:30 pm
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Um.... hello?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#24  March 05, 2018, 08:53:03 am
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Hellooooo? (Don’t mean to triple post, I can’t find the option to merge this one with the last for some reason)
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#25  March 05, 2018, 09:45:17 am
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All you need to know is THERE, including Hyperlinks on the other codes and triggers, connected to Variables. The only codes that aren't listed there but necessary either are ParentVarAdd and ParentVarSet.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#26  March 05, 2018, 09:48:22 am
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I’ll take a look at those, thanks.

What about changing the double jump animation?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#27  March 05, 2018, 10:19:32 am
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Only through adapting State 45 from common1.cns. That's the state of Airbourne Jump. THERE you can change the animations you need, just don't forget to copy it into your character's any own Coding file (CNS, ST and so on...).
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#28  March 05, 2018, 06:45:35 pm
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I'll give that a try.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#29  March 05, 2018, 07:10:23 pm
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Which line should I change, specifically?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#30  March 08, 2018, 12:22:18 am
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Sorry, I'm still kinda a beginner at coding a character (since I can't overcome laziness), and I want to go DEEP into changing the animation, primarily because the post that is on THIS forum didn't give me enough information, so I need some more.

Aight, I'm stumped. I tried Cyanide's way and Zero's still combining his single jump and double jump animations. Are there any alternatives?

Stuck on another thing, it's Omega Zero again. This time, it's his palette. Omega only has 1 palette and I'm trying to make him stick with that 1 palette. The thing is that if I overwrite the palettes and save the thing, it won't just apply to Omega, but Zero as well.
Last Edit: March 11, 2018, 12:18:14 pm by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#31  March 14, 2018, 12:03:31 am
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Sorry, quadruple post. I'm a little stumped right now because I tried Cyanide's way by adding anim = 44 (Zero's double jump animation number), which looks like this:


Code:
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0
[b]anim = 44[/b]

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

But the animation still looks like this:



Is there any alternatives to this?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#32  March 14, 2018, 12:10:26 am
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and what does anim=44 look like in the .AIR file?
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#33  March 14, 2018, 12:31:22 am
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The animation itself? It's Zero's 2nd jump animation from MMZ3, but I'll recover my imgur account and post the gif in there.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#34  March 14, 2018, 12:36:42 am
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Here's the animation. Don't worry about it looping in the beginning, Zero's falling animation loops in Fighter Factory.
Last Edit: March 14, 2018, 12:42:02 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#35  March 14, 2018, 12:42:45 am
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it's not only changing state 45, also state 50 should be changed. here's how it should look like.

Spoiler, click to toggle visibilty

also, if the animation is looping (and it shouldn't be looping), you can have the last frame of animation have a time of -1, this way it will stay on the last frame until it changes animation, or if you want it to loop just the last frames, check the box "start loop in this frame" on Fighter Factory.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#36  March 14, 2018, 12:55:37 am
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Quote
check the box "start loop in this frame" on Fighter Factory.
That's what I did. And about that code, I'll give it a try.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#37  March 14, 2018, 01:04:19 am
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Henry, you are my hero, and my friend now. Zero now uses his 2nd jump animation when he does his 2nd jump.

All that's left for now is modifying his auto combo for his standing slashes to make them act like the source, I have his air slash and I'm planning on making a auto combo for his rolling slash. After that, maybe Zero will be worthy for a REAL video showcase and a W.I.P thread.

While I do need help with his dash, I was thinking about asking N64Mario for that, but then again, you helped me, and I don't wanna do you like that.

Edit: Okay, something weird is happening. When Zero does his 2nd jump backwards, instead of facing the direction that he's jumping to (if he's right then he's facing left), he faces the opposite direction.
Last Edit: March 14, 2018, 01:07:42 am by RedDragonCats17
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#38  March 14, 2018, 01:17:37 am
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add "facep2=1"
to statedef 45 and statedef 50, it should work.

Code:
[Statedef 50]
type    = A
physics = A
facep2 = 1

like so
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#39  March 14, 2018, 01:50:58 am
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I’ll give it a spin when I’m back home, right now I’m at class.
Re: MegaMan Zero help (modify auto combo, change double jumo animation, Omega Zero)
#40  March 14, 2018, 06:55:20 am
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I'm back, and Zero is still facing the opposite direction. If you want me to show you the problem then I will.

Code:
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0
anim = 44
facep2 = 1

Code:
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A
facep2 = 1

Last Edit: March 14, 2018, 08:23:38 am by RedDragonCats17