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Inspirations/Conversion Issue (Read 700 times)

Started by SNEAKYTING, March 15, 2020, 08:12:56 AM
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Inspirations/Conversion Issue
#1  March 15, 2020, 08:12:56 AM
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I've been having trouble converting one of OGGY's Walkure Super called "saikuron" into a MVC Hyper for "MVC2 Koishi"(from Touhou Project).
Here's one of Walkure's moves that I'm talking about.
https://streamable.com/qwrkx
This is what Walkure's state looks like...

[Statedef 8031]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 8031
ctrl = 0
sprpriority = 2



[State -2, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = AnimElem = 4
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000





[State -2, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = AnimElem = 5
value = 931,0
channel = 4





[State 8031]
type = Helper
trigger1 = AnimElem = 5
ID = 8033
stateno = 8033
name = "saikuron"
sprpriority = 7
pos = -0,-100
postype = p1
facing = 1 
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5



[State -2, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And this is what MugenFan98's MVC2 states Looks like...

[Statedef 3000]
type = S
movetype= A
physics = N
ctrl = 0
anim = 3000
sprpriority = 3
velset = 0,0

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 2
var(4) = 1

[State 3000, Helper]
type = Helper
trigger1 = animelem = 2
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 = 2
time = 36
movetime = 36
darken = 0
anim = -1
p2defmul = 1
poweradd = -1000

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 5 || animelem = 13 || animelem = 21
value = S0, 5

[State 3000, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 5

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 0, VelMul]
type = VelMul
trigger1 = time > 46
x = 1

[State 3000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 6 || animelem = 14 || animelem = 22
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = S8002
guard.sparkno = S8050
sparkxy = -10, -65* const(size.yscale)
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 3000, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 31
var(4) = 0

[State 3002, Helper]
type = Helper
trigger1 = time = 0
stateno = 8200

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 0]
type = S
physics = S
sprpriority = 0
velset = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0 && anim != 5
trigger2 = anim = 5 && animtime = 0
value = 0

I've tried so many different ways to convert it but I end up having errors or having the Hyper/Super bug out and not work properly. If You think there's a way to convert it to a Hyper for MVC2 template, I would appreciate Your advice/tips.
Re: Inspirations/Conversion Issue
#2  March 15, 2020, 08:37:24 AM
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The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.

I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.
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Re: Inspirations/Conversion Issue
#3  March 16, 2020, 03:22:40 AM
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The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.

I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.

What code? Also, I literally showed you the exact state from said characters. I was trying to change that Super I showed You via "Steamable" starting with triggering a Hyper Portrait which leads to a MVC2 background as Koishi releases a expanding projectile of Hearts around Her just like Walkure's Projectile Super that I mentioned. I hope this should be enough to describe it. If not then I'll try to have someone else help me.
Re: Inspirations/Conversion Issue
#4  March 16, 2020, 08:09:41 AM
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  • Shame on you!
    • USA
You need to learn what a helper is, and can do. Go read up on it a bit. Not trying to be a jerk or anything, but
stateno = 8033
stateno = 8500
stateno = 8200
Aren't listed. Look through those 3 states after reading up on helpers. If you don't know what certain chunks of code are doing, use Mugen Class to look those parts up. You'll learn a ton more than you'd expect.
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