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Editing Roll Bugs/Issues (Read 1333 times)

Started by SNEAKYTING, November 14, 2019, 10:02:46 am
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Editing Roll Bugs/Issues
#1  November 14, 2019, 10:02:46 am
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I was making my own edit of Roll so PizzahighFive can add her in his game, "Marvel vs. Capcom: Maximum", after giving my edit of his version Silver Samurai an official Seal of Approval. While editing Roll I was replacing Her "Standing High Punch" & Her "Aerial High Punch" with Rockman's/Megaman's charge shot. When Did that the result I get is very questionable, When her projectile hits the opponent, Kung Fu Man, he takes no damage and never flinches but instead taunts by random. Am I doing something wrong?
 
Here are the codes I put in for value 250, Roll's edited Standing High punch.
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
anim = 250
sprpriority = 2

[State 220, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0,5
volume = 40

[State 240, 6]
type = PosSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
y = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 3,13
volume = 255
volumescale = 255
channel = 0

[State 220, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0

[State 220, Explod]
type = Explod
trigger1 = abs(vel x) > 1 && time % 3 = 0
anim = 8200
scale = 2,2
pos = -20,0
sprpriority = 4
ownpal = 1

[State 250, 4]
type = HitDef
trigger1 = Time = 0
attr = S,NA
hitflag  = MAFD
guardflag = MA
animtype = Up
air.animtype = Up
damage = 65,0
getpower = 50,0
givepower = 20,0
pausetime = 9,7
guard.pausetime = 9,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-45
hitsound = -1
guardsound = S6+var(49),0
ground.type = High
ground.slidetime = 16
ground.hittime = 18
air.hittime = 18
guard.hittime = 17
yaccel = 1.06
ground.velocity = 0,-15.4
guard.velocity = -14
guard.cornerpush.veloff = -18
ground.cornerpush.veloff = 0
air.velocity = 0,-15.4
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -1
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),2
channel = 6
volume = 200
volumescale = 200
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8000, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 45)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 420, Explod]
type = Explod
trigger1 = movehit
anim = 8020
pos = 60, -19
ontop = 1
supermove = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5
ownpal = 1
facing = 1

[State 8411, puntets]
type = explod
trigger1 = movehit
anim = 8007
postype = p2
pos = 0,-50
sprpriority = 4
facing = 1
persistent = 0
supermove = 1
ownpal = 1
scale = 0.6,0.6
vfacing = 1

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And Here are the codes for 620, Roll's edited Aerial High Punch.
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 65
ctrl = 0
anim = 1010
sprpriority = 2
hitcountpersist = 1

[State 620, 1]
type = Explod
trigger1 = Time = 9
anim = 1001
id = 411
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
sprpriority = 5
persistent = 0
removeongethit = 1

[State 620,2]
type = Projectile
trigger1 = time = 11 && prevstateno != [400,425]
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,7
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.7
air.velocity = -8,4
air.fall = 0
p2stateno = 700

[State 620,2]
type = Projectile
trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 1
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,4
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.5
air.velocity = -16,8
air.fall = 0
fall.envshake.time = 10
p2stateno = 715

[State 620,2]
type = Projectile
trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 0
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,4
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.7
air.velocity = -8,4
air.fall = 0
p2stateno = 700

[State 410, 3]
type = varset
trigger1 = (prevstateno = [400,425]) && var(6) = 1 && projhit = 1
v = 9
value = 1
persistent = 0

[State 706, 5]
type = Helper
trigger1 = numhelper(708) = 0 && (prevstateno = [400,425]) && var(6) = 1 && projhit = 1
name = "Scroll Screen"
id = 708
stateno = 708
postype = p1
pos = 50, 0
bindtime = -1

[state 410,3]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state 410,9]
type = playsnd
trigger1 = time = 11
value = 4,0
volume = 255
volumescale = 255
channel = 7

[state 410,10]
type = playsnd
trigger1 = time = 2
value = 10,1
volume = 255
volumescale = 255

[State 91, VelAdd]
type = VelAdd
trigger1 = floor (pos Y < -155)
y= - 0.16

[state 425,6]
type = changestate
triggerall = anim = 410
triggerall = floor (pos Y < -155)
trigger1 = animelem = 7
value = 1211
ctrl = 1


I tried different ways and I somehow get the same results.
If any knows how to fix these issues/errors. I would appreciate your help and maybe credit you in the "readme.txt" file for my MVC Maximum edit of Roll.
Last Edit: November 16, 2019, 10:59:00 pm by SNEAKYTING
Re: Editing Roll Bugs/Issues
#2  November 14, 2019, 02:44:08 pm
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When the projectile hits the enemy, it puts him in state 700.

Post the code for state 700, I suppose that it may be sloppy and it forces KFM to play the wrong animation
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Re: Editing Roll Bugs/Issues
#3  November 14, 2019, 09:58:14 pm
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When the projectile hits the enemy, it puts him in state 700.

Post the code for state 700, I suppose that it may be sloppy and it forces KFM to play the wrong animation

Thanks, I got it working properly now.
Re: Editing Roll Bugs/Issues
#4  November 16, 2019, 01:30:33 am
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Re: Editing Roll Bugs/Issues
#5  November 16, 2019, 11:21:58 pm
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Yes
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