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Gunvolt released 2.5 (Read 24287 times)

Started by k6666orochi, April 01, 2019, 07:16:40 AM
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Re: Gunvolt released V1.8b
#21  May 12, 2019, 08:44:17 PM
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thanks for the video (although you should improve in doing the combos until I can do them xD)

Yeah i'm still practicing the Gunvolt combos. :P
Still hope that you can have time about Weiss update.
Re: Gunvolt released 2.0
#22  October 01, 2019, 05:29:20 AM
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new update v2.0 in the first post
Re: Gunvolt released 2.0
#23  October 01, 2019, 06:28:11 AM
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GV projectiles can't tag anymore.
Re: Gunvolt released 2.0
#24  October 01, 2019, 06:57:49 AM
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Not only the markers for Gunvolt's Lightning no longer works, but the Ultra Burst text is not positioned correctly. The sprite must have been cropped as the size is not the same as in OHMSBY's characters. The x and y axis should be (-4,42).
Re: Gunvolt released 2.0
#25  October 01, 2019, 05:40:33 PM
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I made a new portrait for Gunvolt.


Edit: And I also made a big portrait.
Last Edit: October 01, 2019, 06:12:04 PM by ☆ILoveMyself☆
Re: Gunvolt released 2.0
#26  October 05, 2019, 02:43:27 AM
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I made a new portrait for Gunvolt.


Edit: And I also made a big portrait.

thanks

Not only the markers for Gunvolt's Lightning no longer works, but the Ultra Burst text is not positioned correctly. The sprite must have been cropped as the size is not the same as in OHMSBY's characters. The x and y axis should be (-4,42).
1-I have no idea why that happens, do not touch anything of the code just add the ultra burst :/
2-fixed

Re: Gunvolt released 2.0
#27  October 08, 2019, 07:14:20 PM
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I leave this code so that they can correct an error when the "AI" uses Gunvolt is to prevent a giant clone from appearing, just copy this code and paste it into the final part of the helper file


Spoiler, click to toggle visibilty


Re: Gunvolt released 2.0
#28  October 09, 2019, 12:49:39 PM
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Awesome character very fun to play!! Easily one of my mains right now.
Re: Gunvolt released 2.0
#29  October 14, 2019, 05:49:50 AM
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Is anyone else getting this glitch where a giant clone of Gunvolt appears? I'm using 1.1 so I don't know if this is an issue that only happens there.

Oh, never mind. I just saw K6666's post regarding said problem.
Re: Gunvolt released 2.3
#30  April 05, 2020, 04:13:27 AM
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new update v2.3 in the first post
Re: Gunvolt released 2.3
#31  April 05, 2020, 08:42:04 AM
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The update still hasn't fixed the bug where his Shots can't tag opponents, so Lightning can't do extra damage to them after they get up on the ground. Also, there's no sliding dust on the forward run animation (Which OHMSBY's recently added on his characters starting after Yumi).
Re: Gunvolt released 2.3
#32  April 05, 2020, 09:55:53 AM
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Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
Re: Gunvolt released 2.3
#33  April 05, 2020, 06:24:21 PM
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Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
I looked for it but the link is dead

The update still hasn't fixed the bug where his Shots can't tag opponents, so Lightning can't do extra damage to them after they get up on the ground. Also, there's no sliding dust on the forward run animation (Which OHMSBY's recently added on his characters starting after Yumi).
I reviewed it many times even comparing with previous versions and I still don't know why that happens

Re: Gunvolt released 2.3
#34  April 05, 2020, 10:54:19 PM
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I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
Re: Gunvolt released 2.4
#35  April 06, 2020, 05:55:38 AM
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I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
thanks now if it works :)
New update v2.4 in the first post
Re: Gunvolt released 2.4
#36  April 06, 2020, 08:27:03 AM
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Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1

Try deleting the description.

And it's not a bug, but if you hit Lightning Sphere and Spark Calibur continuously from other moves, the enemy will be able to ctrl before Gunvolt can ctrl. (In the case of Lightning Sphere, even if you put it directly, it will be disadvantageous for 36 frames.)
This is what happens when the time between the enemy's down and getting up is short. (It is easy to hit the cross key or button repeatedly after the enemy side goes down.)

I'm sorry for long sentences.
Re: Gunvolt released 2.4
#37  April 06, 2020, 09:37:12 AM
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To add to M and M's feedback, I got some as well:
-The counter message doesn't appear when all 3 Shots, Dragonsphere, Crashbolt, Lightning and Spark Calibur hits the opponent in the middle of their attack.
-The running grab animation still doesn't have the dust effect (Which is meant to differentiate the forward throw to the normal one since they both use the same animation). To fix that, add this state in [Statedef 820] over the [State 800, 1] HitDef:

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -15,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

I choose -15,0 for the pos, but you're more than welcome to adjust it as you see fit.
Last Edit: April 06, 2020, 09:46:31 AM by SolidZone 26
Re: Gunvolt released 2.4
#38  April 06, 2020, 08:29:33 PM
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Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent

To add to M and M's feedback, I got some as well:
-The counter message doesn't appear when all 3 Shots, Dragonsphere, Crashbolt, Lightning and Spark Calibur hits the opponent in the middle of their attack.
-The running grab animation still doesn't have the dust effect (Which is meant to differentiate the forward throw to the normal one since they both use the same animation). To fix that, add this state in [Statedef 820] over the [State 800, 1] HitDef:

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -15,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

I choose -15,0 for the pos, but you're more than welcome to adjust it as you see fit.
I had not realized that I do not usually play a lot of mugen I only program
thanks I was wrong I put the effect to the normal running animation xD but it was fine

Re: Gunvolt released 2.4
#39  April 06, 2020, 11:28:52 PM
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Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent
Then what about this?
Open Helpers.cns, [Statedef 1360],

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit
fvar(14) = 900
persistent = 0
ignorehitpause = 1

This description,

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit&&numtarget
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit&&numtarget
fvar(14) = 900
persistent = 0
ignorehitpause = 1

Please change it to
However, this description cannot be used when the enemy helper becomes MoveType = H. (HitOverRide is OK if the MoveType of the destination is not H.)

Also, the above problems occurred before the change.
Re: Gunvolt released 2.4
#40  April 06, 2020, 11:34:54 PM
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I had not realized that I do not usually play a lot of mugen I only program
thanks I was wrong I put the effect to the normal running animation xD but it was fine
I've been testing a lot of OHMSBY's characters as of late, so that was something he recently added when I asked him about it.

Actually, you're not wrong putting that effect to the running animation. As a matter of fact, do leave that in. If I remember in the Azure Striker Gunvolt games, he leaves a trail on each step of his run. That's a very welcome aesthetic to have, so definitely keep that. Like OHMSBY's Quote, it's as close to their original source game than Blade Strangers.