How to make a victim character compatible with agressor character?

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Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

Zeb2345 wrote: Wed Jul 13, 2022 3:42 am
KotBehemot wrote: Wed Jul 13, 2022 3:02 am
Zeb2345 wrote: Wed Jul 13, 2022 2:29 am That must be it, although the truth is I am not sure but what frustrates me is that I have tried to change all the states that I consider that are related to the state that the aggressor uses but it never works, what I would like is that I could modify the .cns file at my whim so that the aggressor asks for the sprite groups that I want but it never works, I do not understand well how an agressor works or how it is possible that it works.
I even see sometimes that there are aggressors that change the victim to a state that does not exist neither in the .cns of the victim nor in the .cns of the aggressor so I do not understand how it is possible that an agressor works.
I mean, not every Victim has every State, but usually the Aggressor changes Victim to the custom State in the Aggressor's filed. It's the Animation that could be sourced from either Victim or Aggressor.

Can you say which Aggressor you're referencing? Or at least which State?
I mean a 6001 state that I always see in baomaru agressors like ryona bridget, brian, etc. these are the codes:

;バオ●624必殺投げ(派生なげ)
[StateDef 4501]
type = S
movetype = A
phsyics = S
poweradd = 50
velset = 6,0;4,0;6,0;0,0
anim = 4001
ctrl = 0

[State 4501, 1]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 4501, 2]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
getpower = 60, 0
damage = 0, 0
sparkno = -1
p1facing = 1
p2facing = 1
guardflag = N
pausetime = 0, 0
hitsound = s2,11;s1, 5
p1stateno = 6000;18391
p2stateno = 6201;4520
guard.dist = 0
fall = 1

[State 4501, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;前処理
;----------------------------------------------------------------------------
[Statedef 6000]
type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = I ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
ctrl = 0
anim = 7235

----------
;初期変数設定
;----------------------------
;体位
[state 6000]
type = VarSet
trigger1 = 1
var(40) = 1

;ランダム待機時間
[State 6001,VarSet]
type = VarSet
trigger1 = 1
var(34) = 10

;画面効果有無フラグ
[state 6000]
type = VarSet
trigger1 = 1
sysfvar(1) = 0

;オート回数
[state 6000]
type = VarSet
trigger1 = 1
sysfvar(2) = 0

;----------------------------
;終了処理
;----------------------------
[State 6000, TargetState]
type = TargetState
trigger1 = 1
value = 6201

[State 6000]
type = ChangeState
trigger1 = var(59) >= 1
value = 6006

[State 6000]
type = ChangeState
trigger1 = 1
value = 6001
after that state that would be the grip follows state 6001 which is the one that is supposed to make the victim in different positions. but I don’t know how to make it work if I want to take a code from one aggressor and put it on another. it doesn’t work for me despite looking at the. air from the aggressor and sprites and put it identically in another character I can’t get it to work.
KotBehemot
Posts: 46
Joined: Wed Jun 15, 2022 8:28 pm

Re: How to make a victim character compatible with agressor character?

Post by KotBehemot »

Actually, looking at this, it appears that when StateDef 4501's HitDef hits, it will cause the Victim to enter state 6201 with p2stateno = 6201;4520. You probably want to look for 6201 and see what animation it forces the character in (4520, assuming the comment, but I can't find such animation among any of the victims I use).
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

KotBehemot wrote: Wed Jul 13, 2022 4:14 am Actually, looking at this, it appears that when StateDef 4501's HitDef hits, it will cause the Victim to enter state 6201 with p2stateno = 6201;4520. You probably want to look for 6201 and see what animation it forces the character in (4520, assuming the comment, but I can't find such animation among any of the victims I use).
Okay, I was looking at the cns file says it follows status 6001 and it effectively shows what animations it changes the victim and it’s supposed to be these:

;体位ごとに表示するアニメを設定
[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 1
value = 3344

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 2
value = 2249

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 3
value = 2260

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 4
value = 7230

recognize any? I for my part do not then do not understand why this aggressor asks for groups 12250, 17240, 18300 and . cns does not mention them.


;----------------------------
;まんぐり透過スイッチ
;----------------------------
[State 6001, 透過スイッチ用]
type = Varadd
triggerall = var(59) <= 0
triggerall = sysvar(4) <= 1
trigger1 = command = "manguri8"
trigger1 = Anim = [2249,2253] → "sprite"
trigger2 = command = "slime4"
trigger2 = Anim = [2260,2264] → "sprite"
sysvar(4) = 1

And this is supposed to be the sprites the attacker uses when he grabs the victim. And it’s certainly true because I checked the sprites and they’re those, but the victim’s aren’t anywhere.
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

Zeb2345 wrote: Wed Jul 13, 2022 4:29 am
KotBehemot wrote: Wed Jul 13, 2022 4:14 am Actually, looking at this, it appears that when StateDef 4501's HitDef hits, it will cause the Victim to enter state 6201 with p2stateno = 6201;4520. You probably want to look for 6201 and see what animation it forces the character in (4520, assuming the comment, but I can't find such animation among any of the victims I use).
Okay, I was looking at the cns file says it follows state 6001 and it effectively shows what animations it changes the victim and it’s supposed to be these:

;体位ごとに表示するアニメを設定
[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 1
value = 3344

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 2
value = 2249

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 3
value = 2260

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 4
value = 7230

recognize any? I for my part do not then do not understand why this aggressor asks for groups 12250, 17240, 18300 and . cns does not mention them.


;----------------------------
;まんぐり透過スイッチ
;----------------------------
[State 6001, 透過スイッチ用]
type = Varadd
triggerall = var(59) <= 0
triggerall = sysvar(4) <= 1
trigger1 = command = "manguri8"
trigger1 = Anim = [2249,2253] → "sprite"
trigger2 = command = "slime4"
trigger2 = Anim = [2260,2264] → "sprite"
sysvar(4) = 1

And this is supposed to be the sprites the agressor uses when he grabs the victim. And it’s certainly true because I checked the sprites and they’re those, but the victim’s aren’t anywhere.
KotBehemot
Posts: 46
Joined: Wed Jun 15, 2022 8:28 pm

Re: How to make a victim character compatible with agressor character?

Post by KotBehemot »

Double checking the code, it does look like no matter what, Victim is thrown into State 6201. 6000/6001 is Aggressor State, so what you're seeing is animation changes for the Aggressor. Again, you want to look into State 6201 that's on Aggressor to see what controls the animation change for Victim.

Looking further into it, it appears that there are a few lines of code in Brian's CNS that don't actually have flat values for the animations, but calculated ones, which understandably complicates things.
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

Hu, I was afraid you mean then that it is very complicated to use the codes of this aggressor to give this type of movement to another character. that it hurts that the aggressors have cns so complex.
And regarding the state 6201 has these codes:


;----------------------------------------------------------------------------
;相手側 犬やられ 待機
;----------------------------------------------------------------------------
[Statedef 6201]
type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 0

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 6201]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;アニメ設定
;----------------------------
[State 6201, やられ側に専用air有り]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180100) = 1
Trigger1 = SelfAnimExist(180100) = 1
value = 180100

[State 6201, やられ側に専用airがない場合1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180100) = 0
value = 2234

[State 6201, やられ側に専用airがない場合2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180100) = 0
value = 3234

[State 6201] ;追記 角度変更フラグ用
type=angledraw
trigger1=Anim=3234

[State 6201] ;追記 角度
Type = AngleSet
Trigger1 = Time = 0
value = 90

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 6201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 6201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1
Tetchi
Posts: 347
Joined: Mon Sep 13, 2021 11:17 pm
Location: México
Contact:

Re: How to make a victim character compatible with agressor character?

Post by Tetchi »

Zeb2345 wrote: Wed Jul 13, 2022 3:42 am I mean a 6001 state that I always see in baomaru agressors like ryona bridget, brian, etc. these are the codes:
Well, broadly speaking, it requests state 6001, if it is P1 which comes from [Statedef 6000] but well, you just have to look for the root and follow and follow the trace of the one that needs to be changed, but it can be somewhat laborious if it is also used for other states.

EDITION:

I had not seen that this topic had page 2, observing the other messages, I see that it is "endless" so to speak, one state leads to another and then to another and then to decisions if it is executed and/or does not have the required animation .... something that wants to cover any inconvenience and be able to achieve the objective but at the same time something "dense" if one only wants to use a part or modify it, but it is possible, but it will be laborious. I don't have the chars in question to analyze further but it does seem laborious but not difficult.
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Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
UmbreonLover wrote: Sun Aug 28, 2022 1:57 amneeds to be rewards with...
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

You mean that there is a way to modify it but I tend because you tell me that it will be "laborious" all these codes are taken from a .txt called "cns9_Baomaru_cns.txt" of ryona bridget, which if I'm not wrong is here in HCM but it happens that the HCM version has a bug in an animation that makes the victim disappear.
This version was edited according to the .def "shadaloo mugen" and in this version the error was corrected and also the victim animations were added.
But I don't think it is different from the version of bridget that you have here in HCM.
And it's the character I tried to edit or change something.
Why do I do it, because I want to be able to modify aggressors as I do with the victims, but it just never works and according to what many people tell me it is very complicated to modify an aggressor as I want.
peachwhims
Posts: 11
Joined: Wed Apr 13, 2022 4:44 am
Location: Venezuela

Re: How to make a victim character compatible with agressor character?

Post by peachwhims »

Hello, I am by no means an expert but just thought I'd give my 2 cents...

I recently made my own victim character for personal uses a few weeks ago, and what I did was basically look into the sprite and animation files of other nsfw characters

Most agressor characters use the same animations for their victims, so just look into any aggressor's animation files (i used kuromaru), copy them into your character's files and then make some sprites so the animations aren't blank

You shouldn't have to touch any command or state files because the coding is usually on the aggressor's end... Making a victim character is way simpler
Zeb2345
Posts: 388
Joined: Sun May 22, 2022 4:27 am

Re: How to make a victim character compatible with agressor character?

Post by Zeb2345 »

You made a victim from scratch? my respects to you I’ve never made a victim, I just edit victims to my liking and give them more compatibility. But I’m impressed that you said you did the sprites for a victim. That’s what I consider the hardest to do.
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