Hello, DarkWolf13 here.

I'd like for you to take a moment to read on how walruslui
and I convert characters into Mouser's MvC2 coding.

1. We check the fighter we want to convert and check
the .sff for the sprites we want to import.

2. Copy ALL the fighter's palettes and place them in a new folder
called MvC2_(Name of fighter)

3. Make a copy of the template folder so you can have a reference
and use the template to build the fighter. I've imported ALL
the MvC2 sparks and the sounds for you.

4. Import sprites 0-7999 and 9000 from the fighter. If the fighter
has sprites that has been used by the template, import them but
re-number them. It may be harder but it's for the system to work.

5. Import all the fighter's animations from 0-7999 but don't
import the sprites.

6. Import the sounds from the fighter but don't number
them between 0-7 as these numbers have been used. Renumber
them if necessary.

7. I've provided a .cns template of only the normal attacks.
EVERY fighter is different so it's important to replace the coding
in that specific stateno with the original coding but take a look
on how it's done first so you can get the idea.

8. Be sure to beta-test your own fighter every now an then
for errors and mistakes. That's how I do it and I learn a lot
from my mistakes.

9. Check MvC2Tag.st for Assist examples.
10. Check SnapBackCounter.cns for Snapback and Counter attack examples.
11. Check X-OverCombination.cns to see how Variable Crossovers are done.


Note: Here are the variables used
;---------------------- Integer variable list ----------------------

; var(0):= 5900, 8030, 8040, 8045
; var(1):= 40, 5900, 8040, 8045, -2
; var(2):= 40, 45
; var(3):= 40, 45, -2
; var(4):= 50, 52, -2, 160000, 160002 ;Hyper Helper Trigger/Killer
; var(5):= 5900
; var(6):= 610, 620, 630, 640, 650, -2 ;Aerial Rave checker
; var(7):= -2
; var(8):= -2
; var(9):= -2
;var(11):= -2, -1
;var(12):= 5900, -2 ;Timer helper for certain moves/skills.
;var(13):= -2
;var(14):= -2
;var(18):= -2 ;Hitcount
;var(19):= -2 
;var(20):= -2
;var(21):= -2
;var(33):= 5900, -2, 100511, 100701, 150000 ;Tag System Var(33) with values of 3,4 and 5 MUST never be removed.
;var(34):= -2 ;Tag System
;var(35):= -2 ;Heavy Character trigger
;var(40):= 9999
;var(41):= 9999
;var(42):= 9999
;var(45):= -2 ;Prevents partner from doing their X-Over consecutively

;---------------------- Float variable list ----------------------

; fvar(0):= -2
; fvar(1):= 40, -2
; fvar(2):= 101, 106
; fvar(3):= 9999
; fvar(4):= 9999
; fvar(5):= -2 ;Prevents snapping back to original starting point when moving pre-round.


Here are the ids used in EVERY attack Hitdef/Projectile and these are as goes
1 = part of system
4 = Target can't recover from falling. usually used in trips, Snapbacks, Tag-Ins and knockdown moves. Also triggers Wallhit sparks.
8 = Electric fxs
16 = Fire fxs
32 = Blue fire fxs
1+4 = Used in hard normals, specials, hypers and projectiles.
1+8 = Used in attacks with electric effects. 1+4+8 for wall hit
1+16= Used in attacks with fire effects. 1+4+16 for wall hit
1+32= Used in attacks with blue fire effects 1+4+32 for wall hit
2+4 = Target can't recover and bounces back on their feet when they hit the ground. Usually Used in knockdown moves
4+64= Triggers Aerial Rave finisher sound and makes the camera focus on the target only. Attacker runs back onscreen if offscreen when target lands.


Channels used and MUST be put on every playsnd.
0 = Fighter's voice. Stops playing if they're in a hitstate.
2 = Fighter's hurt sound. Stops playing if the fighter's KO'd.



This wasn't easy and I'm not good in explaining it well. I hope
you all understand from this and know how we convert fighters.
Have a nice day.