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Post by SK007 on Dec 18, 2016 4:50:15 GMT
I added new transformation skill with the help of you(eternity) and mugenattack
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Post by SK007 on Dec 18, 2016 6:35:02 GMT
Preview New Skill Added (Transformation Skill )
Download Link Mentioned In Description
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Fighter
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Post by lelouch07 on Dec 18, 2016 16:11:23 GMT
Since xv2patcher 0.6 has removed the bac/bcm protection, new skills are now a possibility, but after some conversation with MugenAttack yesterday I found out that some further tweaks and information may need to be find out on the modders end. These are the result of my tests trying to duplicate Super Kamehameha ultimate. Test 1I duplicated the entry of CKM (Super Kamehameha) as NW1 (name courtesy of MugenAttack). As id of skill I used 0x1677 (which was free in my system), as id2 (or badly called name_id in genser xml) i used 0x2ef (751), which was some random free id (or that i thought, more on that later). I assigned the skill to one of the Goku's. Then I copied the skills files with the proper folder name (or that I thought!): 751_GOK_NW1, adn the files inside (and resolved the .eepk files inside quickly with hex editing). Now went into game, looked at skill name, says "Unknown skill" (that's fine, I didn't add a name, and it is not necessary), selected the characters to fight... and infinite loading screen. I looked at xv2_log and found out that the game was trying to load files from data\skill\ULT\751_CL1_NW1\ Yes, CL1 instead of GOK. Then I found out why: apparently each character has a range of 10 skills assigned (regardless of if those skills are used later by other chars or not). GOK has the range 000-009. CL1 has the range 750-759. If you look at the characters id list you will see that CL1 has the id 75 (in decimal). So to map a skill id2 to a character, you have to divide it by 10 and you will get the character code. Test2With that info, I proceeded to do test 2. I renamed everything to 751_CL1_NW1. Went into game with Goku with this skill. This time the battle loaded, I used Kamehameha and... the animation happened, but it didn't launch anything. I did more digging. There is a skill 751 in use by CL1 range. Not an ultimate, an special, but apparently the game didn't like that. Test 3I renamed everything properly as 752_CL1_NW1. Went to game, and now the Super Kamehameha clone works ok. ------- Oh it work fine thanks for sharing the info i just have to figure out how to put the skill on the shop XD
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Post by SK007 on Dec 19, 2016 11:29:42 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser) can you explain me this part
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Post by eternity on Dec 19, 2016 12:27:44 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser) can you explain me this part If you look into cus with genser, you will see that skills have this field, PATHS. Usually the have most values to "NULL" (empty strings or null strings, whatever you want to call it), which causes the game to use the default calculation that I explained. Each of those path, if non NULL, tell the game to load that specific component from that path instead of doing the usual calculation. You can see about those paths in one of latest version of CUSEditor (ean, cam.ean, eepk, acb (SE), acb (VOX), bac, bcm. Anyway, the bdm is missing from paths (or maybe is shared with one of the other), so I don't know yet if we can use this method to avoid the character*10 thing.
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Post by SK007 on Dec 19, 2016 12:32:16 GMT
can you explain me this part If you look into cus with genser, you will see that skills have this field, PATHS. Usually the have most values to "NULL" (empty strings or null strings, whatever you want to call it), which causes the game to use the default calculation that I explained. Each of those path, if non NULL, tell the game to load that specific component from that path instead of doing the usual calculation. You can see about those paths in one of latest version of CUSEditor (ean, cam.ean, eepk, acb (SE), acb (VOX), bac, bcm. Anyway, the bdm is missing from paths (or maybe is shared with one of the other), so I don't know yet if we can use this method to avoid the character*10 thing. </Skill> <Skill name="SSB" id="0x66f8" name_id="0x550"> <RACE_LOCK value="0xff" /> <TYPE value="0x76" /> <U_0E value="0x12" /> <HAIR value="0x123" /> <U_12 value="0xff00" /> <PATHS value="ULT/1360_BR4_SSB/1360_BR4_SSB, ULT/1360_BR4_SSB/1360_BR4_SSB, NULL, CAR_BTL_U001_SS1_SE, NULL, NULL, NULL" /> <U_30 value="0x0" /> <U_32 value="0x10f" /> <U_34 value="0x3" /> <U_36 value="0x2" /> <U_38 value="0x6d" /> <U_3A value="0x9" /> <U_3C value="0xffff" /> <U_3E value="0xffff" /> <U_40 value="0x1" /> </Skill> I doesn't have any problem but sharing to public it's giving them infinite loading screen then what I need to do fix for them
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Post by SK007 on Dec 19, 2016 12:46:08 GMT
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Post by eternity on Dec 19, 2016 13:20:55 GMT
If they are having infinite screen problem and you not, is because you have some file somewhere that they don't have. You'll have to ask them to send their logs and examine the files that didn't get loaded in their system.
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Post by SK007 on Dec 19, 2016 13:49:44 GMT
If they are having infinite screen problem and you not, is because you have some file somewhere that they don't have. You'll have to ask them to send their logs and examine the files that didn't get loaded in their system. okay I will contact them soon
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Post by SK007 on Dec 19, 2016 14:58:30 GMT
If they are having infinite screen problem and you not, is because you have some file somewhere that they don't have. You'll have to ask them to send their logs and examine the files that didn't get loaded in their system. I have little problem whenver I installed it's need to change again name of skill files name like before = 1360_CMN_SSB.bac then after need to change = 1360_BPF_SSB.bac it's need to every single time when I installed new x2m is there any fix to solve this
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Post by 無限 on Dec 19, 2016 15:15:51 GMT
yes, there is a hack you could do. its adding dummy data to the cms. basically create a new character data in cms that you will tie your skills too. this new data you don't use for a character so don't bother adding data for it in other files. its recommended you uninstall all x2m stuff or do this before you install any characters.
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Post by SK007 on Dec 19, 2016 16:00:49 GMT
yes, there is a hack you could do. its adding dummy data to the cms. basically create a new character data in cms that you will tie your skills too. this new data you don't use for a character so don't bother adding data for it in other files. its recommended you uninstall all x2m stuff or do this before you install any characters. Okay thanks I will use this method for my mod and one more question after this process Can I able to install my x2m mods safely without any problem like before 無限
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Post by 無限 on Dec 19, 2016 16:18:30 GMT
if my guess on how eternity tool works then yes.
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Post by SK007 on Dec 19, 2016 16:24:28 GMT
Okay then that will be good =D
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Post by SK007 on Dec 20, 2016 11:05:00 GMT
yes, there is a hack you could do. its adding dummy data to the cms. basically create a new character data in cms that you will tie your skills too. this new data you don't use for a character so don't bother adding data for it in other files. its recommended you uninstall all x2m stuff or do this before you install any characters. mugenattack thanks for help it works
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Post by 無限 on Dec 20, 2016 15:19:20 GMT
i think we can use duplicate short names. id1 and id2 is what really matters for being unique.
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Post by SK007 on Dec 20, 2016 16:37:10 GMT
I think CMS data controls new id2 that's why now my mods working fine and Thanks for your all help !!! =)
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Post by eternity on Jan 19, 2017 9:21:14 GMT
Now that time has passed and that I'm implementing skills in the x2m installer, I would like to note some incorrections in the tutorial.
First of all, the reason why my initial kamehameha clone didn't work wasn't the one indicated. It didn't work, because some bac and bsa files reference their own skill id (actually, the "id2"). My "fix" wasn't really a fix, it worked due to luck, due to me fighting a character that had that skill, and the game got the data from that skill.
To succesfully clone a no-transformation skill, .bac and .bsa files must reference the new skill id2 (for xv2 skills creator and xv2 mods installer, this will be done by the tools). Not all bac and bsa files have these self-references, but a good chunk of them have them.
Another incorrection with id and id2. You should not assign id2 and id randomly. Each group of skills have an assigned id space (in decimal numbers):
Super skills: 0-4999 Ultimate skills: 5000-9999 Evasive skills: 10000-14999 Unknown skills: 15000-19999 (this is a kind of skills that are currently not used) Blast skills: 20000-24999 Awaken skills: 25000-25999
And the association between id and id2 should be like following: id = id2 + (type of skill start number)
So for example, for super skills, id2 should match the id. But for ultimate skills, id should be id2 + 5000 (in decimal).
I don't know what can happen by not having the id and id2 setup correctly. I can't, however, guarantee that my mods installer 0.6+ won't accidentally wipe a skill that is not set up properly, like the ones of the game.(although the chances of happening are small anyway, since my installer will use their own dummy cms entries to reserve a id2 space).
Btw, the above space for skills also means one thing: the cms entry associated to the id2, must be below 500 (decimal).
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Post by brad on Dec 1, 2017 19:23:40 GMT
Since xv2patcher 0.6 has removed the bac/bcm protection, new skills are now a possibility, but after some conversation with MugenAttack yesterday I found out that some further tweaks and information may need to be find out on the modders end. These are the result of my tests trying to duplicate Super Kamehameha ultimate. Test 1I duplicated the entry of CKM (Super Kamehameha) as NW1 (name courtesy of MugenAttack). As id of skill I used 0x1677 (which was free in my system), as id2 (or badly called name_id in genser xml) i used 0x2ef (751), which was some random free id (or that i thought, more on that later). I assigned the skill to one of the Goku's. Then I copied the skills files with the proper folder name (or that I thought!): 751_GOK_NW1, adn the files inside (and resolved the .eepk files inside quickly with hex editing). Now went into game, looked at skill name, says "Unknown skill" (that's fine, I didn't add a name, and it is not necessary), selected the characters to fight... and infinite loading screen. I looked at xv2_log and found out that the game was trying to load files from data\skill\ULT\751_CL1_NW1\ Yes, CL1 instead of GOK. Then I found out why: apparently each character has a range of 10 skills assigned (regardless of if those skills are used later by other chars or not). GOK has the range 000-009. CL1 has the range 750-759. If you look at the characters id list you will see that CL1 has the id 75 (in decimal). So to map a skill id2 to a character, you have to divide it by 10 and you will get the character code. Test2With that info, I proceeded to do test 2. I renamed everything to 751_CL1_NW1. Went into game with Goku with this skill. This time the battle loaded, I used Kamehameha and... the animation happened, but it didn't launch anything. I did more digging. There is a skill 751 in use by CL1 range. Not an ultimate, an special, but apparently the game didn't like that. Test 3I renamed everything properly as 752_CL1_NW1. Went to game, and now the Super Kamehameha clone works ok. ------- Feel free to shre more infos about adding new skills here. Yeah I have problem Here Whenever I tried to make new skill in game and give to my new characters It's goes to infinite loading !!! Can you tell me how to solved I'm making new transformable skills but it's going to infinite loading
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Post by SK007 on Dec 1, 2017 19:52:02 GMT
dude now tool is out for making skills so use tool it's easy than manual method
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