VIP
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Posts: 559
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Last seen: Jan 31, 2016 16:07:14 GMT
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Post by 無限 on Jan 26, 2017 2:28:40 GMT
what i found out so far:
Type 0 - Animation
Type 1 - hit box
Type 2 - Acceleration/Movement
Type 4 - something to do with motion adjusting for player.
Type 5 - opponent knockback
Type 8 - effects
Type 9 - Projectile/Wave/etc Launch
Type 10 - Camera
U_00 of each type is Time start
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Apprentice
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Posts: 6
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Last seen: Dec 8, 2018 20:45:20 GMT
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Post by mamekoski on Jan 28, 2017 22:00:13 GMT
Sir Mugen, how can i mod a skill so it could execute faster??
let's say i want to improve Final Kamehameha so it executes as fast as x4 Kaioken Kamehameha, do i need to change the data in BAC type2 or type9?? thanks~
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Warrior
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Posts: 84
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Last seen: Aug 3, 2023 21:31:43 GMT
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Post by lazybone on Jan 28, 2017 22:26:18 GMT
Sir Mugen, how can i mod a skill so it could execute faster?? let's say i want to improve Final Kamehameha so it executes as fast as x4 Kaioken Kamehameha, do i need to change the data in BAC type2 or type9?? thanks~ In BacType0, increase the first float in the F_18 group. It should be 1 by default. That will speed the animation up. BacType11 is sound.
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Apprentice
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Posts: 6
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Last seen: Dec 8, 2018 20:45:20 GMT
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Post by mamekoski on Jan 29, 2017 20:56:06 GMT
Sir Mugen, how can i mod a skill so it could execute faster?? let's say i want to improve Final Kamehameha so it executes as fast as x4 Kaioken Kamehameha, do i need to change the data in BAC type2 or type9?? thanks~ In BacType0, increase the first float in the F_18 group. It should be 1 by default. That will speed the animation up. BacType11 is sound. thanks lazybone. will try that once i back to home. btw, how do i repack the xml into BAC again? just drag it again to genser tool?
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Moderator
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Posts: 1,576
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 3, 2017 19:45:35 GMT
I've updated genser with this info and also the info provided by lazybone. (If i have forgotten something or you have new info, tell me and I will include in next version).
It is worth to notice a parameter, "FLAGS" (the 16 bits value at offset 6), which is common in all types. This value, when 1, applies the entry only to cacs. When 2, applies only to roster characters (when 0, I guess it applies to both).
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Moderator
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Posts: 1,576
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 21, 2017 13:39:40 GMT
Since the next update of the game is going to do a lot of changes into some skills, comparing the bac files of current version with the ones from next version (and reading the changelog) may provide us the opportunity to find out a lot more things.
I'll make sure of having a copy of the previous version (I still have copies from all previous versions).
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Warrior
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Posts: 84
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Last seen: Aug 3, 2023 21:31:43 GMT
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Post by lazybone on Feb 23, 2017 21:17:51 GMT
I don't know which BAC Types it is yet, but at least one of the BAC Types is a controller which determines when and how to access the proceeding Bac Entry. Deleting all the BAC Types on the first Bac Entry in Aura Slide, for instance, removes all the directional options and ability to hit more than once, but keeps the initial neutral-direction attack. Good finds! For the part I quoted, take a look at bac type 7. I've noticed it links to other bac entries (at least in transformations) but have not had a chance to fully test it. Some other info I've found... BacType6 is for charged attacks. If it's removed, the charge part of the attack never even begins. I think it is related to U_22 in the BCM, which points to another bac entry. That might be the entry used when the charge is completed. Effects use the same IDs as auras (the first value in U_10). Put an aura ID in there, say 200 for Super Saiyan, and you will get that aura on your character. It disappears if you jump or block, otherwise it's permanent.
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Fighter
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Posts: 13
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Last seen: Sept 14, 2021 1:15:35 GMT
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Post by jackthorn on Mar 6, 2017 2:44:07 GMT
BacType17 seems to allow you to connect one BacEntry to another. I don't know what each value is, but U_10 is the BacEntry to connect to.
For example <BACType17> <START_TIME value="0" /> <DURATION value="44" /> <U_04 value="0x0" /> <FLAGS value="0x0" /> <U_08 value="0x0" /> <U_0A value="0x0" /> <U_0C value="0x0" /> <U_0E value="0x0" /> <U_10 value="0x3" /> <U_12 value="0x0" /> </BACType17>
As soon as it hits frame 44 in the entry, it'll change to BacEntry 3.
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Apprentice
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Posts: 2
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Last seen: Mar 29, 2017 5:36:17 GMT
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Post by victori on Mar 29, 2017 1:12:18 GMT
what i found out so far: Type 0 - Animation Type 1 - hit box Type 2 - Acceleration/Movement Type 4 - something to do with motion adjusting for player. Type 5 - opponent knockback Type 8 - effects Type 9 - Projectile/Wave/etc Launch Type 10 - Camera U_00 of each type is Time start
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Apprentice
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Posts: 2
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Last seen: Mar 29, 2017 5:36:17 GMT
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Post by victori on Mar 29, 2017 1:13:45 GMT
I've updated genser with this info and also the info provided by lazybone. (If i have forgotten something or you have new info, tell me and I will include in next version). It is worth to notice a parameter, "FLAGS" (the 16 bits value at offset 6), which is common in all types. This value, when 1, applies the entry only to cacs. When 2, applies only to roster characters (when 0, I guess it applies to both).
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on May 26, 2017 18:26:56 GMT
Any updates on this?
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Fighter
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We Humans Are The Ones You Should Fear Most!!
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Posts: 15
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Last seen: Jul 11, 2020 16:52:43 GMT
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Post by Gale _The_VastoLordeZ on Dec 25, 2017 23:56:40 GMT
Sir Mugen, how can i mod a skill so it could execute faster?? let's say i want to improve Final Kamehameha so it executes as fast as x4 Kaioken Kamehameha, do i need to change the data in BAC type2 or type9?? thanks~ In BacType0, increase the first float in the F_18 group. It should be 1 by default. That will speed the animation up. BacType11 is sound. whats the entry for the throw animation!
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