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 Mar 12, 2018 15:07:27 GMT
The tutorial has been updated with the "bcs hair color" feature introduced in 2.2 (and patcher 2.1).
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Apprentice
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Posts: 1
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Last seen: Mar 23, 2019 14:39:15 GMT
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Post by zaleria on Mar 14, 2018 16:40:55 GMT
Hate to bring this up again when so many others have done so before me... But has anyone actually figured out how to change skill damage? I've seen a lot of suggestions on how to do it, one even gave some specifics instead of just "It might be in this file"... I tried every method suggested, as best as I could, but they turned out to be either too vague, or didn't work at all.
My intention was to increase the damage on the Time Skip skills, which in my opinion have far too low damage to be worth taking over other options for combo finishers, and back attacks... Time Skip/Molotov is also one of the weakest ultimates in the game... I have a full damage build with 125 in the three damage stats, and the supers struggle to hit 2k, while the ultimate hits around 7k, I'd like to make these attacks more viable if possible... I'd really appreciate it if someone can help me figure this out.
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Mar 14, 2018 23:25:17 GMT
Hate to bring this up again when so many others have done so before me... But has anyone actually figured out how to change skill damage? I've seen a lot of suggestions on how to do it, one even gave some specifics instead of just "It might be in this file"... I tried every method suggested, as best as I could, but they turned out to be either too vague, or didn't work at all. My intention was to increase the damage on the Time Skip skills, which in my opinion have far too low damage to be worth taking over other options for combo finishers, and back attacks... Time Skip/Molotov is also one of the weakest ultimates in the game... I have a full damage build with 125 in the three damage stats, and the supers struggle to hit 2k, while the ultimate hits around 7k, I'd like to make these attacks more viable if possible... I'd really appreciate it if someone can help me figure this out. To change the damage of Time Skip/Molotov you basically just need the genser tool and the .bac file of the skill. The damage is in the TransformControl section with the type 0x2. Try searching for <PARAMETER value="-18.0" /> Every type 0x2 that has a parameter of -18 are the ones that dictate the damage of the all the hits before the final hit. Basically the damage of those hits are capped. To uncap them just remove the negative sign. Positive values are affected by damage multipliers and opponent damage resistance. Negative values ignore damage multipliers and damage resistance.
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Fighter
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Posts: 17
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Last seen: Jan 26, 2020 15:10:06 GMT
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Post by mrcojonudo on Mar 15, 2018 9:38:44 GMT
Hello! Is there a way to put the detransformation mechanic of Kaio Ken or ssj blue into regular Super Saiyan? I created a custom version of the ssj transformation and I want to make it more realistic so please help me.
Thank you very much!
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Apprentice
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Posts: 1
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Last seen: Mar 22, 2018 19:10:31 GMT
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Post by gglolol on Mar 17, 2018 0:57:32 GMT
im having a problem with an awoken skill for a specific character;it has 6 stages,but i cannot dictate the ki costs,which is my problem.
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Apprentice
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Posts: 4
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Last seen: Apr 19, 2018 15:13:57 GMT
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Post by marrcoselpro on Mar 17, 2018 12:42:18 GMT
Someone can do this on video? please
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Apprentice
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Posts: 1
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Last seen: Jun 11, 2018 10:02:35 GMT
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Post by mckerel on Mar 19, 2018 21:58:35 GMT
how to add additional transformations stages I have transformations skill ssj1 - ultra-instinct
but i need to add more 1 stage as mastered ultra instinct how to do that
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Fighter
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Posts: 41
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Last seen: Dec 4, 2022 21:33:42 GMT
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Post by stealthcl0wn on Mar 23, 2018 18:42:46 GMT
I have a bit of a weird bug: A custom transform of mine shrinks the character when used. Any possible cause?
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Apprentice
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Posts: 5
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Last seen: Mar 11, 2020 14:45:07 GMT
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Post by tonyyg3 on Mar 25, 2018 4:20:30 GMT
So I've been trying to figure this out all day and i really didn't want to ask because I've seen so many people ask but I couldn't find a solution. So I'm trying to convert Supernova cooler from an ULT to a SUP and I've followed as the steps as shown by eternity. But whenever I equip the skill it shows "Unknown Skill" but when I buy it from the Shop it shows there correct name that I gave it. So while trying to figure everything out i looked through the forums and i seen that some people were having the same issue and they said clear the data folder and i did that also and nothing working. Also when i looked at the the patcher log and this came up "Patch "bac_bcm_check_remove" located at address 00007FF6964963D9. Relative: 0x2f63d9." now from what I've read this means that theirs a file missing. So I've read and made a folder within a folder so that i can put the skill directory in there and still nothings worked. I know I'm close to figuring it out i just need a little nudge in the right direction.
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Apprentice
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Posts: 1
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Last seen: Apr 15, 2018 19:38:26 GMT
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Post by haseovii on Mar 27, 2018 22:04:35 GMT
How would I go about adding just another skill's effects to another skill? I want to add the effects (the faster ki charge, slight stamina charge, and knockback ) of the ki charge skill "Divine Charge" or "Ultimate Charge" from the New Power Up Skills mod, to Surging Spirit for CAC. Is this possible to do without copying the animation as well?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Apr 3, 2018 19:30:37 GMT
I made a transformation skill with 4 stage and everything is ok, but I don't understand why theere is only the name of the first one (or the ability in general? in this case "super saiyan"), and for the others "unlock awoken skill"... is because the game normally hasn't more than 3 stage? eternity
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Apprentice
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Posts: 2
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Last seen: Apr 12, 2018 16:25:02 GMT
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Post by saiyangamez on Apr 9, 2018 21:44:06 GMT
I was wondering what you would do for the DLC 6 skills (Soaring Fist/Surging Spirit/etc.) because when I use the tool, it doesn't change the id-agnostic of the skills. Does anyone know why this is?
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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 Apr 9, 2018 22:05:58 GMT
I made a transformation skill with 4 stage and everything is ok, but I don't understand why theere is only the name of the first one (or the ability in general? in this case "super saiyan"), and for the others "unlock awoken skill"... is because the game normally hasn't more than 3 stage? eternity The game is not prepared to have more than 3 stage names. This issue also affects portraits, either the emb+hci based, or the auto-portrait.
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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 Apr 10, 2018 14:58:41 GMT
The tutorial was updated with the bcs body thing added in lastest version.
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Apr 10, 2018 16:52:21 GMT
I made a transformation skill with 4 stage and everything is ok, but I don't understand why theere is only the name of the first one (or the ability in general? in this case "super saiyan"), and for the others "unlock awoken skill"... is because the game normally hasn't more than 3 stage? eternity The game is not prepared to have more than 3 stage names. This issue also affects portraits, either the emb+hci based, or the auto-portrait. I see... ok, thanks.
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Apprentice
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Posts: 1
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Last seen: Apr 18, 2018 23:10:08 GMT
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Post by dubyabush on Apr 17, 2018 12:33:55 GMT
How would I go about making an awakening skill giving you more health? I've looked around a bit and I can't seem to find any info about it. Any help would be appreciated.
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Fighter
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Posts: 13
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Last seen: Sept 24, 2020 13:12:15 GMT
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Post by phantompro43 on Apr 25, 2018 16:53:23 GMT
Hello, I have a question, is it possible to make a transformation skill use certain partsets, then branch off to a completely different partset.
For Example, Say a SSJ Rose Kaioken skill uses partsets 314, 315, 316 for Rose, Rose Kaioken, and Rose Kaioken X10 respectively. However, I want to make a SSJ Rose 2 form that uses the partsets from Rose Kaioken as a basis.
Example: SSJ Rose 2 skill uses 314, 315, to access Rose and Rose Kaioken, but branches to partset 320 for Rose 2 form. Is it possible to do that?
Thanks in advance!
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Apr 28, 2018 6:18:04 GMT
Thanks eternity for the dual skill support for custom characters. But, can't we create our own modified version of an existing dual skill? When I edited the Dual Super Kamehameha, increasing the Ki Cost and damage done. Then installed it, it kinda lost it's "dual" wait time gauge thing. Custom characters wouldn't respond to it. My character simply does the initial kick (the kick connects) then nothing. Stuck to using Vanilla Duals for now?
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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 Apr 28, 2018 7:13:47 GMT
Thanks eternity for the dual skill support for custom characters. But, can't we create our own modified version of an existing dual skill? When I edited the Dual Super Kamehameha, increasing the Ki Cost and damage done. Then installed it, it kinda lost it's "dual" wait time gauge thing. Custom characters wouldn't respond to it. My character simply does the initial kick (the kick connects) then nothing. Stuck to using Vanilla Duals for now? Dual skills need to be in the cns file, and currently, the installer doesn't touch that file. One of the annoying things about that format, is that dual skills need to have a cms "owner". That kind of dependency sucks when being implemented (e.g. what if the char gets uninstalled, what do i do with the dual skill pointint to invalid cms?). I guess that if I ever implement this, I will leave the cms owner as "HUM" to avoid all this trouble.
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Fighter
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Posts: 36
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Last seen: Jan 22, 2022 1:16:10 GMT
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Post by theneru on Apr 28, 2018 9:02:19 GMT
Dual skills need to be in the cns file, and currently, the installer doesn't touch that file. One of the annoying things about that format, is that dual skills need to have a cms "owner". That kind of dependency sucks when being implemented (e.g. what if the char gets uninstalled, what do i do with the dual skill pointint to invalid cms?). I guess that if I ever implement this, I will leave the cms owner as "HUM" to avoid all this trouble. I see. Thanks for the info.
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