How to add further stages to awakens
Jul 23, 2017 11:08:14 GMT
Val E Ryon, pessi, and 3 more like this
Post by Kyousuke on Jul 23, 2017 11:08:14 GMT
Hello there! This is my first tutorial for XV2, in which I’ll explain how to increase the number of stages you can transform into through awakens. I decided to make it as many people were asking me how to do that, and I wasn’t able to find any tutorial available online (everything I’m writing here was the result of trials and errors while comparing future ssj, vegeta ssj and ssj awakens together, in order to look at the differences and understand how to increase the stages). Without further ado, let’s make an awaken which goes from SSJ to SSJ4 (or GOD, or whatever floats your mind!).
The first thing to understand is that this is just an example, which you can use as a base to make an awaken which has many more stages than this; the process is always the same, it’s just a matter of repeating the same thing over and over. Don’t worry and just keep reading, you’ll figure out everything once you’ll read further.
First of all, use the skill editor (part of the XV2Inst tool made by Eeternity, which you can find here animegamemods.freeforums.net/thread/821/xv2-mods-installer ) to import the standard SSJ awaken which ID is 25000.
Locate the folder (in which you imported the base awaken through the skill creator) and you should find 2 files, a .bac and a .bcm. You need to convert them in a readable format, so grab the GENSER tool kindly developed by Eternity, which you can find here:
animegamemods.freeforums.net/thread/701/tools-eternity
(don’t forget to thank him, while you are at it).
Now, drag and drop both .bac and .bcm into genser, and you should get 2 .xml files.
Let’s start with the .bcm first:
Open it (I used Notepad++) and look at the content: there are many “bcm” entries.
The first entry is a dummy entry, which you’ll find in any bcm file and must NOT touch it at all, just ignore it.
Right after it, the next entries are for the transformations; since we choose SSJ awaken as fodder we have a total of 3 stages available.
From top to bottom we have SSJ3, SSJ2 and SSJ (you can easily check this by looking at the “KI_REQUIRED” value, which is 500 for SSJ3, 400 for SSJ2 and 300 for SSJ). Sharper people will quickly notice that after the SSJ bcm entry there is another SSJ3 entry; why is that?
That’s simple. Actually the bcm contains 3 types of entries (leaving out the first dummy one):
- The entries to transform from base state to any other form, which share the “<U_18 value="0xc80" />” value;
- The entries to transform from an already transformed state to another one (like from SSJ1/2 to SSJ3) which share the “<U_18 value="0xd00" />” value (there is not duplicate for SSJ since you obviously can’t be already in a transformed state without being at least on the first stage;
- The last 2 entries are the deactivation/unlock/cancel awaken, one for when you are floating on the air and one for when you are on the ground.
So what we have learned so far:
- The bcm contains 1 dummy entry on top;
- Right after follow the awakens; 3 from base state to any stage and 2 for an already transformed state (in the case of standard SSJ awaken);
- 2 deactivation entries.
I know that I’m being a bit repetitive, but this is something that must be understood.
And now it’s (finally) time to add a new stage! Copy the whole SSJ3 entry
Paste it ABOVE the current SSJ3 entry, and do the same with the duplicate entry (the “already from transformed state" one)
And paste it again, above the current SSJ3 one.
What we now need to do is to change some values for both added entries, these 3:
<BAC_INDEX value="0x2" />
<BAC_INDEX2 value="0x2" />
<TRANS_MODIFIER value="2" />
Since we are adding a new stage which goes from SSJ3 to SSJ4 we will change those values to 03, which should look like this:
<BAC_INDEX value="0x3" />
<BAC_INDEX2 value="0x3" />
<TRANS_MODIFIER value="3" />
Should you want add further stages, the process is always the same, copy the whole bcm entry 2 times (the one from base state and the one from an already transformed state) and increase the Bac Index/index2/trans_modifier values by 1 for each stage you want to add (let’s say that you wanted to add a SSJ5 stage too, copy again the bcm entries and use 04 for the bac indexes, while 4 for the trans_modfier, and so on).
<KI_REQUIRED value="500" /> is (as you can read) the requirement for the awakens to be activated. Since SSJ3 already uses 5 bars of ki (500) you can either use 600 onward for your new stage or lower the general requirement for each stage.
Now onto the last 2 entries (deactivation ones): their bac index and bac index2 must be always HIGHER than the last transformation value. Since SSJ3 had a value of 02, the bac index/index2 for those 2 were respectively 04 and 03, as you can see here:
<BcmEntry idx="6" ptr_30="7" ptr_3C="6">
<BAC_INDEX value="0x4" />
<BAC_INDEX2 value="0x4" />
<BcmEntry idx="7" ptr_3C="7">
<BAC_INDEX value="0x3" />
<BAC_INDEX2 value="0x3" />
Since we added a fourth stage we need to increase their values, like this:
<BcmEntry idx="6" ptr_30="7" ptr_3C="6">
<BAC_INDEX value="0x5" />
<BAC_INDEX2 value="0x5" />
<BcmEntry idx="7" ptr_3C="7">
<BAC_INDEX value="0x4" />
<BAC_INDEX2 value="0x4" />
So if you added a SSJ5 form too, the first one should be 06 and the last one 05 and so on.
Now, there is one thing left to do in the bcm: the bcm entries themselves.
Since we added new entries by copy/paste, we need to update the bcm values. It’s not a hard process, it’s more tedious than anything.
As rule of thumb, leave the dummy bcm entry (on top) as it is, and do the same for the first awaken which follows right after (the last one you added).
If you strictly followed my tutorial, the value for your SSJ4/wathever awaken on top should be this one:
<BcmEntry idx="1" ptr_30="2" ptr_3C="1">
Leave it as it is.
From the next bcm onward, you must increase by 1 all the values on the bcm entry, so it will look like this
<BcmEntry idx="2" ptr_30="3" ptr_3C="2">
<BcmEntry idx="3" ptr_30="4" ptr_3C="3">
And so on until the last one.
With that done, whe have finally finished with the .bcm, feel free to convert it back to .bcm through genser tool.
Let’s focus now on the .bac (convert it with genser if you haven’t done it yet).
Again, I’ll open it with Notepad++.
Don’t be scared by the amount of text inside it, what you really need to do is pretty simple.
First things first, there are 5 bac entries: 3 of them represent the 3 awaken stages, the last 2 the deactivation.
Differently from the bcm, the stages oreder SSJ to SSJ3 from top to bottom. Since we are adding a fourth stage, let’s find the third “<BacEntry flags="0x0">”; now, copy the WHOLE bac entry from “<BacEntry flags="0x0">” to “</BacEntry>” and paste it right after the SSJ3 one (repeat this process for each stage you want to add for your awaken) and that’s it. Save and convert it back with genser.
We have finally finished editing the .bac and bcm, the only thing left to do is inside the skill editor (I’ll just say the most basic things, as Eternity made a tutorial which explains his tool in details, which you can find here
animegamemods.freeforums.net/thread/1745/creating-skill-xv2-creator ) .
Inside the CUS tab on the “Num of transform” field, put 4 if your awaken has 4 stages, 5 if 5 and so on.
In the PUP tab, as always, put new entries for each stage, giving the stats you want to use.
In the transformation tab, in the patcher section, you can either choose to use the ssj3 stance using the value 2 for behaviour 11 and 10 or keep your base stance with 1 (beware that it will work only for SAIYANS, every other race will look dead on the ground, so stick with 1 for them). Integer 2 should be 3 for ssj4 (as ssj3 is 2), put 4 if there is a ssj5 form and so on
Now, as for Integer 3 and behaviour 13, I respectively use 0 and 4, taken from kaioken, I believe. It’s more of a personal choice since it’s less buggy and I don’t have to mess with portraits and such.
If you did everything correctly, just embedd your x2m costume, and you should have some results similar to this:
I hope this tutorial will be useful for someone, sorry for any myspell or grammatical errors you may encounter during your reading, as English is not my main language.
A special thanks to Smithers for correcting me on what the double awaken entries inside the bcm were meant for .
The first thing to understand is that this is just an example, which you can use as a base to make an awaken which has many more stages than this; the process is always the same, it’s just a matter of repeating the same thing over and over. Don’t worry and just keep reading, you’ll figure out everything once you’ll read further.
First of all, use the skill editor (part of the XV2Inst tool made by Eeternity, which you can find here animegamemods.freeforums.net/thread/821/xv2-mods-installer ) to import the standard SSJ awaken which ID is 25000.
Locate the folder (in which you imported the base awaken through the skill creator) and you should find 2 files, a .bac and a .bcm. You need to convert them in a readable format, so grab the GENSER tool kindly developed by Eternity, which you can find here:
animegamemods.freeforums.net/thread/701/tools-eternity
(don’t forget to thank him, while you are at it).
Now, drag and drop both .bac and .bcm into genser, and you should get 2 .xml files.
Let’s start with the .bcm first:
Open it (I used Notepad++) and look at the content: there are many “bcm” entries.
The first entry is a dummy entry, which you’ll find in any bcm file and must NOT touch it at all, just ignore it.
Right after it, the next entries are for the transformations; since we choose SSJ awaken as fodder we have a total of 3 stages available.
From top to bottom we have SSJ3, SSJ2 and SSJ (you can easily check this by looking at the “KI_REQUIRED” value, which is 500 for SSJ3, 400 for SSJ2 and 300 for SSJ). Sharper people will quickly notice that after the SSJ bcm entry there is another SSJ3 entry; why is that?
That’s simple. Actually the bcm contains 3 types of entries (leaving out the first dummy one):
- The entries to transform from base state to any other form, which share the “<U_18 value="0xc80" />” value;
- The entries to transform from an already transformed state to another one (like from SSJ1/2 to SSJ3) which share the “<U_18 value="0xd00" />” value (there is not duplicate for SSJ since you obviously can’t be already in a transformed state without being at least on the first stage;
- The last 2 entries are the deactivation/unlock/cancel awaken, one for when you are floating on the air and one for when you are on the ground.
So what we have learned so far:
- The bcm contains 1 dummy entry on top;
- Right after follow the awakens; 3 from base state to any stage and 2 for an already transformed state (in the case of standard SSJ awaken);
- 2 deactivation entries.
I know that I’m being a bit repetitive, but this is something that must be understood.
And now it’s (finally) time to add a new stage! Copy the whole SSJ3 entry
<BcmEntry idx="1" ptr_30="2" ptr_3C="1">
<U_00 value="0x0" />
<U_04 value="0x0" />
<U_08 value="0x2000" />
<U_0A value="0x0" />
<U_0C value="0x0" />
<U_10 value="0x0" />
<U_14 value="0x0" />
<U_18 value="0xc80" />
<U_1C value="0x3" />
<BAC_INDEX value="0x2" />
<U_22 value="0x0" />
<U_24 value="0x0" />
<U_26 value="0x0" />
<U_28 value="0x0" />
<BAC_INDEX2 value="0x2" />
<U_2C value="0xffff" />
<U_2E value="0x2" />
<U_38 value="0x0" />
<KI_COST value="0" />
<U_44 value="0x0" />
<U_48 value="0x0" />
<U_4C value="0x4" />
<U_50 value="0x0" />
<STAMINA_COST value="0" />
<U_58 value="0x0" />
<KI_REQUIRED value="500" />
<HEALTH_REQUIRED value="0" />
<TRANS_MODIFIER value="2" />
<U_66 value="0xffff" />
<U_68 value="0x0" />
<U_6C value="0x0" />
</BcmEntry>
Paste it ABOVE the current SSJ3 entry, and do the same with the duplicate entry (the “already from transformed state" one)
<BcmEntry idx="4" ptr_30="5" ptr_3C="4">
<U_00 value="0x0" />
<U_04 value="0x0" />
<U_08 value="0x2000" />
<U_0A value="0x0" />
<U_0C value="0x0" />
<U_10 value="0x0" />
<U_14 value="0x0" />
<U_18 value="0xd00" />
<U_1C value="0x3" />
<BAC_INDEX value="0x2" />
<U_22 value="0x0" />
<U_24 value="0x0" />
<U_26 value="0x0" />
<U_28 value="0x0" />
<BAC_INDEX2 value="0x2" />
<U_2C value="0xffff" />
<U_2E value="0x2" />
<U_38 value="0x0" />
<KI_COST value="0" />
<U_44 value="0x0" />
<U_48 value="0x0" />
<U_4C value="0x4" />
<U_50 value="0x0" />
<STAMINA_COST value="0" />
<U_58 value="0x0" />
<KI_REQUIRED value="500" />
<HEALTH_REQUIRED value="0" />
<TRANS_MODIFIER value="2" />
<U_66 value="0xffff" />
<U_68 value="0x0" />
<U_6C value="0x0" />
</BcmEntry>
And paste it again, above the current SSJ3 one.
What we now need to do is to change some values for both added entries, these 3:
<BAC_INDEX value="0x2" />
<BAC_INDEX2 value="0x2" />
<TRANS_MODIFIER value="2" />
Since we are adding a new stage which goes from SSJ3 to SSJ4 we will change those values to 03, which should look like this:
<BAC_INDEX value="0x3" />
<BAC_INDEX2 value="0x3" />
<TRANS_MODIFIER value="3" />
Should you want add further stages, the process is always the same, copy the whole bcm entry 2 times (the one from base state and the one from an already transformed state) and increase the Bac Index/index2/trans_modifier values by 1 for each stage you want to add (let’s say that you wanted to add a SSJ5 stage too, copy again the bcm entries and use 04 for the bac indexes, while 4 for the trans_modfier, and so on).
<KI_REQUIRED value="500" /> is (as you can read) the requirement for the awakens to be activated. Since SSJ3 already uses 5 bars of ki (500) you can either use 600 onward for your new stage or lower the general requirement for each stage.
Now onto the last 2 entries (deactivation ones): their bac index and bac index2 must be always HIGHER than the last transformation value. Since SSJ3 had a value of 02, the bac index/index2 for those 2 were respectively 04 and 03, as you can see here:
<BcmEntry idx="6" ptr_30="7" ptr_3C="6">
<BAC_INDEX value="0x4" />
<BAC_INDEX2 value="0x4" />
<BcmEntry idx="7" ptr_3C="7">
<BAC_INDEX value="0x3" />
<BAC_INDEX2 value="0x3" />
Since we added a fourth stage we need to increase their values, like this:
<BcmEntry idx="6" ptr_30="7" ptr_3C="6">
<BAC_INDEX value="0x5" />
<BAC_INDEX2 value="0x5" />
<BcmEntry idx="7" ptr_3C="7">
<BAC_INDEX value="0x4" />
<BAC_INDEX2 value="0x4" />
So if you added a SSJ5 form too, the first one should be 06 and the last one 05 and so on.
Now, there is one thing left to do in the bcm: the bcm entries themselves.
Since we added new entries by copy/paste, we need to update the bcm values. It’s not a hard process, it’s more tedious than anything.
As rule of thumb, leave the dummy bcm entry (on top) as it is, and do the same for the first awaken which follows right after (the last one you added).
If you strictly followed my tutorial, the value for your SSJ4/wathever awaken on top should be this one:
<BcmEntry idx="1" ptr_30="2" ptr_3C="1">
Leave it as it is.
From the next bcm onward, you must increase by 1 all the values on the bcm entry, so it will look like this
<BcmEntry idx="2" ptr_30="3" ptr_3C="2">
<BcmEntry idx="3" ptr_30="4" ptr_3C="3">
And so on until the last one.
With that done, whe have finally finished with the .bcm, feel free to convert it back to .bcm through genser tool.
Let’s focus now on the .bac (convert it with genser if you haven’t done it yet).
Again, I’ll open it with Notepad++.
Don’t be scared by the amount of text inside it, what you really need to do is pretty simple.
First things first, there are 5 bac entries: 3 of them represent the 3 awaken stages, the last 2 the deactivation.
Differently from the bcm, the stages oreder SSJ to SSJ3 from top to bottom. Since we are adding a fourth stage, let’s find the third “<BacEntry flags="0x0">”; now, copy the WHOLE bac entry from “<BacEntry flags="0x0">” to “</BacEntry>” and paste it right after the SSJ3 one (repeat this process for each stage you want to add for your awaken) and that’s it. Save and convert it back with genser.
We have finally finished editing the .bac and bcm, the only thing left to do is inside the skill editor (I’ll just say the most basic things, as Eternity made a tutorial which explains his tool in details, which you can find here
animegamemods.freeforums.net/thread/1745/creating-skill-xv2-creator ) .
Inside the CUS tab on the “Num of transform” field, put 4 if your awaken has 4 stages, 5 if 5 and so on.
In the PUP tab, as always, put new entries for each stage, giving the stats you want to use.
In the transformation tab, in the patcher section, you can either choose to use the ssj3 stance using the value 2 for behaviour 11 and 10 or keep your base stance with 1 (beware that it will work only for SAIYANS, every other race will look dead on the ground, so stick with 1 for them). Integer 2 should be 3 for ssj4 (as ssj3 is 2), put 4 if there is a ssj5 form and so on
Now, as for Integer 3 and behaviour 13, I respectively use 0 and 4, taken from kaioken, I believe. It’s more of a personal choice since it’s less buggy and I don’t have to mess with portraits and such.
If you did everything correctly, just embedd your x2m costume, and you should have some results similar to this:
I hope this tutorial will be useful for someone, sorry for any myspell or grammatical errors you may encounter during your reading, as English is not my main language.
A special thanks to Smithers for correcting me on what the double awaken entries inside the bcm were meant for .