Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Feb 15, 2018 11:49:12 GMT
(Sorry for my english) This guide is great, thank you very much. I have a doubt, for an awaken skill, in the creator skill, if I want to use the after.bac, in the section of your guide under CUS, U_0E, the value 2 for the first entry (A: Enable;), would not it be valid? Because I do not take the after (I know you have to put it in decimal in the skill creator). And one last thing, for that same value, if I want the first entry (A: Enable;) to be c, in decimal I would get a value of more than 4 digits, how could I put it in the skill creator? Again, thank you very much for the guide. So long as you construct your 0xABCD value correctly, when you convert to decimal it'll work just fine. There's some transformations already in the game that do that; they use 6 for the A flag so their decimal values end up with 5 digits. 2 is a valid value for enabling moveset swapping, but it also enables skillset swapping. There's no value that enables moveset swapping without skillset swapping. HOWEVER, you can make sure no skillset swap happens if you make the "Change Skillset" value in the Skill Creator -1. So long as it's -1 you'll be fine.
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Apprentice
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Posts: 7
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Last seen: Apr 1, 2018 12:13:50 GMT
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Post by didesa on Feb 15, 2018 13:58:16 GMT
(Sorry for my english) This guide is great, thank you very much. I have a doubt, for an awaken skill, in the creator skill, if I want to use the after.bac, in the section of your guide under CUS, U_0E, the value 2 for the first entry (A: Enable;), would not it be valid? Because I do not take the after (I know you have to put it in decimal in the skill creator). And one last thing, for that same value, if I want the first entry (A: Enable;) to be c, in decimal I would get a value of more than 4 digits, how could I put it in the skill creator? Again, thank you very much for the guide. So long as you construct your 0xABCD value correctly, when you convert to decimal it'll work just fine. There's some transformations already in the game that do that; they use 6 for the A flag so their decimal values end up with 5 digits. 2 is a valid value for enabling moveset swapping, but it also enables skillset swapping. There's no value that enables moveset swapping without skillset swapping. HOWEVER, you can make sure no skillset swap happens if you make the "Change Skillset" value in the Skill Creator -1. So long as it's -1 you'll be fine. Thanks for answering, I really appreciate it. -First, one thing in case you want to consider it for your guide: in the BAC section, BACType10 "Camera", EAN_TO_USE, I think I'm pretty sure that the value 0x5 corresponds to the skill's cam.ean (at least it worked to use the cam.ean of my skill). -To finish a last doubt I have. In order to use the after.bac of my custom skill, I had to create a new folder in the data / skill directory in the game folder to put that file, and reference it in the bac entry of the CUS tab of the creator skill. Doing this works, but I can not find the way to reference from that after.bac to the skill's ean. Another thing I've tried has been to put the after.bac directly into the skill files (calling it NNNN_CCC_SSSS_AFTER.bac) without the reference of the previous method, but so the skill does not use it (I've put 2 to U_0E, well built in decimal). What am I doing wrong? Thanks in advance.
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Feb 15, 2018 22:32:06 GMT
So long as you construct your 0xABCD value correctly, when you convert to decimal it'll work just fine. There's some transformations already in the game that do that; they use 6 for the A flag so their decimal values end up with 5 digits. 2 is a valid value for enabling moveset swapping, but it also enables skillset swapping. There's no value that enables moveset swapping without skillset swapping. HOWEVER, you can make sure no skillset swap happens if you make the "Change Skillset" value in the Skill Creator -1. So long as it's -1 you'll be fine. Thanks for answering, I really appreciate it. -First, one thing in case you want to consider it for your guide: in the BAC section, BACType10 "Camera", EAN_TO_USE, I think I'm pretty sure that the value 0x5 corresponds to the skill's cam.ean (at least it worked to use the cam.ean of my skill). -To finish a last doubt I have. In order to use the after.bac of my custom skill, I had to create a new folder in the data / skill directory in the game folder to put that file, and reference it in the bac entry of the CUS tab of the creator skill. Doing this works, but I can not find the way to reference from that after.bac to the skill's ean. Another thing I've tried has been to put the after.bac directly into the skill files (calling it NNNN_CCC_SSSS_AFTER.bac) without the reference of the previous method, but so the skill does not use it (I've put 2 to U_0E, well built in decimal). What am I doing wrong? Thanks in advance. AFTER BAC's cannot use skill EANs. They have to load animations from the player EAN.
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Apprentice
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Posts: 7
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Last seen: Apr 1, 2018 12:13:50 GMT
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Post by didesa on Feb 16, 2018 11:20:53 GMT
Thanks for answering, I really appreciate it. -First, one thing in case you want to consider it for your guide: in the BAC section, BACType10 "Camera", EAN_TO_USE, I think I'm pretty sure that the value 0x5 corresponds to the skill's cam.ean (at least it worked to use the cam.ean of my skill). -To finish a last doubt I have. In order to use the after.bac of my custom skill, I had to create a new folder in the data / skill directory in the game folder to put that file, and reference it in the bac entry of the CUS tab of the creator skill. Doing this works, but I can not find the way to reference from that after.bac to the skill's ean. Another thing I've tried has been to put the after.bac directly into the skill files (calling it NNNN_CCC_SSSS_AFTER.bac) without the reference of the previous method, but so the skill does not use it (I've put 2 to U_0E, well built in decimal). What am I doing wrong? Thanks in advance. AFTER BAC's cannot use skill EANs. They have to load animations from the player EAN. Geez, luckily I asked you, I saved a lot of time trying to try things to do something I was not going to achieve. Thank you very much for all your help
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Fighter
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Posts: 13
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Last seen: May 31, 2020 21:47:04 GMT
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Post by bigthebudo on Mar 4, 2018 23:29:13 GMT
Does anyone know what values control the projectile speed of an attack? I've tried to mess around in the BAC files but no luck.
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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 7, 2018 10:42:54 GMT
Hello!!
Is it possible to make Super Saiyan transformation return to base form once the stamina is depleted? The same effect as Kaio ken? I have been toying for a while with the Skill Creator but still haven't figured it out yet.
Thank you very much!
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Mar 16, 2018 11:38:33 GMT
Does anyone know what values control the projectile speed of an attack? I've tried to mess around in the BAC files but no luck. That's in BSA, not BAC. The specifics are outside my knowledge. Hello!! Is it possible to make Super Saiyan transformation return to base form once the stamina is depleted? The same effect as Kaio ken? I have been toying for a while with the Skill Creator but still haven't figured it out yet. Thank you very much! I don't know for sure. Most likely it's the Super Soul the PUP is connected to.
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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 16, 2018 16:01:34 GMT
Hello!! Is it possible to make Super Saiyan transformation return to base form once the stamina is depleted? The same effect as Kaio ken? I have been toying for a while with the Skill Creator but still haven't figured it out yet. Thank you very much! I don't know for sure. Most likely it's the Super Soul the PUP is connected to. Thank you for answering, Smithers!! I don't think that the Super Soul is the answer. I've been creating new transformations and attaching super souls to them, and I even tried to put the Kaio Ken ones to the Super Saiyan transformation, and it depletes stamina no problem. The issue is that when it reaches 0 stamina, my char doesn't return to base form. There must be some coding that says that whenever a character runs out of stamina he/she returns to base form. Maybe there is something I haven't seen, I'm not sure
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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 Mar 16, 2018 16:38:49 GMT
Hi, what do you know about the super saiyan "teleport" ability? is it possible to insert on the original kaiohken and potential unleashed?
and another thing: I changed the kamehameha x10 bcm, every "ki required 200" has become "ki required 100", but it still use 200 ki in battle... do you know why?
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Mar 16, 2018 23:23:24 GMT
I don't know for sure. Most likely it's the Super Soul the PUP is connected to. Thank you for answering, Smithers!! I don't think that the Super Soul is the answer. I've been creating new transformations and attaching super souls to them, and I even tried to put the Kaio Ken ones to the Super Saiyan transformation, and it depletes stamina no problem. The issue is that when it reaches 0 stamina, my char doesn't return to base form. There must be some coding that says that whenever a character runs out of stamina he/she returns to base form. Maybe there is something I haven't seen, I'm not sure Behaviours then? In situations like this, I'd duplicate the skill in the Skill Creator, and then change one thing at a time until you find what you're looking for. Hi, what do you know about the super saiyan "teleport" ability? is it possible to insert on the original kaiohken and potential unleashed? and another thing: I changed the kamehameha x10 bcm, every "ki required 200" has become "ki required 100", but it still use 200 ki in battle... do you know why? The skills with teleporting actually contain multiple versions of themselves in the BAC and BCM. The teleporting versions are locked off with BCM's CUS_AURA. There is no simple way to add teleporting to a skill for transformations, you'd have to add new versions in the BAC/BCM and set your Behaviour_66 in the Skill Creator to trigger their CUS_AURA values. Ki Required doesn't use Ki, it simply tells the game that you need that much ki to activate. The BAC file will be consuming Ki with TransformControl TYPE 0x4 entries.
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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 Mar 18, 2018 16:01:58 GMT
Hi, what do you know about the super saiyan "teleport" ability? is it possible to insert on the original kaiohken and potential unleashed? and another thing: I changed the kamehameha x10 bcm, every "ki required 200" has become "ki required 100", but it still use 200 ki in battle... do you know why? The skills with teleporting actually contain multiple versions of themselves in the BAC and BCM. The teleporting versions are locked off with BCM's CUS_AURA. There is no simple way to add teleporting to a skill for transformations, you'd have to add new versions in the BAC/BCM and set your Behaviour_66 in the Skill Creator to trigger their CUS_AURA values. Ki Required doesn't use Ki, it simply tells the game that you need that much ki to activate. The BAC file will be consuming Ki with TransformControl TYPE 0x4 entries. like always, thank you very much.
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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 Mar 21, 2018 16:24:38 GMT
Hi, do you know if mixing transformation animation (easy example: first stage like super saiyan, second stage like super vegeta ecc...) is an hard thing to do?
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Hero
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Posts: 123
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Last seen: Apr 3, 2020 3:49:20 GMT
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Post by Smithers on Mar 24, 2018 0:12:26 GMT
Hi, do you know if mixing transformation animation (easy example: first stage like super saiyan, second stage like super vegeta ecc...) is an hard thing to do? Not hard at all. You can add merge the animations into a single EAN with EAN Organizer. You'll probably need to do the same with CAM.EAN, which requires you hex edit the CAM.EAN afterwards. Offset 0x10 needs to be "01" instead of "00". Use Super Vegeta's appropriate BAC Entry for the second stage (since it will be designed around the animation). Adjust the Animation's EAN_INDEX and Camera's EAN_INDEX values to fit the new ones. You should be golden.
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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 Mar 24, 2018 17:47:46 GMT
Hi, do you know if mixing transformation animation (easy example: first stage like super saiyan, second stage like super vegeta ecc...) is an hard thing to do? Not hard at all. You can add merge the animations into a single EAN with EAN Organizer. You'll probably need to do the same with CAM.EAN, which requires you hex edit the CAM.EAN afterwards. Offset 0x10 needs to be "01" instead of "00". Use Super Vegeta's appropriate BAC Entry for the second stage (since it will be designed around the animation). Adjust the Animation's EAN_INDEX and Camera's EAN_INDEX values to fit the new ones. You should be golden. even if I don't know anything about ean_index and what to do (I have read both .bac files and seen the difference), I understood.
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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 4, 2018 22:15:34 GMT
Heya again. Another question. How do I shorten/lengthen the charge duration of chargeable Ki Supers like Kamehameha, Galick Gun, 10x Kamehameha and others like those? What parts of the bac and/or bcm to edit?
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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 18, 2018 16:33:33 GMT
hi, I need your help: I'm trying to add a new "piece of body" in .bcs transformation partset, for example bardack's tail (BDK_000_Face_Nose), but even though I put it in the right place (the super saiyan partset 100, for example), the new piece is already visible from the base form and I don't know why. how can I make it invisible? another thing, how much do you know about bcs files? because a guide would be very usefull.
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Fighter
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Posts: 13
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Last seen: May 31, 2020 21:47:04 GMT
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Post by bigthebudo on May 7, 2018 10:51:49 GMT
Does anyone know how to change the nature of counters (i.e. make sure that a counter can counter only ki blasts or both melee and ki blasts)
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Apprentice
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Posts: 8
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Last seen: Feb 12, 2019 15:59:01 GMT
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Post by kingcorrosiv on Jan 29, 2019 19:06:22 GMT
Awesome guide. Not only did this help me create find what to edit, it also helped me understand what i was actually doing. one thing i'm still having difficulty with are strike attacks and ki charge moves. For example meteor crash has all of its damage values set to 0 in the bdm, also in the bcm the ki costs are also 0. can anyone guide me in how to alter these? For ki charge moves i can't find where to actually input how much it charges, i don't think it would be damage.
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Warrior
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Posts: 76
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Last seen: Dec 16, 2019 13:31:17 GMT
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Post by airwebber on Mar 16, 2019 23:02:21 GMT
@smithers Question do you know if the "SKILL_ID value" used by BACType8 “Effect” in a .bac file is converted to ID neutral format by Eternity’s latest version of Skill Creator? I use some effects from another skill in my custom Awaken skill and I can't seem to get ID neutral format to work with it. There really is no easy way to do use the other skills .eepk & .emb (which I modified both as well) without having the x2m force replace them in the skills appropriate folder.
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Apprentice
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Posts: 1
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Last seen: Jun 11, 2020 12:31:23 GMT
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Post by mrragerx on Jun 11, 2020 12:31:23 GMT
Hey there im new to the game and i just want to ask how to add moveset to my cac i want like the ki blade moveset i already downloaded the mod but dont know how to install it
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