Post by unleashed on Nov 8, 2018 4:23:08 GMT
read the original guide Here
Adding a new figure :
there are 3 different things we can do :
•adding an already existing character as a new figure (will be covered first)
•adding a modded character as a new figure
•adding your own CaC as a new figure
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we are going to add Bulma as a figure :
first,we need to give here a figure ID and Pose ID. lets say for example, 321 for figure ID , and 321 for Pose ID. we are gonna use these IDs later.
lets set up her Pose Data in TtlFigurePoseList.tdb
for that , we need for 4 things : her CMS ID, 3 letter character code , super attack and ultimate attack (well she doesn't have any, but i will be using Android 18 attacks instead since she is built on her)
for the CMS ID and character code data, use DemonBoy's Xenoverse ID list:
here CMS ID is 0xC8. this value is shown in HEX, since it is written as "0x" and in DECIMAL (Lazybone tool uses decimal values only) is 200.and her 3 letter code is BLF
now we need Super Attack and Ultimate Attack IDs, those IDs can also be found in DemonBoy's Xenoverse ID list
i'm gonna use Deadly Dance and for the ultimate Full Power Energy Blast Volley
now, lets add the data that we got,
i'm going to copy Goku's data and edit over it (since he is the default character Xenoverse, its always a good thing to use him as a base for things) and add FigurePose ID 321( i'm going to add her after Jiren pose ID) :
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*********** EDIT *************
creating a new posing skill is extremely easy using my tool : Hero Colosseum Editor
below is the OLD way of doing it, i'm still gonna leave this in if you want to learn the manual method.
*********** OLD METHOD BELOW *************
Now lets give her a custom posing skill,
we need to do 4 things :
Edit TTL_skill_list.tdb, and add a new posing skill
Edit "ttl_skill_ps_name_xx", "ttl_skill_ps_eff_detail_xx", "ttl_skill_ps_eff_battle_xx" for the posing skill text
First, lets edit TTL_skill_list :
i'm going to copy Goku's posing skill (posing skill ID number 1) and edit over it
lets give our new posing skill an ID of 162 (after Jiren posing skill, which is 161)
and lets change it so she gets 5000 ATK , SPD , and DEF (all repeatable, since we copied Gokus posing skill and his skill is repeatable)
finally, lets change the trigger squares to all of them (6 squares) with the value '63' at I_16 (it should say trigger squares, but as of now the the name hasn't been updated in lazybones tool)
now lets begin changing the text :
first, the posing skill name :
3 Things :
•the "id" comes in order, (from 0x0 to 0xb0) so i added bulma skill at the bottom of the file (Below the SP skills) to follow the order, and increased the ID to 0xb1
•for the "name" follow the same format and end it with your actual posing skill ID (the one we used in the skill list file)
•for the line value, input what you like.
now lets change the detail text :
same idea as above. except this type you need to append "0" before you posing skill ID. just for following the format to not cause any problems.
now for the battle text :
this one is a little different :
•the "id" order is different here, just increase the amount and follow the format
•the "name" is same as above, add an extra "0" at the beginning, but there is an extra difference : the extra two "00" at the end
those stand for the sub section ID. our posing skill has only 1 effect on 1 section (sub section 0) so the number is 016200 or "0, POSE_SKILL_ID, SUB_SECTION_ID"
if we where to add a second effect, then the sub section would be increased to 1, and the input would be 016201 (notice the 1 at the end)
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now, lets modify her figure data in TtlFigureDataList.tdb
lets go to figure ID number 321. right now it has null data (since it doesn't exist as of now) :
note that is shows figure ID as 320, but its actually the figure data for 321. this is because the ID list start from 0, but the actual figure numbers start from 1. this is very common in programming.
now i'm going to copy Goku's figure data (figure number 0 in the ID list) and edit it over it. and place her data below Jirens (figure num 319)
things i changed :
•the POSE SKILL ID (which was 321)
•the POSING SKILL ID (162)
•the RARITY (3 for UR)
•the SKILL COUNT
•made the LIMIT BREAKS to -1, we don't want her to limit break to anything
--->>>make sure to repack the MSG files and TDB files and put them in xv2Patcher "data" folder with their respective paths. <<<---
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and now we are done with the numbers and into UI stuff :
first , go to \data\chara (xv2 patcher data file)
and create a "BLF" folder for bulma (because this file doesn't exist, unlike if we installed a modded character)
and go to Goku's path in \data\chara\GOK (since he is our default character to copy from)
and copy his "GOK_000_0101.fpf" and "GOK_TTL.aic" into the BLF file and change the 3 character code into "BLF" of course. and make sure you change the posing skill ID "101" into Bulma's actual posing ID "321"
so it will be BLF_000_0321.fpf and BLF_TTL.aic
we need these files in order to load the figure in game, and we just copied them now without edits since there are no tools to edit such files yet. (you can convert the FPF file to XML using Lazybone XML Serializer, but most values are unknown )
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now into the textures. (her figure images)
go to \data\ui\texture\ttl
and copy Goku's large and medium file "figure_0101_l.emb" and "figure_0101_m.emb" (since his Pose ID is 101)
into Xv2Patcher data folder : \data\ui\texture\ttl
so it will be "figure_0321_l.emb" and "figure_0321_m.emb"
change the posing ID "101" into bulma's "321"
we also need the small image which is in figure_s. we need to extract the contents first
and make a "0321_s.dds" (copy Goku's small image and rename it)
so it would look like this
finally, you need to actually edit those images with bulma's actual images, but for example sake i'm gonna be using the Goku images.
use PAINT.NET to edit dds files.
and ofcourse, make sure to repack your emb files.
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so now we added our figure and we are done....
but wait, how do we 'get' it?
normally that would be by summoning, but the problem is (as far as i have tested) you wouldn't be able to summon the figure. it seems the summon IDs are hard-coded in the game EXE. meaning you would need to patch the EXE to change them. (although i'm not 100% sure.)
but there are 3 other ways we can do to use new figure,
•making another figure limit break into our figure (editing figure data in the TDB)
•using my Hero Colosseum Editor
•using Lazybone Save Editor (has hero colosseum Support)
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i will be explaining 1 method, using Hero Colosseum Editor
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Hero Colosseum Editor is a save editor for the hero Colosseum thats lets you edit your inventory such as changing figures to other figures
to make this work, go to data/fgrData.text (inside the Hero Colosseum editor and NOT xv2)
open the text file and scroll all the way to figure 320 (the current last released figure)
and add your new figure id in this format :
and that's it! the editor will now recognize your new figure and you can edit its combine points, level, stats, etc..
BAM! here is our amazing (Goku-ish) new figure!
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as for adding modded characters, its an identical process. except the fact that the character file would already be created in data/chara by the Xv2 mods installer
for the character IDs, you will be taking them using XV2 Mod Installer->Tools->Slot Editor Tab (since DemonBoy's list doesn't have IDs for modded character, obviously..)
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for making your own CaC as a new figure, again, its an identical process. except an extra step of using CaC2X2M to turn your CaC into a real modded character. then follow the same steps for modded characters.