Post by Acephelos on Mar 3, 2019 0:12:34 GMT
So after skulking about for a few weeks I've slowly pieced together how to mod a bit of XV2. I created this thread because I haven't seen anyone explain how to do this and I managed to figure it out. So without further ado:
HOW TO CREATE A SEQUENTIAL TRANSFORMATION:
As I said above I managed to figure this out only recently and decided I'd give back to the community that helped me get even that far. What this does is allow characters to transform progressively in sequence rather than jumping to the highest transformation they can afford with their current amount of Ki. For example:
- Lets say your Ki is at 400.
- You use your awakening skill for the first time. And you go SSJ.
- You then find the time to up your transformation to the next stage (which can be instantly mind you) and transform again, finding yourself at SS2.
- You fire off your ultimate and drain all your Ki (0).
- Excited, you blindly attempt to transform again...and you release your current tranformation, returning to a completely un-trasnsformed state.
- Lacking the Ki to transform to even your first form, you must store up your Ki and clear each transformation level in sequence again.
While the above scenario may not sound all that great, I found it to be a lot of fun progressively unleashing my full power. This applies to the AI too, assuming you've allowed them to transform with the XV2 patcher eternity worked so hard on. If you're interested then read on.
HOW TO DO:
The process is quite simple; after reading Adding Further Stages To Awakens by Kyousuke I understood how to add further stages to my transformations (even if the info is slightly outdated). As I sat there looking at the XML-ized .BCM for SSJ and finding the order peculiar, especially considering the opposite flow displayed within the .BAC, I realized that the .BCM flow reminded me of a simple switch/case statement from various programming languages:
int ki = 400;
switch (ki)
{
case 500:
/* Go SS3 */
break;
case 400:
/* Go SS2 */
break;
case 300:
/* Go SSJ */
break;
default:
/* Ect.. */
break;
}
Notice how the value of ki is checked against our case values in descending order, just like in the .BCM file.
Edit: I also realized in hindsight that rather than a switch/case statement it would be more accurate as a simple If/Then/Else statement chain, but w/e.
Those of you with programming experience or maybe even a mind for logic may already be able to deduce what has to be done in order to get the transformations to proceed sequentially instead of jumping to the highest you can afford with your Ki. Just to be sure I'll explain it anyway.
REORDERING THE .BCM FILE:
I'm going to be lazy and have you read gurlock's tutorial I linked above rather than re-explain the fundamentals of these .BCM files, so continue this tutorial after reading his tutorial and everything will make sense.
Now that you understand the transformation .BCM, all you need to do is do the opposite of what gurlock says to do for his tutorial:
Instead of placing a stage directly above its preceeding stage place it below. So that your entries eventually read:
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)
Read more: animegamemods.net/thread/2458/add-stages-awakens#ixzz5h3wSqsa6
...
Paste it ABOVE the current SSJ3 entry, and do the same with the duplicate entry (the “already from transformed state" one)
Read more: animegamemods.net/thread/2458/add-stages-awakens#ixzz5h3wSqsa6
Instead of placing a stage directly above its preceeding stage place it below. So that your entries eventually read:
- SSJ
- SS2
- SS3
Rather than the default:
- SS3
- SS2
- SSJ
Of course update all the IDs and duplicate the...“already from transformed state" entries and order them in this new way as well. After that you should have a progressive transformation.
If you have any questions I'll see if I can't help, but remember I'm new to this too.