Lord of Disruption
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Post by Val E Ryon on Nov 2, 2016 23:10:04 GMT
Is there any way to know what number of slots we'll have left over or perhaps have in total? I know the old XV1 method was limited to 13 extra slots and we have four dlcs incoming, plus whatever little extras occur here or there. I guess perhaps its just a question to keep in mind. It would help to know the total just for future compatibility concerns (when DLC hits, it'll most likely replace any immediate slots after the base lineup). Related note, eternity does using this method overcome the limited 13 slots issue for XV1? No, the limit is not imposed on us by the iggy file but by the amount of available, unused IDs that are in the game. The game was just released, so there's no way we can tell what our limitations are just yet. Also, we will wait for the DLC to be released before we start upgrading the roster, things WILL change with every DLC. Once all are out we can go crazy, until then we will also know about all file changes form XV1 to XV2. At least the important ones.
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Post by mastaklo on Nov 2, 2016 23:10:28 GMT
when i add demigra and add a dmg folder in chara it always loads goku instead from the dmg folder anyone knows wheres defined which slot loads which folder?
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Lord of Disruption
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Post by Val E Ryon on Nov 2, 2016 23:12:38 GMT
cms mastaklo
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Post by Deleted on Nov 2, 2016 23:29:25 GMT
When I try to compile .as to .swf with mxmlc it shows me: A file found in a source-path must have the same package structure '', as the definition's package, 'CHARASELE_fla' . Can someone help me with this?
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Post by eternity on Nov 2, 2016 23:41:35 GMT
When I try to compile .as to .swf with mxmlc it shows me: A file found in a source-path must have the same package structure '', as the definition's package, 'CHARASELE_fla' . Can someone help me with this? You must compile exactly like i put. Either: mxmlc -compiler.source-path=.\scripts .\scripts\CHARASELE_fla\MainTimeline.as Or (for trace to work): mxmlc -compiler.source-path=.\scripts -omit-trace-statements=false .\scripts\CHARASELE_fla\MainTimeline.as And in the command line, you should be in the directory above the scripts folder. The -compiler.source-path is what fixes that problem you get.
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 3, 2016 0:12:20 GMT
I'll try to make a detailed tutorial later, for now I'll explain quickly. The code that populates the character selection screen is a long, long array, but let's look at the end of it: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]]]; this is with the MRN edit?or the original iggy?
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Post by Deleted on Nov 3, 2016 0:23:08 GMT
I'll try to make a detailed tutorial later, for now I'll explain quickly. The code that populates the character selection screen is a long, long array, but let's look at the end of it: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]]]; this is with the MRN edit?or the original iggy? This is how the iggy should be in order to add MRN slot
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Post by dmnbt on Nov 3, 2016 0:27:33 GMT
Yeah, my example has the MRN added already, as people were saying they coudn't add slots beyond that one.
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 3, 2016 0:37:14 GMT
thanks guys. still trying to comprehend this .
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Post by 無限 on Nov 3, 2016 1:16:50 GMT
this might help a little better. i put the stuff onto new lines so its easier to see.
...]]], [["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]], [["GKB",0,0,0,false,[160,161]]], [["MRN",0,0,0,false,[-1,-1]]], <--- MRN added in [["ABC",0,0,0,false,[-1,-1]],["ABC",1,0,1,false,[-1,-1]]] <-- another additional slot ];
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 3, 2016 1:18:54 GMT
this might help a little better ...]]], [["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]], [["GKB",0,0,0,false,[160,161]]], [["MRN",0,0,0,false,[-1,-1]]], <--- MRN added in [["ABC",0,0,0,false,[-1,-1]],["ABC",1,0,1,false,[-1,-1]]] <-- another additional slot ]; thanks
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Post by mastaklo on Nov 3, 2016 2:17:09 GMT
now only the skills are left ill release this soon this slot can be used with any mod so for example you could just put the zamazu fusion from xan in the new folder and it works as its own slot
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Post by 無限 on Nov 3, 2016 2:23:04 GMT
wait, what about stages. this could be part of adding new ones in.
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Post by dookiesubmerge on Nov 3, 2016 5:27:09 GMT
Mastaklo, should I assume you edited the cms manually?
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 3, 2016 7:54:32 GMT
Before editing the code of the random key, we need to edit another thing, it is a workaround to a compiler issue. Open the file scripts/CHARASELE_fla/MainTimeline.as with a text editor of your choice. Somewhere in the class, declare a dummy variable containing the name of the rest of files (classes) of CHARASELE_fla directory. As illustrated int his screenshot: "Why are wo doing this?" you may wonder. The answer: the compiler can only handle a single ".as" file argument. The compiler will automatically include all files that file uses, and the files that those files, use, etc recursively and add it to the swf. But those files I put there are unused by the rest of the code. And even if unused, they are needed by the game (or something odd happens). So a way to solve this problem is to trick the compiler into including them, by declaring those dummy variables in the screenshot. Can somebody please explain how to do this for CharaList.as? Im a noob to programming so please go easy on me
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Post by dmnbt on Nov 3, 2016 9:57:11 GMT
You only have to add those lines to MainTimeline.as
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 3, 2016 10:11:08 GMT
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Post by Feraz on Nov 3, 2016 14:16:44 GMT
Do you think that in future we will be able to add ids and hex ids of characters? We have to discover how to create new ids and link them to an hex id?
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Post by dzsihad91 on Nov 3, 2016 14:45:01 GMT
can anyone give me a tutorial for adding costume slots?
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Post by Kuroha Saenoki on Nov 3, 2016 15:17:45 GMT
Do you think that in future we will be able to add ids and hex ids of characters? We have to discover how to create new ids and link them to an hex id? That seems to be inside the char_model_spec, using Bardock as an example but: puu.sh/s5ad8.png01 is his Hex Code, you can clearly see his ID, then the 'DB25' and the single 'DF25' are all file size codes. The DB25 is the length from the very top of the file to the bottom list where 'BDK' is shown again. I'm adding slots to it atm, but adding one slot means that you gotta do these file size codes for each and every character, will take some time til I get results back, but hey, if it works, I'll have coded in 30 unused slots + am using Xans Zamasu Fusion to test.
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