Warrior
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Post by HunYan on Nov 5, 2016 17:14:07 GMT
Please Help. The compiler is still not working for me. those are my files path : D:\flexsdk\bin D:\NewFolder2\scripts I modified the maintimeline.as like this image.prntscr.com/image/bdba3fc3ea9a441799e541940da7cedd.pngand edited CharaList.as to add a slot. and this is what I did in the command line to compile PATH=D:\flexsdk\bin cd D:\NewFolder2 mxmlc -compiler.source-path=D:\NewFolder2\scripts D:\NewFolder2\scripts\CHARASELE_fla\MainTimeline.as and I tried using a bat file too. (and I tried different file path like C: instead of D:) But everytime I do this I don't get any new swf file. And in the command line I just get the warnings that everyone get and can be ignored.
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Deleted Member
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Last seen: Nov 25, 2024 11:23:44 GMT
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Post by Deleted on Nov 5, 2016 17:23:17 GMT
What I did: -Made all Supervillian forms the last costume of their regular character (freed up a lot of slots) -Made Final Form Mira an additional costume for Mira -Added Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki, and all Great Apes to CSS -Gave Great Ape Nappa two costumes Notes: -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki use whatever moves your CaC has -Tokitoki crashed my game -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki need their portraits added to the CHARA01.emb -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki all default to blue aura and the same incredibly high stats -Elder Kai uses different animations than he did in XV1 iircYou can add these characters in cus cms aur and psc and do whatever you want (their structure is very similar to last year) (Yes I removed Bulma's skill cause Vegeta didn't teach her anything)
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Warrior
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Post by Vlad The Imapler on Nov 5, 2016 18:38:05 GMT
What I did: -Made all Supervillian forms the last costume of their regular character (freed up a lot of slots) -Made Final Form Mira an additional costume for Mira -Added Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki, and all Great Apes to CSS -Gave Great Ape Nappa two costumes Notes: -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki use whatever moves your CaC has -Tokitoki crashed my game -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki need their portraits added to the CHARA01.emb -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki all default to blue aura and the same incredibly high stats -Elder Kai uses different animations than he did in XV1 iircYou can add these characters in cus cms aur and psc and do whatever you want (their structure is very similar to last year) Could you point me toward a tutorial on how to do that plz?
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 5, 2016 18:45:16 GMT
Yeah would be nice a tutorial for adding characters to the game like we did in Xenoverse 1
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VIP
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Don't mess up with Killers ;P
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Posts: 1,283
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Post by SK007 on Nov 5, 2016 18:58:50 GMT
What I did: -Made all Supervillian forms the last costume of their regular character (freed up a lot of slots) -Made Final Form Mira an additional costume for Mira -Added Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki, and all Great Apes to CSS -Gave Great Ape Nappa two costumes Notes: -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki use whatever moves your CaC has -Tokitoki crashed my game -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki need their portraits added to the CHARA01.emb -Bulma, Dende, Guru, Elder Kai, Supreme Kai of Time, Tokitoki all default to blue aura and the same incredibly high stats -Elder Kai uses different animations than he did in XV1 iircYou can add these characters in cus cms aur and psc and do whatever you want (their structure is very similar to last year) (Yes I removed Bulma's skill cause Vegeta didn't teach her anything) Hey Becks7 can you make tutorial for this how did you do this awesome work That's will be so good for everyone Please!!!
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Moderator
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Posts: 1,576
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Post by eternity on Nov 5, 2016 20:03:13 GMT
Please Help. The compiler is still not working for me. those are my files path : D:\flexsdk\bin D:\NewFolder2\scripts I modified the maintimeline.as like this image.prntscr.com/image/bdba3fc3ea9a441799e541940da7cedd.pngand edited CharaList.as to add a slot. and this is what I did in the command line to compile PATH=D:\flexsdk\bin cd D:\NewFolder2 mxmlc -compiler.source-path=D:\NewFolder2\scripts D:\NewFolder2\scripts\CHARASELE_fla\MainTimeline.as and I tried using a bat file too. (and I tried different file path like C: instead of D:) But everytime I do this I don't get any new swf file. And in the command line I just get the warnings that everyone get and can be ignored. Try to use relative paths to see if that changes. Anyway, I'm asuming you are modifying the Xenoverse 2 file. Because, for Xenoverse 1, the variables to put in MainTimeline are different. Since you alredy changed the directory to D:\Newfolder2, I don't see the point of using absolute paths.
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Hero
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Post by Feraz on Nov 5, 2016 20:06:02 GMT
Where can I put dummy lines for CharaList.as?
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Fighter
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Loving X2M
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Post by dookiesubmerge on Nov 5, 2016 23:49:34 GMT
Okay, so the way I got this to work was putting the ENTIRE scripts folder into the flexsdk/bin so its flexsdk/bin/scripts. then just run the command prompt: cd D:\flexsdk\bin mxmlc -compiler.source-path=.\scripts .\scripts\CHARASELE_fla\MainTimeline.as After it runs the MainTimeline.swf should be in the CHARASELE_fla folder. Like eternity said, just rename it CHARASELE.swf. Then move it to where you have the CHARASELE.iggy, then drop the swf on to the iggy3 program and it'll inject and all should be good to go for you.
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God of Destruction
Komodo
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This is where the fun begins
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Post by komodoxeno on Nov 6, 2016 12:44:30 GMT
Still no luck with stages, perhaps I'll try other stage IDs. I haven't updated the iggytex yet, but that shouldn't be an issue.
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Deleted Member
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Post by Deleted on Nov 6, 2016 13:13:31 GMT
Still no luck with stages, perhaps I'll try other stage IDs. I haven't updated the iggytex yet, but that shouldn't be an issue. No you should update iggytex and adjust image frame for the new stage. In Charasele case if the slot doesn't have a DDS in iggytex the roster will be messed up.
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Deleted Member
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Post by Deleted on Nov 6, 2016 13:14:52 GMT
You can add these characters in cus cms aur and psc and do whatever you want (their structure is very similar to last year) Could you point me toward a tutorial on how to do that plz? I couldn't find any tutorial to add new ones. But I'll make a tuto when I have some free time
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 6, 2016 13:40:58 GMT
Guys can you tell me how to place dummy lines in charalist.as?
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Fighter
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Post by dmnbt on Nov 6, 2016 13:57:38 GMT
Not sure if this is what you want, but [[InvalidCode,0,0,0]] adds a completely blank slot to the character list
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God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Post by komodoxeno on Nov 6, 2016 14:20:34 GMT
Still no luck with stages, perhaps I'll try other stage IDs. I haven't updated the iggytex yet, but that shouldn't be an issue. No you should update iggytex and adjust image frame for the new stage. In Charasele case if the slot doesn't have a DDS in iggytex the roster will be messed up. The charsele.iggytex uses a tiled dds, if i use an unused slot, it will just be black. Check for yourself
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Deleted Member
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Post by Deleted on Nov 6, 2016 14:49:32 GMT
No you should update iggytex and adjust image frame for the new stage. In Charasele case if the slot doesn't have a DDS in iggytex the roster will be messed up. The charsele.iggytex uses a tiled dds, if i use an unused slot, it will just be black. Check for yourself Oh. I mean when the slot doesn't have a DDS in CHARA01 the roster will be messed up. Charasele. iggy is drawing portraits only from CHARA01 but Stagesele.iggy is using two portraits with different dimensions for each stage (portrait with bigger dimensions from emb file and portrait with smaller dimensions from iggytex). So the new stage should have both portraits to work properly. I can't check the game now but hopefully this helps
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God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Last seen: May 2, 2024 21:30:05 GMT
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Post by komodoxeno on Nov 6, 2016 15:15:04 GMT
The charsele.iggytex uses a tiled dds, if i use an unused slot, it will just be black. Check for yourself Oh. I mean when the slot doesn't have a DDS in CHARA01 the roster will be messed up. Charasele. iggy is drawing portraits only from CHARA01 but Stagesele.iggy is using two portraits with different dimensions for each stage (portrait with bigger dimensions from emb file and portrait with smaller dimensions from iggytex). So the new stage should have both portraits to work properly. I can't check the game now but hopefully this helps my bad i meant stagesele
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Warrior
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Post by HunYan on Nov 6, 2016 16:48:50 GMT
Thank you all guys, I fixed the compiling problem and I added the new slots. Now I just have to edit the qxd file to unlock them Guys can you tell me how to place dummy lines in charalist.as? Not sure what you mean. But you just need to edit charalist.as to add a slot and then edit MainTimeline to add the dummy variable containing the name of the rest of files (classes) of CHARASELE_fla directory just like what eternity did. then just compile the MainTimeline.as file.
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Hero
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Post by Feraz on Nov 6, 2016 17:00:14 GMT
Ok, thanks
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Hero
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Posts: 363
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Post by Feraz on Nov 6, 2016 17:00:58 GMT
Another thing, why when I add certain characters like TOK (Kaiohshin of time) it makes the roster disappear?
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Warrior
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Post by Vlad The Imapler on Nov 6, 2016 17:10:46 GMT
Another thing, why when I add certain characters like TOK (Kaiohshin of time) it makes the roster disappear? You need to give them CSS portraits first.
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