Marvel Mods

Off-Topic => Video Games Talk => Topic started by: TheVision on September 21, 2015, 03:07PM

Title: Creating a custom character by duplicating another.
Post by: TheVision on September 21, 2015, 03:07PM
Hey guys!  Before I start let me tell you that I'm fairly new to all this modding and am only asking as a last resort.

So... My intention is to duplicate a character in order to practice what I learn from you guys on.  So I chose  :hulk_icon:, as his powers seemed to be the simplest to understand (he says) in the 'talent' & 'powerStyle' doc's etc...

Now the idea seemed simple enough.  I would copy all the files & folders in the original  :hulk_icon: mod, as there would be everything needed to get this character working in these files, then start the process of replacing any references from 'hulk' to 'nuke' (new character name) and '170' (hulk's number) to '256' (new character number).

So I opened every .igb file in a hex editor, .pkgb/.xmlb/.engb files were decompiled/compiled with NRcompiler.exe, and every instance of the word 'hulk' was changed to 'nuke', and every instance of '170' was changed to '256'.  I renamed all files & folders with the same method (hulk/nuke-170/256), until I got to a point where I could no longer find a reference to the previous character/number.  Then after the final task of modifying 'herostat', I copied all the files into my MUA directory as with every other mod...

To my dismay it did not work... First I tried just the original 'hulk' and my 'nuke' in the character select line-up and it showed 'hulk' but not 'nuke', not even a visible name, so I thought maybe the two were clashing somehow and in the second line-up I chose 'venom, nuke, thor', so I'd know 'nuke' was in between the others, in case he didn't show in the selection line-up again, and he didn't !!!!!!!!

I am at a loss people, yes I'm a newbie, yes I'v been reading the billions of posts, yes I'm learning as I go, but can I hell figure this one out.  What am I missing, what don't I know yet ?!!?
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on September 21, 2015, 04:50PM
My friend, duplicating a character is kind of complicated, not that complicated but just a bit, 'cause if there is a single typo there will be issues. I always ''clone'' a character when making a mod (I duplicated Quicksilver for my Flash mod and Spidey for my 2099 mod), I'll try to be as clear as possible:

First, you must gather the files related to said character, which in your case is the Hulk. Since the Hulk is a mod, it's easier to get his files as they are already separated, so you can skip this step.

Then, I rename the files that only need to be renamed (skins, huds, animations etc). After that, I rename the remaining files to match the others, i.e. Hulk_17001.pkgb -> Nuke_25601.pkgb. (Remember to rename the effects/char/hulk to effects/char/nuke folder as well)

After the renaming is complete, I open the packages with XMLBCUI and change all the references (17001 -> 25601, 170_hulk -> 256_nuke...)

Now comes the tricky part, the talent and powerstyle files. I always start with the talent file; I open it with XMLBCUI, and rename the hulk_pX entries to nuke_pX (where X is the number, p1, p2 etc), do the same with hulk_powerX and hulk_icons.png, you will also do this with the hulk_outfitX entries as well, with that done, the talent editing is finished. Now comes the powerstyle file, the process is similar to the talent editing, you'll change every %hulk_pX stuff to %nuke_pX (there is also one hulk_icons.png in the beggining of the file, change it!); remember that I said to rename the effects folder? Yeah? Then you'll also need to rename every effects/char/hulk to effects/char/nuke. Do not rename the char/hulk_m lines, cause you'll be using Hulk's sound file, so there is no need to create another one.

If the character has an entities, interact or fightstyle file, you'll need to do the same thing you did to the powerstyle file.

Last, but not least, the herostat; there is no secret, you just need to rename the 170_hulk, Hulk, hulk_powerX, skins stuff. Again, do not rename the hulk_m.

If you've done everything correctly, you should have a successful Hulk clone, or Nuke as you'd call him. If you have any questions don't be afraid to ask!
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on September 21, 2015, 07:22PM
In addition to what Maegawa said, there's another issue... the number you chose. Any number higher than 255 will not work at all, as the game can only handle 256 numbers, from 0 to 255. (Yes, zero counts.) Testing from myself and others back then have confirmed this. Numbers 256 and beyond will just reset back to the characters at 0-255. This is mainly why your "Nuke" character didn't show up.

Take a look at the Custom Character Central (http://"https://docs.google.com/spreadsheets/d/1NjIzplzFWTw3bE7nB1zcNDaU7aPMdiD62SXnPu9Tihw/edit?pli=1#gid=4") ("The CCC" for short), and pick a number that isn't already taken.  (This page is the non-Marvel CCC, since your character is a custom one.) Then follow the aforementioned instructions, and you should see results.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 22, 2015, 02:51AM
Cheers Maegawa/Outsider.

First of all, Maegawa, you explained it beer than I, but it's a similar process to what I've been doing, fair enough I was blazee about my renaming by using find-replace which caused 'hulk_m' to be replaced with 'nuke_m' but I have a 'nuke_m' file within the new mods folders so I didn't see a problem... PS. Thanks for mentioning how a pro starts a mod "I always 'clone' a character when making a mod", I never knew if you guys start from scratch or what, this clears it up no-end!

Second, Outsider, I give you my thanks...  2 times now I have tried my method above and twice my numbers have been above 255 (616/256).  I done these numbers, 616, for namesake and then, 256, because the last entry in my mannequin folder was 254 (25401.igb). I will change this now to a more suitable number after checking out 'CCC' and hope for the best!

With your help guys I will make my first dupe/mod and as a thank you I will create a thread with step by step instructions, as so many exist and for someone who has just found out you can mod the game, they make little sense and are often incomplete...
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 22, 2015, 08:57AM
Sorry guys?!?  I tried again from scratch implementing your suggestions and came up short again.  This time I changed "Nuke's" number to '24' and methodically checked that a case sensitive find-replace was done on all files and folders in order to replace only 3 things:

   1.   170      -   24
   2.   Hulk   -   Nuke
   3.   hulk   -   nuke

below is a list of what folders/files I changed...  I know we've covered this before but I'm hoping the details help???

../actors/
   rename
      170_hulk               -   24_nuke
      170_hulk_4_combat         -   24_nuke_4_combat
      17001                  -   2401
      17002                  -   2402
      17003                  -   2403
      17004                  -   2404
      fightstyle_hulk_carryguy   -   fightstyle_nuke_carryguy
      ineract_hulk_vicitim      -   ineract_nuke_vicitim
   modify
      24_nuke,
      24_nuke_4_combat
         '170_hulk'   -   '24_nuke'
      2401,
      2402,
      2403,
      2404
         'Hulk'   -   'Nuke'
      fightstyle_nuke_carryguy,
      ineract_nuke_vicitim
         'hulk'   -   'nuke'

../data/
   entities/
      rename
         ents_hulk   -   ents_nuke
      modify
         ents_nuke
            'hulk'   -   'nuke'
   fightstyles/
      rename
         fightstyle_hulk_carryguy   -   fightstyle_nuke_carryguy
         interact_hulk_victim      -   interact_nuke_victim
      modify
         fightstyle_nuke_carryguy,
         interact_nuke_victim
            'hulk'   -   'nuke'
   powerstyles/
      rename
         ps_hulk   -   ps_nuke
      modify
         ps_nuke
            'hulk'   -   'nuke'
            'Hulk'   -   'Nuke'
   talents/
      rename
         hulk   -   nuke
      modify
         nuke
            'hulk'   -   'nuke'
            'Hulk'   -   'Nuke'

../effects/char/
   rename
      hulk/   -   nuke/
../hud/
   hud_head1700*   -   hud_head240*
   
../packages/generated/characters/
   rename
      Hulk_17001      -   Nuke_2401
      Hulk_17002      -   Nuke_2402
      Hulk_17003      -   Nuke_2403
      Hulk_17004      -   Nuke_2404
      Hulk_17001_nc   -   Nuke_2401_nc
      Hulk_17002_nc   -   Nuke_2402_nc
      Hulk_17003_nc   -   Nuke_2403_nc
      Hulk_17004_nc   -   Nuke_2404_nc
   modify
      Nuke_2401,
      Nuke_2402,
      Nuke_2403,
      Nuke_2404,
      Nuke_2401_nc,
      Nuke_2402_nc,
      Nuke_2403_nc,
      Nuke_2404_nc
         'hulk'   -   'nuke'
         170      -   24
../sounds/eng/
   rename
      h/   -   n/

../sounds/eng/n/u/
   rename
      hulk_m   -   nuke_m
      hulk_v   -   nuke_v

../textures/ui/
   rename
      hulk_icons   -   nuke_icons
   modify
      'hulk'   -   'nuke'

../ui/models/mannequin/
   rename
      17001   -   2401
   modify
      'Hulk'   -   'Nuke'


herostat.txt
      170      -   24
      'hulk'   -   'nuke'
      'Hulk'   -   'Nuke'


I have a request?!  Will one of you take a hulk mod, simply change all referances from hulk to nuke, so none of hulk's files are used, then post a link to the files both before and after. PS he must be able to stand side-by-side with the hulk in character select and whilst playing...  At least the I can go over the files for myself and see what's been changed.  PPS Outsider the 'CCC' link don't work, won't load page?
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on September 22, 2015, 08:18PM
A few things....

(1) I hope when you chose #24, you didn't overwrite the game's original 2401 files, because if you did, then you've just lost the NPC of Lilandra. (You meet a captured Lilandra at the Shi'ar stage in Act 4.) Be very careful when changing or replacing anything that the game already has. (If you did overwrite Lilandra, go here: http://marvelmods.com/forum/index.php/topic,195.0.html and request for someone to send her files to you.)

(2) Did you start a new game after you made all these changes? Modifications won't appear unless a new game is started. (If you've answered "no," try that and see. If you've answered "yes," and it's still not working, continue on.)

(3) Renaming sound or voice files won't work. It will be rendered useless. A whole new sound file would have to be created and named "nuke_m." But hey, baby steps...

(4) The CCC link didn't work -- it repeated the "http://" part. Ok, here is the Custom Character Central (http://docs.google.com/spreadsheets/d/1NjIzplzFWTw3bE7nB1zcNDaU7aPMdiD62SXnPu9Tihw/edit?pli=1#gid=4") link again. It should work now.

(5) Sorry, I can't rename all those files, as I have a LOT I'm doing, with numerous mod projects (among other things).

However, I myself or others can try and see what errors must have occurred. Forget about effects, sounds, HUDs, etc. Let's get the mod working first. Start with the package files: Open the nuke.pkgb and nuke_nc.pkgb files that you've done for 2402, highlight all of it (Ctrl + A), copy (Ctrl + C) and paste (Ctrl + V) it in your next post. I myself (time permitting) or others will see if there any errors and inform you of them.

Title: Re: Creating a custom character by duplicating another.
Post by: Polygone on September 23, 2015, 12:11PM
Thinking about how I started modding, you might wanna try 'duplicating' a mod first. With mods you can be sure you didn't miss a file cause they're all in the rar , with offical characters you have to manually grab each file from the game directory
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 26, 2015, 04:03PM
sorry guys, have been meddling...  Outsider I backed up 2401, always start a new game, where do I go to learn to create a sound file, link works, me neither, you could explain the package files a little first and see how I get on...  I'm already swapping outfit bonuses, adding abilities from other players, ie: I've just some what successfully give Nuke Human Torches 'power6' and got it to work so I'm learning fast...

I do have a small query though.  This move I've transferred still has the same hulk icon in use for it, now in the talent file, each power has an icon_texture property.  Now one would assume that if you change this to say 'textures/ui/humantorch_icons.png' then it would retrieve an icon from that file, yet the icon remains hulk-esque!

There are a fair few references to 'hulk_icons', which takes president when transferring icons?
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on September 27, 2015, 10:14AM
For sounds, take a look at this thread: http://marvelmods.com/forum/index.php/topic,4.0.html.

For icons, it's kinda tricky. Though you do see multiple icon references on the talents file, I have never seen anyone able to use a different icon from another set there when it comes to powers. (The talents file's icons only change icons seen at the menu/character select screen.) I have seen it for passives (outfit bonuses), however, as passives do allow for some icons from other sets to be used. For this reason, Batman and Rocket Raccoon for example, have two sets of icons -- the second of which is only used for passives.

Also, note that on the powerstyle file at the top, there is a reference to only one icon set -- that one refers to icons seen during gameplay.

EDIT: Also, the icon files you wrote at the packages files take priority. I've never seen more than one icon set placed there. (The packages files that have "_nc" refer to the character select screen.)

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 28, 2015, 11:13AM
Outsider: your a massive help, thanks...

Next Q guys:  my 'Nuke' (http://i59.tinypic.com/2j63ghv.png) is to be fire oriented (http://i61.tinypic.com/162bs7.gif) and I like the effects of  :humant:'s "Modern" outfit where both in menu and game his hands and head are on fire...  Now I could only find a reference to this effect in his herostat file:

Quote
      StatEffect {
      bolt = fx01 ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = fx02 ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 1 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 3 ;
      menuonly = true ;
      skin = 03 ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

Bear in mind I am new to this, but it looks pretty simple... I don't really understand the first two effects but the rest make sense...  They give me a burning head in-game and in-menu, but only burning hands in-game.

So I copied all 6 of these 'StatEffect's over to my (http://i59.tinypic.com/2j63ghv.png) file and hey-presto!  The man burns!(http://i61.tinypic.com/162bs7.gif)

Ok, so that worked out quite well for a first attempt!  Now I would pretty much like to see his hands burning in-menu so I decided to try duplicating the two current hand effects, changing 'zoneonly' to 'menuonly'.

It worked to a degree...  One of the hands would burn, but the other wouldn't!  After a bit of fcuking about with the order of these effects, I notice that only the first 7 of the now 8 effects would be rendered?!?!?  So I remove the first two and hope for the best!

It worked!  No idea what the effects I removed were for, yet, but now only 6 effects and head N' hands burn in-game and in-menu no problem?!

So I suppose I have 2 questions:

Thanks guys.  This will help! :vision:

P.S.  Feel free to use the icons, they're mine!
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 28, 2015, 11:21AM
Outsider, my friend.

While I have your attention, could I ask that you post a list of the basic files/folders needed to get a new character working, visually and in-game. Assume the character has only 2 moves, an attack power and an x-treme power, no abilities, 1 skin, basic fighting style, etc...  The bare necessities, nothing more. I could only find 1 post on this site that deals with this and it's not very informative.  Don't need a full work-up, just a file/directory list will do, thanks.  :vision:.
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on September 28, 2015, 03:16PM
In the herostat, the limit of effect entries is 7, the game won't load more than 7.

If you want only his hands to be on fire, you can leave only these two entries (the red lines you can remove as they aren't necessary):

QuoteStatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on September 29, 2015, 01:56PM
Maegawa:  I kinda gathered that from messing around with them, but it's nice to hear you back up that only 7 will load, thanks...

Q.  Can I assume then, before I go test it, that if I remove the 'skin' property that all skins will inherit this effect and that this property is only necessary for setting individual skins?

Q.  Can I also assume, by that reasoning, that by removing the 'menuonly' & 'zoneonly' properties that the game will render burning head & hands in-game & in-menu and that these properties are only necessary for setting effects in-menu/game?

What I'm trying to ask, poorly, is...  Is this all the code I needed to get burning head/hands working in-game/menu:

Quote
      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 3 ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      }

Hence, reducing the number of effects down to 3?

P.S.  I am still at a loss as to the first 2 removed effects?  Will someone please elaborate a little on them.  I have an instinct that these effects were relevant to the burning, yet am at a loss as to what their relevance/function is!

Thanks guys...  :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on September 29, 2015, 03:11PM
To be honest, I don't know the function of the first two effect entries (fx01 & fx02 respectively). From what I know, fx01 & fx02 is a part the only a few characters have (Deadpool, Wolverine, Blade, Elektra etc), it is an extension above the hands to attach effects such as Deadpool's and Blade's gun fire, Wolverine's claws and Elektra's sai trail effects, I think ya got it. And characters who doesn't have this extension, if one effect is bolted to it, it will appear inside the character (you can test it out by swapping one of Wolverine's skins for Spider-Man's and watch how the trail effects bolt to his back instead of his claws during his basic attacks for example), I swapped a few characters' skins for Human Torch's and discovered that Human torch has the fx01 and fx02 bolt points, but they are on his hands rather than above them, so it's a bit nonsense if you ask me. I know it's a bit confusing, but if you do the skin swapping example I mentioned you'll understand it I think.

So from what I discovered I think I can explain you Human Torch's effect entries:
Quote      StatEffect {
      bolt = fx01 ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = fx02 ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 1 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 3 ;
      menuonly = true ;
      skin = 03 ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      skin = 03 ;
      zoneonly = true ;
      }

The red entries are the burning hands effects that show up only in the menu and for all of his skins. You must change the fx01 and fx02 lines to Bip01 L Hand and Bip01 R Hand respectively, or else the effects won't show up in his hands, as Hulk's skins doesn't have the fx01 and fx02 bolt points.

The green entry is the burning head effect that shows up only in the zones and for the 3rd skin only. If you want all of Nuke's skins to have this effect, you must remove the skin = 03 ; line.

The blue entry is the burning head effect that shows up only in the menu and for the 3rd skin only. If you want all of Nuke's skins to have this effect, you must remove the skin = 03 ; line.

The purple entries are the burning hands effects that show up only in the zones and for the 3rd skin only. If you want all of Nuke's skins to have this effect, you must remove the skin = 03 ; line.

From what I mentioned above, in order to have all of Nuke's skins with burning hands and head in both menu and zones, the effect entries should be like this:
QuoteStatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 1 ;
      menuonly = false ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 3 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 R Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      zoneonly = true ;
      }

I hope you understood what I said, and sorry for the long post, but it was the only way I could explain. If you have any further questions feel free to ask :D
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 03, 2015, 05:21PM
Hey guys...  Before I begin, I would like to introduce y'all to a friend of mine 'n a cousin of the hulk...


   (http://i1377.photobucket.com/albums/ah45/vision81/nuke_zpsv6wpkloj.png)
(http://s1377.photobucket.com/user/vision81/media/nuke_zpsv6wpkloj.png.html)

I give you...  Nuke v1.0!!!!!

Ok guys...  Let me begin.

Up until this here stage I have not been able to get my mod working, I've been piggybacking off of the Hulk mod, overwriting his files to see the results!  In this regard I was messing about with herostat.cfg and moved hulks name to the bottom of the character-name list (at the top of the file) and his actual entry object to the far end of the file.

I noticed upon rebooting the game that hulk/nuke was nowhere to be seen in the character select lineup?  Bingo, I remember somewhere reading about something having to be in alphabetical order, didn't know what, but alphabetized the character-name list and hulk was back. AAAAAAAAAAAAAAAGGGGGGGGGGGHHHHHHHHHHHH

All along my Nuke wasn't working because he was at the end of the name list and after xman!

So I took my nuke mod, who at the time was overwriting hulks files so was 170**_hulk[,i], and renamed all files and folders to 253**_nuke (#253 unused for me!), reinstalled the hulk mod so hulk was back to normal, then proceeded to copy my updated mod files over...

SUCCESS!  Hulk & Nuke now stand, fight and die side-by-side!

I can't believe it was that simple?!  This kind of info should be readily available to the greenhorn!  I'm a web coder by nature and assumed, a.b.t.m.o.a.f's, that herostat read its' .cfg file in a line-by-line method rather than an alphabetical manor, it's illogical and error prone...

Anyway.  I have been making leaps 'n bounds with this modding malarkey thanks to the hulk mod.  You may notice nuke has:


In order to get a decent pic' of nuke the statEffect's had to be temporarily removed, but his head, hands and shoulders are ablaze thanks to some cool dormammu effects.


I said this should be explained, so here goes:

If you're new to modding like I am and you, for the first time, have come across the official characters mod and within, the herostat program and files.  You will surely, by now, be stuck as to why your new character is not showing up in the character select menu, yes/no?  Well either way read on...

The file 'herostat.cfg' is where the action is!  It is segregated into two parts:


You may notice, but glance past the fact that the list of references is is alphabetical order, I did!  It, I suppose, is natural to the ill-informed to start adding names to the end of the list and data objects to the near-end of the file and expect for the best...

I have just now finished a week of doing this and to no avail!  I had to find out by trial and error that the reference list HAS to be in alphabetical order!  The data objects on the other hand are more forgiving.

So just tidy up the .cfg file and your mods should, baring any other problems, become playable.  Any Q's just ask... :vision:

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 03, 2015, 05:51PM
My friends...

Outsider:
I no longer need that list I asked for.

Maegawa:
I would like to start by saying thank you, your help with this has been invaluable.  I think I understand it now...  I have been, as you can see, messing around with the effect's and bolton's and have come to an understanding that a model has slots for items.  These slots seem generic to the game and not the models ergo there is a limited number of slots that allow a limited number of bolton's for each character.

Now I did browse through herostat.cgf intensely looking for the other fx0*'s you mentioned, but found only 1 other and it was for green goblin's pumpkins.

I would put to you that these fx0*'s are actually custom bolt points/slots.  Specified by what, I don't know yet?!  But that sure would make sense, no?


I would also just like to point something out...
Quote
      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      zoneonly = true ;
      }

Is the same as:
Quote
      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      }


Got a few more Q's after this post if you fancy a look. :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 03, 2015, 06:21PM
Next Q:  Bolton's...

Whilst trawling through herostat.cfg, testing out bolton's I came across two I liked:

Venom's Tongue
Quote
      BoltOn {
      anim = venom_tongueanim ;
      bolt = Bip01 Head ;
      model = venom_tongue ;
      slot = ebolton_cape ;
      }

Nightcrawler's tail
Quote
      BoltOn {
      anim = 47_nightcrawlerDlc_tail ;
      bolt = Bip01 Pelvis ;
      model = 4710 ;
      slot = ebolton_tail ;
      }

I want, but can't seem to get these two anim's working together?  The secondary bolt, which ever way round they are, overrides the primary bolt ergo only the secondary is animated!

I don't quite understand why if each bolt has a unique bolt point and slot, the two conflict... What am I missing? :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 03, 2015, 07:41PM
Quote from: TheVision on October 03, 2015, 05:21PM
(http://i1377.photobucket.com/albums/ah45/vision81/nuke_zpsv6wpkloj.png)

First of all, I'd like to congratulate you Mr. Vision, your willpower for making your Nuke mod work and doing it in such small time, I really look forward to your work!

And that skin you made, pretty badass with that red tail and claws, if you could post a screenshot of his back tattoo and the fiery parts too, that would totally rock!

Congratulations and keep up your crazy (but awesome) ideas!
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 03, 2015, 08:24PM
Sorry for not answering your questions in my previous reply, I was so impressed with Nuke that the questions passed unnoticed for me.

So here we go:

Effects
This:
QuoteStatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = true ;
      zoneonly = false ;
      }

      StatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      menuonly = false ;
      zoneonly = true ;
      }

Is the same as this:
QuoteStatEffect {
      bolt = Bip01 L Hand ;
      effect = char/humant/special_burning ;
      fxlevel = 2 ;
      }

However, if you look at the red lines:
QuoteStatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 1 ;
      menuonly = false ;
      zoneonly = true ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/humant/special_burning ;
      fxlevel = 3 ;
      menuonly = true ;
      zoneonly = false ;
      }
Though they use the same effect file, they use different fxlevels for each one. Be mindful though that fxlevel has nothing to do with the intensity of the effect, it's kinda hard to explain without confusing a litte, it goes like this: an effect file, just like a talent or powerstyle file, *sometimes* has multiple entries (try opening one with XMLBCUI to see), and the fxlevel line defines which entry will be loaded (i.e. fxlevel = 3 will load the 3rd entry of the effect file). The tricky part is that I don't see any difference between the menu flaming-head effect and the zone one even though they use different fxlevels!

Bolt Points
Every character has bolt points, otherwise they wouldn't animate! Ok, these bolt points are defined in the model when they are rigged for the game. I think this thread (http://marvelmods.com/forum/index.php/topic,3782.msg68476.html#msg68476) will be very helpful for you, both for this and your next question (which I unfortunately can't answer as I don't understand Venom's Tongue and Nightcrawler's Tail boltons very well...). The fx bolt points, only a few characters have them (Wolverine, Blade, Deadpool, Elektra etc), however, they differ from character to character: Wolverine's are where his claw trail effects bolt to, Blade's are where his gunfire effect and katana trail effect bolt to, etc. Human Torch's, however, are in the same place as his L Hand and R Hand are, so it's kind of nonsense, that's why I told you to change the fx01 and fx02 lines to L Hand and R Hand in the herostat entries.
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 04, 2015, 06:58AM
Maegawa:
Your comments put a smile on my face and give me an urge to strive on, thank you!

As per your request...


Here's the modified hulk skin:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/y_zpshs12tpp9.png) (http://s1377.photobucket.com/user/vision81/media/mua/y_zpshs12tpp9.png.html)


Here's my modifications to it:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/x_zpszayd9ult.png) (http://s1377.photobucket.com/user/vision81/media/mua/x_zpszayd9ult.png.html)


Here's the character select:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2010-56-23-22_zpshfhygwek.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2010-56-23-22_zpshfhygwek.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2010-56-36-70_zpskjr1li8m.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2010-56-36-70_zpskjr1li8m.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2010-56-53-64_zpsgqzb3pz2.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2010-56-53-64_zpsgqzb3pz2.png.html)


Here's the in-game character select:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-08-38-09_zps1sw1aczp.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-08-38-09_zps1sw1aczp.png.html)


Here's a few of the passive for the only outfit:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-07-56-07_zpscm4san3p.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-07-56-07_zpscm4san3p.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-08-06-47_zpsnn5fydxw.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-08-06-47_zpsnn5fydxw.png.html)


Here's a few powers:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-07-32-52_zpsv48hg8ah.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-07-32-52_zpsv48hg8ah.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-07-40-85_zpsfujcspwj.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-07-40-85_zpsfujcspwj.png.html)


Here's a few abilities:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-08-26-04_zpsd5321wgn.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-08-26-04_zpsd5321wgn.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-08-21-32_zps0n1urvjf.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-08-21-32_zps0n1urvjf.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/000_zpswh43678i.gif) (http://s1377.photobucket.com/user/vision81/media/mua/000_zpswh43678i.gif.html)


Here's a few animations:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-06-29-53_zpsjk6r45hg.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-06-29-53_zpsjk6r45hg.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-06-25-54_zpsqbg9rvxq.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-06-25-54_zpsqbg9rvxq.png.html)


Here's a failed 1st attempt at a load screen:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-04%2011-13-07-23_zpsdofhdnra.png) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-04%2011-13-07-23_zpsdofhdnra.png.html)


Here's what it will soon look like:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/25303_zpseoljllcc.png) (http://s1377.photobucket.com/user/vision81/media/mua/25303_zpseoljllcc.png.html)


Here's the texture_icons:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/1_zpssoobdzzl.png) (http://s1377.photobucket.com/user/vision81/media/mua/1_zpssoobdzzl.png.html)


Here's me sayin' thank god that's done!


Ok then, first of all...  Sorry for the oversized pic's.

Next...  I have been experimenting with the fxlevel property in order to ascertain it's function and came to a decision to have both effects set to 2 on this basis:

On cycling through the various fxlevel values, there is a slight but noticeable difference in the positioning, size and speed of the flame effect upon the model.  Whereas one would engulf the head (fxlevel = 2), another would rest atop the head (fxlevel = 3).  This gives credit to what you said about different effects...

Next, I'm going to give a little explanation for a few of the images:

P.S. Thanks for the vote of confidence but I fear I've but scratched the surface, as now I have to look into properly transferring powertsyles, fightstyles, entities, talents and then there's always the package files...  So god damn much to learn! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 04, 2015, 12:49PM
Wow, I'm really impressed with Nuke, the changes on his skin gives him a total different look (it's like a demon who escaped from Mephisto's Realm!), and those glowing red hands and fire everywhere effects are just killer, imagine how cool it is to play as him in the Mephisto level...

You said you've only scratched the surface, don't worry, that's pretty normal, my friend, every big thing starts with a small idea, take my Flash mod for instance, his creation was similar to your Nuke mod, I duplicated Quicksilver and started to change his skins, huds, icons etc, then edit powerstyle and talent related stuff, ya know, the kind of process your doing with Nuke.

About your loading screen issue, I think this topic (http://marvelmods.com/forum/index.php/topic,614.0.html) will help a lot (though the images are no longer avaiable, it's very easy to understand it).

The head trail doesn't appear because there's no trigger to define it in the powerstyle, if you open that power's entry in the powerstyle, you'll notice there are two triggers that bolt the trail effects, one bolts the trail effect to the right hand and the other bolts it to the left hand, to add it to his is head is very simple, you simply copy either of the two triggers and change the Bip01 L Hand or Bip01 R Hand to Bip01 Head.

Now a suggestion of mine, try removing the shoulder fire effects and adding the following entry in their place, it's the flame-on effect that I ripped from Human Torch's powerstyle:
Quote
      StatEffect {
      bolt = Bip01 Spine1 ;
      effect = char/humant/special_flameon ;
      fxlevel = 1 ;
      }
I think it will look great, but don't feel forced to do it, as it's just a suggestion :D

There's ton of info about power transferring and understanding of powerstyle and talents at the knowledge base, they'll help you a lot!

If you need any help with his powers or effects, feel free to contact me, either here of through PM, as I have some great ideas for him!
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 04, 2015, 01:55PM
I haven't responded since due to my being very busy, but it looks like you're getting a good handle on things with this "Nuke" character.

That loading screen (LS) uses the same pic as my Red Hulk LS, only mine has fire in the background. Anyway, I'll try to give a quick rundown for the loading screen issue, as I've made hundreds of them that you can see at my Creation Station. (See my signature below for the link to it.)


1. Make sure you have the SkinnerUI program and a photoshop editor (I use GIMP), as you'll need it to create LS, HUDs, and icons. I assume you have it already, having made those icons.

2. Take any image you want of a certain character -- preferably a desktop/wallpaper large image. Crop it or scale it to 1820 x 1024. (This is how it will look in the game.) Now flip it vertically, so it's upside-down. Next, stretch the width to 2048 without changing the height. It should now be 2048 x 1024. (Don't worry that it's stretched and upside-down, it will align when you're playing the game.)

3. Open up SkinnerUI (it should have the offsets for "char_load_01.igb" already), and locate "Open IGB" at the top. Copy "char_load_01.igb" from your game's "textures/loading" folder, and paste that wherever you have the SkinnerUI program. This will be your go-to file for all future loading screens.

4. In Skinner UI, hit "Open IGB" and find that file you've just pasted. It should open up. (If it doesn't, the offsets are below in bold text.) Then, when you see the picture, hit "Export" and name it whatever. Wait for it to appear. Don't exit out of Skinner yet -- keep it open.

char_load_01.igb,-DXT1,2048,1024,356265,1024,512,94121,512,256,28585,256,128,12201,128,64,8105.

5. Now, on your photoshop program, take the bmp file that just appeared. Take the 2048 x 1024 image you saved earlier, and place it on top of the original image. They should be the same size. Check all corners and make sure it's aligned correctly so you don't see the original image. Save.

6. Back to SkinnerUI, hit "Import," and find the bmp image you've just saved. In a little bit, you'll see that the original image on the screen has been replaced with the new image. Hit "Accept."

7. The "char_load_01.igb" has now been overwritten, now having your image. A .bmk file (or something like that) will be there as well -- delete that. You can also delete the bmp file, as you no longer need it. Copy and paste "char_load_01.igb", and name it something else. And BAM! The loading screen is done.


If for some reason you still any trouble, post it here as you've been doing. I can't promise I'll respond right away, but Maegawa's made some LS's as well, so he should be able to help you as he's been doing.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 04, 2015, 04:54PM
Maegawa:

You say contact you, but I ain't a clue how! I just post 'n you reply...  Thanks for the link, though these two guys were the ones I was talking about that were contradicting each other.  It made it very confusing, but Outsider has just shown me the door and I've walked through it!

You seem very enthusiastic about this mod, but you must remember I have not done this before now and in the case of Nuke I have over embellished him with adornments I like in order to grasp the extent of the games capabilities.  This has happened to such a degree that I originally had in mind to create a "Thunderbolt" Ross character and as you rightly said he now looks like Mephisto's right hand man!

That being said.  I will test out your suggestion and maybe get a pic' in Mephisto's realm!  Please continue with your suggestions and bring on these "great ideas"...  This is after all only my 1ST mod and god knows what your count is?!  I was indifferent to the head trail, it was just a side note.  It would have been overkill to place one there I think?

I will continue down the demonic route with Nuke, it seems a shame to waste him.  Maybe, after I re-arrange his fighting style, powers etc...  I'll make him official and available?


Outsider:

Busy or not my illusive friend, with that one post you cracked it for me.  I could see that there was a 2048*1024 image in the igb.  Thing is I still don't know how to use skinnerUI properly and as I could only enter up to 1024*1024, I only entered the 1024 offset.  I knew I could edit the offsets in the file but assumed to stick to a square ratio.  This obviously screwed with my LS's...

So I got on board, acquired the 2048*1024 offsets and done what I'd done previously, which by chance is very similar to your method and here's the result...

(http://i1377.photobucket.com/albums/ah45/vision81/mua/ls_25301_zpso4ksksaf.png) (http://s1377.photobucket.com/user/vision81/media/mua/ls_25301_zpso4ksksaf.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/ls_25302_zpsfh0sn89d.png) (http://s1377.photobucket.com/user/vision81/media/mua/ls_25302_zpsfh0sn89d.png.html)

(http://i1377.photobucket.com/albums/ah45/vision81/mua/ls_25303_zpssrc64csk.png) (http://s1377.photobucket.com/user/vision81/media/mua/ls_25303_zpssrc64csk.png.html)

Thanks guys! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 05, 2015, 09:42AM
Next Q:  viewing MUA files.

Hey guys.  I have just transferred human torch's Nova Blast over to Nuke's files and the process consisted finding:

Now this process took a lot of searching through scatty looking files in order to find these objects, so I'm writing a few small web apps to use as GUI's for these files.  In other words you open human torch's powerstyle file in the GUI, select the fightmove 'power6' from a dropdown box and the 'power6' object is displayed as text for you to copy.

Is there anything like this already available, or do you guys want a taste when I'm done?
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 05, 2015, 04:55PM
Well, I don't know any other way to open the MUA files without using XMLBCUI. What I do when making any modification, however, is the following, every time I open a char's talent, powerstyle or entities file, I copy everything and save it in a .txt file, that way, if I wanna take for example Black Panther's Dagger Throw power, I won't need to do all the decompile process with his powerstyle, talent and entities files respectively to get only one power entry, sure it sounds a bit lazy, but when you see the time it saves you notice how it comes in handy. And I do a few "variations" of said file, for example, (original) means that the text is the original without any modification to it, (*author name* booster) means that the text is from the file of a booster someone made, (MUA2) means the text is from MUA2 files, (XML2) means the text is from XML2 files, and when it doesn't have any ()'s it means that it has text modified by me. Here's a pic showing what I said:

(http://www.mediafire.com/convkey/a1e4/t5g2tx5vjh3546qzg.jpg)

I have like 173 .txt files of these, which as I said helps a lot when I need to get power info from another char's files.
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 05, 2015, 06:45PM
Quote from: Maegawa on October 05, 2015, 04:55PM
Well, I don't know any other way to open the MUA files without using XMLBCUI. What I do when making any modification, however, is the following, every time I open a char's talent, powerstyle or entities file, I copy everything and save it in a .txt file, that way, if I wanna take for example Black Panther's Dagger Throw power, I won't need to do all the decompile process with his powerstyle, talent and entities files respectively to get only one power entry, sure it sounds a bit lazy, but when you see the time it saves you notice how it comes in handy.

This is what I do, indeed. You unknowingly revealed one of the secrets as to how I create so many mods so fast... It's not lazy, it's smart. I especially do this because my coding is different for nearly every mod I create. It's a definite time-saver.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 06, 2015, 02:25PM
My Friends...  I'm sorry!  I was not very specific in that last post.  Let me try again...

Your both experienced modders, so take a quick glance at this passive's code from the back end of the Black Widow talent file and see if you can spot the mistake the modder didn't...

Quote
   talent {
   descname = Increased XP Gain ;
   description = Increases the amount of XP earned ;
   icon = 22 ;
   icon_texture = textures/ui/talent_icons.png ;
   name = widow_outfit41 ;
   skin = 3 ;
   type = passive ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = widow_outfit41_pct ;
         value = 1.02 ;
         }

         talentvalue {
         level = 9 ;
         name = widow_outfit41_pct ;
         value = 1.1 ;
         }

      }

      level {
      count = 9 ;
      description = %widow_outfit41_pct:s $XP ;
         powerup {
         life = -1 ;
            affecter {
            affect_type = scale ;
            attribute = xp ;
            level = %widow_outfit41_pct ;
            }

         }

      }

   }

   talent {
   descname = Energy per Kill ;
   description = Regain $EP per kill ;
   icon = 15 ;
   icon_texture = textures/ui/talent_icons.png ;
   name = widow_outfit42 ;
   skin = 3 ;
   type = passive ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = widow_outfit42_pct ;
         value = 5 ;
         }

         talentvalue {
         level = 9 ;
         name = widow_outfit42_pct ;
         value = 25 ;
         }

      }

      level {
      count = 9 ;
      description = +%widow_outfit42_pct $EP per kill ;
         powerup {
         life = -1 ;
            affecter {
            attribute = energy_per_kill ;
            level = %widow_outfit42_pct ;
            }

         }

      }

   }

   talent {
   descname = Defense ;
   description = Increases $DR ;
   icon = 22 ;
   icon_texture = textures/ui/talent_icons.png ;
   name = widow_outfit43 ;
   skin = 3 ;
   type = passive ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = widow_outfit43_dr ;
         value = 1 ;
         }

         talentvalue {
         level = 9 ;
         name = widow_outfit43_dr ;
         value = 9 ;
         }

      }

      level {
      count = 9 ;
      description = +%widow_outfit43_dr $DR ;
         powerup {
         life = -1 ;
            affecter {
            attribute = defense_rating ;
            level = %widow_outfit43_dr ;
            }

         }

      }

   }

Did you miss it?  I did!  The first passive has the intention of increasing XP, yet it's icon is 22, the icon used as the default Defense icon!

(http://i1377.photobucket.com/albums/ah45/vision81/mua/02_zpsgthfbeps.png) (http://s1377.photobucket.com/user/vision81/media/mua/02_zpsgthfbeps.png.html)

Now with the kindest of regards to the Black Widow modder...  Personally I would consider this an easy mistake to make, though it should be picked up on in the final testing stages.  There is so much code just for these 3 passives, one wouldn't think to notice such a small error...

Unless you had one of these:

(http://i1377.photobucket.com/albums/ah45/vision81/mua/01_zpssy3s25oi.png) (http://s1377.photobucket.com/user/vision81/media/mua/01_zpssy3s25oi.png.html)

I do because I just spent the last 24H writing it!  Thing is I really don't fancy writing any more as it will turn into a massive project where you can view/edit/save/create parts of or full files, be them herostat/fightstyle/talent etc...

So back to my last question:  Is there anything like this already out there or do I have my work cut out for me?

And if there isn't...  Would you guys find a use for this kinda app?

P.S.  You are both correct in that it is both "lazy" and "smart".  I myself have such a directory filled with decompiled xml files...  My intention is not to open anything binary like engb/xmlb/pkgb, I have not the knowledge for that as of yet, but this app does deal with anything in text format, be it txt/xlm etc...

P.P.S.  It ain't finished yet! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 06, 2015, 03:14PM
I'm afraid that you'll find a lot of "mistakes" such as the one you found on Black Widow's passives (don't know if mistake is the correct term for it), and not only in mods, but also in the default chars' files too, I say this from experience, a while ago I was taking every passive I could find in the default chars' talents and writing in a .txt file for easy access, and I noticed that a lot of characters have different descriptions, icons and values for their respective passive, so I picked the ones that were more common and made more sense for each one.

One thing that I found a little odd, however, is the values of each passive, the ones that increase the damage of something to be precise - for example, Daredevil's Baton Damage passive, at max level, will only increase the damage by 15%, which is a little too small for me. So every passive that increases the damage of something, I changed the max level damage to 30% and the minimum level damage to 6%.

Another thing that may confuse you in the way are the Weapon Damage and Sai Damage passives, 'cause they are defined in the powerstyle file too, I think that only Deadpool and Elektra have them, I'm not sure about Blade though.

Anyway, if you want the .txt file I've mentined, here (http://www.mediafire.com/download/oyl18dwja95a0og/Costume+Passives.txt) is a link to download it, be mindful though that I've increased the values of most of them by 100% (i.e. 15% to 30%) and a few names and descriptions too so that they follow the same pattern, but overall they have the same effect, only a little buffed up, and I can't assure you that the passives of every default char is there, but I can say that most of them are.
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 06, 2015, 10:32PM
With passives, it's also important to note that you can only have them for the first four skins. A mod can have up to six skins to choose from, but only the first four will have passives.

In the passives' coding, you'll see "skin = 0" This means the very 1st skin will have this passive. So naturally, "skin = 1" means the 2nd skin, and so on. There is no "skin = 4" or greater for the reason explained above.

A fun thing you can do with passives are that you can make a skin focus on certain aspects. One skin can focus on melee (Melee Damage, Critical Strike, etc.), another on power (Power Damage, Max Energy, etc), another on defense (Reflect Melee, Dodge, etc), another on health (Max Health, Health Per Kill, etc.) Or it could be completely random with no particular focus. You get the idea. You can choose which ever passives you want, and there are many. Typically, everyone has the Defense passive though.


Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 10, 2015, 05:10AM
Sorry guys, have been real busy experimenting...

Would any of you guys like to elaborate a little on these topics:

Skeletons:
QuoteThe skeleton files house the animations for all cases of life. These come in five flavours:
* <character number>_<character name>.IGB. These are generic skeletons. For non-playables, this includes all their animations that don't require a second participant (like grabs do, for instance). For playables, this includes only a walking animation and the various flourishes for the character selection menu.
* <character number>_<character name>_4_combat.IGB. These are the combat animations for the playables. Again, only solo actions.
* interact_<character name>_victim.IGB. This houses the character-and-victim tandem animations -- throws, grabs, special powers, etc., etc.
* fightstyle_<character name>_<description>.IGB. These are special animations that don't fit into the generic template. Like Colossus's Carryguy move, where, instead of a normal grab, he snags an enemy by his or her belt and whacks the other foes with the poor sap. Wicked. Not required for everyone.
* <character number>_<character name>_<character weapon name>.IGB. These are the animation patterns for the various weapons of the character. Not required for everyone.

Seems pretty straight forward.  Don't understand the highlighted texts.  I'm trying to create a custom mod instead of duplication.  I had no skeleton files and had to add fightstyle_default to the herostat in order to allow any basic actions...  Can I assume that fightstyle_default is a generic skeleton file that is used when no other skeletons are available?  And if so then why, when all skeletons are present and correct, does the herostat still contain a reference to it?

Package files:
QuoteTheir exact purpose is to put every file you need into a "package" virtually. I think this is because the PC version don't use FB files. (I am not really sure.) So, the game must know how to find the files needed for each character.

If you decompile a few existing packages file, you will see that the format is the same among different characters. You can use one as base and modify the file names and paths, etc.

I'm about to compare a few packages to check out their formatting, but would like to know if this is the purpose of a package?

Mod creation:
QuoteStep 1: write down a powerset. While doing this, try to see if any characters have the animations. Keep in mind that you can only use 3 animationsets for a mod, NOT MORE.
Step 2: copy and rename all animation sets you want. If you decide to use only 2 anims, Use fightstyle_default. Official characters have that.

A few steps taken before creating a mod...  Ok, so I've got my powerset list!  It has 8 powers copied from 8 different characters, I know what characters have these animations because I've just ripped their powers!  So what the hell is an animationset and why only 3?  What more can I say!  Just reading this is melting my brain!!!  Is fightstyle_default a skeleton or an animation?  Are they the same thing?  Does any of this relate to the animenum poroperty of a powerstyle FightMove? AAGGHH...


Maegawa:
I have already started to create a list of passives, both custom and default.  But this is in retrospect, irrelevant, as this has only lead to a further list being generated that lists the possible affecter attributes of said passives.  Each passive talent object follows a format that can be easily copied or created, but the affecter attributes are key to the creation of a custom passive.  Your method is sound!  I can't fault it but for the fact that when creating a custom passive you have to manually reconfigure one of these templates, whereas I would rather write a little GUI to automate the process once I understand the passive talent a little better...  I will however find a use for the list you provided and thank you for it!

Outsider:
I had noticed that some mods had more than four skins, and that no skin past #4 ever showed it's passives...  I had just assumed that these were incomplete mods!  Thank you, that's two less issues to deal with.  I do use what I call "zero indexing" when writing javascript arrays and am aware of it for the icon and skin properties.

On a further note.  What you say about focusing on certain aspects in order to diversify the gameplay from skin-to-skin is most agreeable, but this gets me thinking as to how a morphing character would utilize a passive.  I mean you wouldn't want to have a passive that by chance would ignite a foe on contact when you've morphed into iceman?  One would assume to make such an ignition capability available only when that character is morphed into, as a powerup of sorts?!  Watch this space...

P.S.  A link to a morph skin/mod would be nice guys... Save me searching in vain again.

P.P.S.  Seen a mod character call "Spot" or something floating around here somewhere.  Anyone know where I can find him?  I blinked and he was gone!

Thanks guys! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 11, 2015, 09:14PM
Next Q.  In-game skin swapping/morphing

Hey guys.  Have got another test mod!  It uses a modified 5301 (paibok) skin.  The character has Human Torch's Inferno power.  As this mod is skrull based, I decided to have him change skins to 1300 (human torch - flame on) whilst the Inferno power was being carried out then switch back when the animation ended.  Now everything is working perfectly bar one detail!  When the animation finishes and he reverts back to his original skin...  He reverts to the original paibok skin and not the modified one?

(http://i1377.photobucket.com/albums/ah45/vision81/mua/reneg_zpsdrlfpjhv.gif) (http://s1377.photobucket.com/user/vision81/media/mua/reneg_zpsdrlfpjhv.gif.html)

Now I did find a thread on this topic, here (http://marvelmods.com/forum/index.php/topic,8309.msg149527.html#msg149527), but it just crashed my game when I tried what it said!

Here's the only code I added to Torch's Inferno power:
Quote
      trigger {
      life = 0.75 ;
      name = powerup ;
      no_stack = false ;
      remove_skin_on_exit = true ;
      skin = 1300 ;
      skin_swap = true ;
      time = 0.0 ;
         affecter {
         attribute = scale_factor ;
         level = 0.00 ;
         }

      }
:vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Maegawa on October 12, 2015, 12:38AM
Hello Mr. Vision, and sorry for not answering your previous questions, I was so busy yesterday playing some old Spider-Man games that I got a little off reality hehe

Skeletons
The skeletons, or animations files, are all found in the actors folder. Every playable character has 2 animation files:
- The XX_character.igb, which stores the menu and idle animations, and for a few chars the flying, jumping or running/walking animations too;
- And the XX_character_4_combat.igb, which stores all the combat animations (i.e. melee attacks, powers etc).

NPCs (enemies, to be more precise), on the other hand, have only one animation file since they don't need menu animations, so their XX_character.igb file stores both the idle and combat animations, that's why if you use their animation files as the XX_character.igb you'll have no menu enter and exit anims.

However, there is the use of a 3rd animation set which is shared by all the playable characters (I'm not sure about the NPCs though), it's the fightstyle_default, the one that is defined in the herostat. It has all the remaining animations that aren't found in the 2 other animation files, it's like a "backup file" if I might say so.

Some mods use other animations as the 3rd animation set (such as my Spider-Man 2099 mod) instead of the usual fightstyle_default, in order to use them you need to define it in the herostat and in talent file. If you're gonna use a default character's animation as the 3rd set (fightstyle_thing for example), you have to only define it in the herostat and in talent file. However, if you're gonna use a custom one such as an animation set from XML2 or an edited one from MUA, you'll need to copy that file to the actors folder and rename it uh, let's say, fightstyle_nuke.igb, and define it in these two paths:

Quotedata/fightstyles:

1 - Copy the fightstyle_default.xmlb file;
2 - Rename it to uh, let's say, fightstyle_nuke.xmlb;
3 - Decompile with XMLBCUI;
4 - Change the animations = fightstyle_default line to animations = fightstyle_nuke;
5 - Recompile.
Quotepackages\generated\fightstyles:

1 - Copy the fightstyle_default.pkgb file;
2 - Rename it to uh, let's say, fightstyle_nuke.pkgb;
3 - Decompile with XMLBCUI;
4 - Change the filename = data/fightstyles/fightstyle_default line to filename = data/fightstyles/fightstyle_nuke;
5 - Recompile.

Remember when I said you don't need to do this if you're using a default character's fightstyle such as fightstyle_thing? That's because the Official Characters mod already has these two things done for you!

Skin Swapping
The problem has nothing to do with powerstyle coding, he morphed back to Paibok because your edited skin still has Paibok's internal number (5301), to change it you'll need to hex-edit the skin, which is opening it with a hex-editor and changing the 5301 to your skin's number.

To do that is very simple: when you open it with XV132 you'll see that there are 2 boxes, the left one which is composed of squares, and the right one that is composed of vertical rectangles. The selected box will always be white and the unselected box will always be gray, make sure the right box is selected. Once the right box is selected, press Ctrl + F to search for a text string, type in 5301 (which is Paibok's skin number) and it should take you to a 5301 string, change it to your skin's number, and do it until every 5301 is turned into your skin's number. Keep in mind that the 5301.png, 5301_skel etc strings doesn't really need to be changed, the only ones that matter are the 5301 strings that are preceded and followed by an empty vertical square. Save it and voilá, your skin is hex-edited, I think it didn't work and crashed the game when you did it because you may have changed the left box's numbers.

There is a little trick however, you can change a 5-digit number to a 4-digit number (i.e. 15701 to 2601) by changing the 15701 to 26011 on the right box, selecting the last 1 in it and changing the 2-digit square of it from the left box to 00; but you can't change a 4-digit number to a 5-digit number (i.e. 2601 to 15701), at least if you're using a PC skin, because if you're using a PS2 skin it should work just fine, you can find all the MUA PS2 skins here (http://marvelmods.com/forum/index.php/topic,5039.msg97757.html#msg97757), you need to use NRskinner to edit PS2 skins, I'm not gonna get into details cause I'm kinda sleepy, it's like 04:36 AM here lol.

I hope you understood what I said, 'cause boy was it hard to explain the details as clear as possible!
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 12, 2015, 02:26AM
Maegawa:
I've been playing around a lot, swapping out XX_character.igb and XX_character_4_combat.igb files...  From this process I have ascertained their uses, but am still at a miss as to the interact_character_victim.igb file?  I assume it also is an optional animation set!

There is a lot for me to take on board from what you just said so please bear with me.  I shall download your Spider-Man 2099 mod and see how it works.  In regards to the skin swapping...  I did a brief find/replace in my hex editor for "5301" (43 instances), thing is it's not that simple, most of the references to 5301 are within "53_paibok" urls like so:
Quoteu:\art_360\models\actors\53_paibok\5301_s-8.png.0...

The raw fact is that I do not understand where this url is pointing to?  True there is a 53_paibok.igb file in my ../actors folder, so I can only assume that it is pointing to a png within this igb file???

Regardless, my point is this...  I renamed, in my hex editor, all "5301" to "25201"...  So should I also be renaming "53_paibok" to "252_reneg"?  Seems like I definitely should, but I just don't understand the url!!!

I shall download this XV132 and follow your instructions, as I have seen it used in a few tutorials and I'm not so familiar with my own, or hex editing in general for that matter!

EDIT:
Here is the only section of the hex file that contains references to 53**:
Quote0u:\art_360\models\actors\53_paibok\5301_n-1.png
0u:\art_360\models\actors\53_paibok\5301_n-2.png
0u:\art_360\models\actors\53_paibok\5301_n-3.png
0u:\art_360\models\actors\53_paibok\5301_n-4.png
0u:\art_360\models\actors\53_paibok\5301_n-5.png
0u:\art_360\models\actors\53_paibok\5301_n-6.png
0u:\art_360\models\actors\53_paibok\5301_n-7.png
0u:\art_360\models\actors\53_paibok\5301_n-8.png
0u:\art_360\models\actors\53_paibok\5301_n-9.png
0u:\art_360\models\actors\53_paibok\5301_d-1.png
0u:\art_360\models\actors\53_paibok\5301_d-2.png
0u:\art_360\models\actors\53_paibok\5301_d-3.png
0u:\art_360\models\actors\53_paibok\5301_d-4.png
0u:\art_360\models\actors\53_paibok\5301_d-5.png
0u:\art_360\models\actors\53_paibok\5301_d-6.png
0u:\art_360\models\actors\53_paibok\5301_d-7.png
0u:\art_360\models\actors\53_paibok\5301_d-8.png
0u:\art_360\models\actors\53_paibok\5301_d-9.png
0u:\art_360\models\actors\53_paibok\5301_s-1.png
0u:\art_360\models\actors\53_paibok\5301_s-2.png
0u:\art_360\models\actors\53_paibok\5301_s-3.png
0u:\art_360\models\actors\53_paibok\5301_s-4.png
0u:\art_360\models\actors\53_paibok\5301_s-5.png
0u:\art_360\models\actors\53_paibok\5301_s-6.png
0u:\art_360\models\actors\53_paibok\5301_s-7.png
0u:\art_360\models\actors\53_paibok\5301_s-8.png
0u:\art_360\models\actors\53_paibok\5301_s-9.png
0u:\art_360\models\actors\53_paibok\5301_g-1.png
0u:\art_360\models\actors\53_paibok\5301_g-2.png
0u:\art_360\models\actors\53_paibok\5301_g-3.png
0u:\art_360\models\actors\53_paibok\5301_g-4.png
0u:\art_360\models\actors\53_paibok\5301_g-5.png
0u:\art_360\models\actors\53_paibok\5301_g-6.png
0u:\art_360\models\actors\53_paibok\5301_g-7.png
0u:\art_360\models\actors\53_paibok\5301_g-8.png
0u:\art_360\models\actors\53_paibok\5301_g-9.png
5301
Motion
Bip01 L Toe0
Bip01 HeadNub
Bip01 R Clavicle
Bip01 L Finger01
Bip01 R Finger0Nub
Bip01 Spine1
5301 Skin
Bip01 Neck
Bip01 L Finger0Nub
Bip01 L Finger0
Bip01 Ponytail1Nub
Bip01 Spine
Bip01 R Finger01
Bip01 R Toe0Nub
Bip01 Ponytail1
Bip01 R Foot
Bip01 L Finger1
Bip01 L Foot
Bip01
Bip01 R Calf
Bip01 R Thigh
Bip01 L Finger11
Bip01 L Forearm
Bip01 R UpperArm
Bip01 R Finger1Nub
Bip01 L Finger1Nub
Bip01 Head
Bip01 R Finger11
5301_skel
Bip01 R Finger0
Bip01 Spine2
Bip01 L Thigh
Bip01 R Finger1
Bip01 L Toe0Nub
Bip01 L Clavicle
Bip01 Ponytail11
Bip01 R Forearm
Bip01 R Toe0
Bip01 R Hand
Bip01 L Calf
Bip01 L Hand
Bip01 L UpperArm
Unnamed bone
Bip01 Pelvis
u:\art_360\models\actors\53_paibok\5301_d.png
u:\art_360\models\actors\53_paibok\5301_n.png
u:\art_360\models\actors\53_paibok\5301_s.png
u:\art_360\models\actors\53_paibok\5301_g.png

In turn this did reveal a list of bolt points for the character that will come in handy when adding bolts and effects later on!
And the list of questions continues, my friend... :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 12, 2015, 03:04AM
FightMove duration

Ok guys.  We can have only 4 viable outfits per player, which tend to vary only slightly and we have around 20hrs of gameplay from start to finish!  That's a minimum of 5hrs spent looking at each outfit!  How boring I thought, right?

So I'm taking inspiration from the Mystique mod and creating a "power chain" in order to morph into any skin I want.  The idea is simple...  You activate the main power, for which there is an icon on-screen, then after a brief anim' you follow up with another action (light attack,heavy attack,jump,grab) that activates a further morph power, that activates a further morph power, and so on until you find the desired skin.

Thing is...  I have removed the animenum property from the original coding as I simply want the bamf anim', yet when the power is triggered it takes a certain amount of time, around 1.5 - 2 seconds, for the chaining to begin.  This means I have to activate the power, press the chaining button, wait for the chain to activate, then start again.  It is utterly laborious with this delay before the chaining is active and I would simply like to bring this duration down as far as possible!

I did attempt to do this by adding this code:
Quotestartchaintime = 0 ;
Hoping that this would allow me to enter the chain command before the bamf had even finished.  I didn't work!

Here's a snippet:
Quote

   FightMove {
   aitype = melee ;
   icon = 3 ;
   is_power = true ;
   name = power4 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = reneg_p4 ;
      level = 1 ;
      }

      trigger {
      name = powerup ;
      no_stack = false ;
      remove_skin_on_exit = false ;
      skin = 25201 ;
      skin_swap = true ;
      time = 0.0 ;
      }

      trigger {
      bolt = Bip01 Pelvis ;
      effect = char/night/bamf ;
      fxlevel = 4 ;
      time = 0.0 ;
      }

      chain {
      action = guard ;
      result = m0001 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aitype = melee ;
   icon = 11 ;
   is_power = true ;
   lockangles = true ;
   name = m0001 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = reneg_p4 ;
      level = 1 ;
      }

      trigger {
      name = powerup ;
      no_stack = false ;
      remove_skin_on_exit = false ;
      skin = 0001 ;
      skin_swap = true ;
      time = 0.0 ;
      }

      trigger {
      bolt = Bip01 Pelvis ;
      effect = char/night/bamf ;
      fxlevel = 4 ;
      time = 0.0 ;
      }

      chain {
      action = move ;
      result = power4 ;
      }

      chain {
      action = attack ;
      result = m0002 ;
      }

      chain {
      action = guard ;
      result = m0101 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }
:vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 12, 2015, 08:50PM
To make an anim move faster, add this: "playspeed = 4" instead of startchaintime. It doesn't have to be 4, but the number you choose determines how much faster the move will perform. But be warned -- skin changes are very delicate. Too many at one time will cause the game to slow down or even freeze. Which Mystique mod are you're emulating -- Gevth's version or mine? The former caused those same glitches. You can try out mine at the Crypt, as it allows for multiple skin changes without the glitches.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 20, 2015, 10:41AM
Sorry guys, it's been a while and I've been busy testing all kinds of stuff...

Outsider:  Is neither yours nor Gevths Mystique, is not dis-similar to yours, but is credited to someone else!  Thanks for the playspeed advice but the amnim' looked silly at higher paces so I opted to include an animation.

Hidden power icons in-game.

On to the main question guys...  Every time I start a game with a custom character the power icons slip off screen to the bottom-left.  All of my mods, so far, have had incomplete powerstyle and talent files and I'm assuming this is what is causing this problem, as every complete mod displays the icons in the default position on the hud?!

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-20%2017-09-00-80_zps03pu8ysx.jpg) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-20%2017-09-00-80_zps03pu8ysx.jpg.html)

In the image above the x-treme button text (RShift) is barely visible in the bottom left corner of the screen.

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-20%2017-09-08-14_zpsajzzzpsg.jpg) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-20%2017-09-08-14_zpsajzzzpsg.jpg.html)

In order to reset the icons position, I have to first select a different party member...

(http://i1377.photobucket.com/albums/ah45/vision81/mua/Game%202015-10-20%2017-09-15-63_zpslk85lqcg.jpg) (http://s1377.photobucket.com/user/vision81/media/mua/Game%202015-10-20%2017-09-15-63_zpslk85lqcg.jpg.html)

...  Then re-select the original character?!

P.S.

This does in fact lead on to another question I have about powers...

In the 3rd image above you will notice 10 powers/rings.  p1-8 use the keys 1-8,  p9 has a "?", p10 is "RShift".  When I first installed the game most players never used key 9(power 9), the only mod I know that used it was "Moonstone".  I amateurishly changed the settings to use key 9 for another purpose, hence the "?".

The thing is, I don't know how to reset key 9 to activate power 9!  In the settings menu (PC) it has options to set 8 power and 1 x-treme buttons, no 9th power/button...  I'm assuming that there is a file that contains the key-power references, if so point it out, if not then all advice welcome guys.

P.P.S

Maegawa: I have your sm2099 mod and am looking into its use of the custom fightstyle, can't help but think this'll take a while!

Thanks guys! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 21, 2015, 05:27PM
Maegawa: It may please you to know that I'm successfully adding different anim' sets to my mods!  Just needed to get my head round it all, thanks for the help.  Still not down with the fightstyles yet, but soon...

Homing Project Replacement

Hey guys.  I have the code for Phoenix's "Psychic Spike" and would like to change it to an ice move by swapping out, among other things, the projectile for the one Iceman uses in his "Polar Explosion" power.  I tried just that and although the projectile changed as planned, it no longer homed-in on a target?

I'm curious as to weather or not the projectile entities are coded with a homing quality?  I assumed that as "Psychic Spike"'s projectile had the code:

Quotetargetable = true ;

And "Polar Explosion"'s was set to "false",  that changing the entity and relevant file name would have no adverse affect on the homing quality, yet it did?  The code's below, red is original code, green is what replaced it.

Quote
      trigger {
      arc = 0 ;
      attacktype = projectile ;
      center = true ;
      count = 1 ;
      damage = %talent1_dmg ;
      damagescale = none ;
      damagetype = dmg_telekinesis ;
     
      entity = p1_projectile ;
      filename = ents_phoenix ;
     
      entity = iceman_p3_proj ;
      filename = ents_iceman ;
     
      maxrange = 800 ;
      name = projectile ;
      offset = 25 0 0 ;
      powerusage = %talent1_pwr ;
      speed = 450 ;
      tag = 1 ;
      targetable = true ;
      time = 0.48 ;
         damageMod {
         name = dmgmod_environment ;
         }

      }

Thanx guys. :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 21, 2015, 05:45PM
Game Load Time.

Hey guys.  I don't  remember which file it was at the mo', but I managed to get it so as the game shows the first two legal screens and then skips past the intro vid's to the main menu.  I've even got it so as my mods are within the "demo" or "default" category so I don't have to keep picking them out of the selection line-up.

This has come in very handy, as a modder could waste half a lifetime just waiting to select "New Game"!  No offence to Marvel, but I know the copyright word for word I've seen it that many times, christ I've even modded them I got that sick of them.  But now I'm really starting to notice them bite into my modding time.  Half the time I'm making slight adjustments to  the mod and having to wait ages just to select a new game and see the result...

If you guys are any good at this then I would assume you're two steps ahead of me on this one, either that or you've all spent half of your life modding and the other half waiting for MUA to load?!??!?!?!?!?!?! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 22, 2015, 04:08AM
Abilities.

Hey guys.  I'm looking to create a psychic moveset for my latest Mandarin mod. He has 10 rings with 3 sub-powers each, ATK/DEF/BOOST.  Currently I have:

ATK: Dormammu's "Power of Creation/smash" power, to rally enemies to your team.
BOOST: Mystique's (morph and cause fear) power, to terrorize you enemies, making them run in fear.

As a third, DEF, power I would like to create a move that incorporates the effects of Satana's "Posession" ability in a targetable form.  Yet I can't find the coding for the ability?  There is the obvious talent file entry:

Quote
   talent {
   descname = Possession ;
   description = Satana can invade the mind of an enemy, and control him by pressing $MOVE after grabbing him. You can use the enemy's soul to attack other enemies for 15 seconds. ;
   name = satana_control ;
   type = ability ;
   }

That's all fine-and-dandy, but I can't for the life of me find this "satana_control", which I'm assuming has the coding for the ability like the 15 second duration and "victimeventtag"'s.  Please, someone, point out where the code is for this, and every other, ability!

Outsider:  This is your Satana mod, so I hope your still following this thread?!

:vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 22, 2015, 08:46PM
Actually, the name "satana_control" means nothing in that particular case, as there is no powerup there in that "talent." (If there was one, you'd see that "satana_control" is also on her herostat.)

The coding for her possession ability (created by Tien Shinhan) is in the powerstyle file. Open that file and search "name = grabstart" If you scroll down on that fightmove, you'll see this:

      chain {
      action = special ;
      result = grabbreak ;
      }

      chain {
      action = idle ;
      result = grab_loop ;
      }

      chain {
      action = attack ;
      result = grab_attack ;
      }

      chain {
      action = smash ;
      result = grab_smash ;
      }

      chain {
      action = move ;
      result = control ; <----- This is the name of the possession ability in her case.
      }

So, now search "name = control" -- There it is. That's the coding for the possession ability. Be mindful though that once you possess an enemy, if the possessed enemy dies, there is no way to return back to Satana, and you can't continue the game. I've found no answer for this so far.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 23, 2015, 07:08AM
Otusider:  Thanks, will look into it!  Have only just discovered the "shared_talents" file.  Just out of curiosity, is there no way to monitor the health of the "posessed" NPC in order to add a "de-posession" ability or something, just before the health hits 0,ie: health==1 --> de-posess?  I think I was reading a thread on wolverines "rage" and read somewhere that his, or someones, health is monitored so as when it drops below a certain point an ability/rage, I don't remember?, was activated.

One last thing...  Whilst working on this "Mandarin" project, I have been made aware that MUA will only accept 10 primary powers/talents.  I'm curious as to "Wolverine"s sub-talent system where his "rage" powers are childrened to the "non-rage" powers.  Do his sub-powers add to the 10 count and that's why he only has 8 moves in all, or is it possible to add another 6 primary talents if required?  Hope that makes sense??? :vision:

EDIT:  Here (http://marvelmods.com/forum/index.php/topic,9148.msg170539.html#msg170539)'s the post I read...

Quotethe 'enraged' is what's been said. it simply means that he needs to have his rage meter full to use the power. the 'rage' actually is in the shared_talents. its near the end and uses the node name 'berserker'. it allows for a boost in attack damage whenever the characters health dips down to 20% of his total.

P.S.  Outsider you commented on this thread yourself:

QuoteIt's telling the game "Wolverine must be in rage mode to use this power." So no, in Wolverine's case - nothing else... but it can! I'm thinking of writing a tutorial on his rage system/special affecters and how you can use them in modding to create different factors. I just haven't had a lot of time.

Did you ever get round to doing this tutorial? :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 23, 2015, 07:47AM
Answer 1: To my knowledge, no, there is no way to monitor the health of the possessed enemy. I don't know if there is a "minimum health" code, so that it doesn't reach 0. An alternate route is to make the enemy invincible or take less damage while possessed, but I'm not a fan of that. I gave Blackheart the possession ability hoping I can make enemies kill themselves, but it won't finish the game.

Answer 2: Yes, if you are using a keyboard to play MUA, then it has a limit of 10 powers (including Xtreme). Any more and the game will crash. If you are playing with a USB controller as I do though, then there is no limit. (This is why when I made my Mandarin mod, the 10 powers covered each of his 10 rings.) The rage powers do not count -- so Wolverine (or characters that use that system) can have a 20 power limit.

EDIT: No, I haven't gotten around to doing that tutorial. Been so busy, and Wolverine's rage system is difficult to explain. I did write one on "special affecters" though: http://marvelmods.com/forum/index.php/topic,9442.0.html

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 23, 2015, 01:56PM
Outsider:  Thanks for the link, it should come in handy when I put together a list of affecters!  You mentioned...

QuoteTo my knowledge, no, there is no way to monitor the health of the possessed enemy.

May I ask if there is a way to monitor a players health rather than a possessed NPC or is that what the rage affecter does?  I'm trying to figure out if all NPC's can be given a "shared_talent" rage meter type affecter that snaps them out of the posession?  Forgive me, I'm sure you've tried everything and I'm asking these q's before testing and I usually do it the other way round!

Just to clarify before I go testing all this, but I was considering giving "Mandarin" two primary idle powers, left hand/right hand (like Dormammu), that would each have the relevant 5 ring sub-powers, then have 7 other non-ring based primary powers and an x-treme.  This would in total bring the power count up to 20 (9 primary, 1 x-treme, 10 subs), does this sound viable to you as I didn't know there was a 20 limit?

Regarding the "rage" tutorial, I have not yet messed with it, but I can see why it would take some explaining!  B.L.A.W gave a pretty decent explanation of the basics in a post I read and I have a few Ideas for using it, like a tech based "Bruce Banner" that really does Hulk-out... :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Outsider on October 23, 2015, 08:08PM
(1) What you're asking is further expanding on the possession ability, seeing if the player's health can be monitored, which I don't honestly know for sure, as I haven't experimented on it that much. I would suggest to send a PM to the person who created the possession ability -- Tien Shinhan. Though I don't know if he's still active, he can provide more definitive answers on that.

(2) Yes, it is possible to have that plan. However, as I've mentioned -- the 20-power limit is ONLY while using Wolverine's Rage system (10 parent powers + 10 sub-powers). Without it, the limit is 10. Your plan for left hand/right hand powers are possible, and it's actually easy.

There is a way you can have your plan without breaking the 10-power limit: I'm going to show you a trademark move that I do with many of my mods, so notice the bold red text. Take a look at the shape-shifting boosts of my Mystique mod in the powerstyle file. The coding for one looks like this:

   FightMove {
   aireusetime = 20 ;
   aitype = buffself ;
   animenum = ea_attack_knockback1 ;
   icon = 8 ;
   is_power = true ;
   lockangles = true ;
   name = power9 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = mystq_p9 ;
      level = 1 ;
      }

      trigger {
      name = sound ;
      sound = char/mystq_m/p10_charge ;
      time = 0 ;
      }

      chain {
      action = move ;
      result = experience ;
      }

      chain {
      action = guard ;
      result = offensive ;
      }

      chain {
      action = smash ;
      result = aggressive ;
      }

      chain {
      action = attack ;
      result = speedup ;
      }

      chain {
      action = blocking ;
      result = defensive ;
      }

      chain {
      action = walk ;
      result = energetic ;
      }

      chain {
      action = run ;
      result = energetic ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

Those are the buttons you would normally press (description below). I am using the chains to expand the possibilities. You can have your left hand boost (and right hand boost) simply be a set-up like this one. Then, choose a button for players to activate one of the 5 rings on that hand. So say you did this, now the player (during the anim chosen) has to press a corresponding button -- choosing the ring he/she wants to use. If they press block after it for example, one ring power is chosen for an attack. If they press light punch, a different ring is used. If no button is pressed at all, another action can happen... You get the idea. Then just create "fightmoves" for those ring powers.

BUTTONS
Guard = The action button used for grabs, pickups, or special actions.
Attack = The light punch button.
Smash = The heavy punch button that you normally have to hold.
Move = The jump button.
Blocking = The button used for blocking, obviously.
Walk/Run = The directional buttons. Pressing it softly is "walk," while "run" is to press it hard. Pick the same action for both so it's not complicated.
Idle = No button is pressed at all.

So as you can see, you can have up to 7 powers off of that initial power. So yes, you can have 5 rings off of that left hand (or right hand) power, and you'll still have 8 to go. Because you only want 5 per each, idle and walk/run are not suggested. Man... I think I'll write a quick tutorial on this soon, as it's not difficult at all.

Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 24, 2015, 08:40AM
My apologies!  I shall PM Tien, but he probably ain't active?  Better if I just experiment with the rage system, trial-&-error always prevails!

I agree with what you say about the chaining opening up the possibility of more than 10 moves, I used this method while experimenting with skin changing/morphing last week.  I compiled all powerstyle files together and came up with a list of the used chain-action property values:

Quote
advance              -   move forward
attack                 -   light attack
blocking             -   (hold, not press) block
flying                  -   
groundattack     -   
groundsmash     -   
guard                 -   grab
idle                     -   nothing
jog                     -   
move                 -   jump
powers               -   (1-9?)
retreat                -   move backward
rollleft                 -   
rollright               -   
run                      -   
samepowerclick   -   
samepowerhold   -   
smash                 -   heavy attack
special                 -   (1-9?)
special2               -   (2?)
special5               -   (5?)
sprint                   -
strafeleft              -   move left
straferight            -   move right
touch                   -   
walk                     -   

As you can see, the list is partial at best, as I have not yet tested all actions to determine their use ie: "Special5", "jog".  So yes, a tutorial would be nice!  If only to complete this list...

My main concern with "Mandarin" was getting 20 powers to work in the talent file and have them all displayed, with icons, in the power menu.  You have cleared this up no-end.  Thanks as always... :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 24, 2015, 03:11PM
!? WTF ?!

Don't really know where to begin here guys?  Testing my "Mandarin", I held down a power key that should have defaulted to "attacklight1" as a talent, but no power has been defined for that key yet!

At first he'd seem to trigger an "ea_idle" anim' as he'd pause before chaining idle...  But then when I got round more than 1 enemy he started to, from holding down this unused power key, performing a devastating move that I have never seen before, let alone had the insight to build myself!

The activation of the move is tetchy at best, just holding down the key round enemies doesn't always activate the move, it seems either to be a glitch or I have somehow intercepted someones x-treme power???

Thing is...  This move shouldn't exist!?  And I've never seen the likes of it!  I've defined a default/basic talent to view the icon, but the power it points to, "power9", doesn't exist in my powerstyle file.  I've defined 8 powers so far, I ain't started 9 yet, there's not even a basic power there as a placeholder for a future power!

This move he does, it has to be defined somewhere, right?  I mean it so technical with it's multiplication, it's bamphs effects etc.  It has to be someones else's move/x-treme?  But I don't recognize it at all!

Rant over guys, take a look for yourselves.  Any q's, fire away...

(http://i1377.photobucket.com/albums/ah45/vision81/mua/333_zpsleycdpcc.gif) (http://s1377.photobucket.com/user/vision81/media/mua/333_zpsleycdpcc.gif.html)

If you recognize the move, let me know who has it.  Each clone has only one attack, a pop-up sweep, and I'm holding the key down, to let go is to end the move.

Guys please, I need all the help you can give on this one, as I like the move that much I no longer want to add any more powers in case I loose this awesome power that I can use for a "Mandarin" rage/x-treme power!  That means this "Mandarin" is now permanently on hiatus till this if figured out? :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 26, 2015, 06:03PM
talentvalue values

Hey guys.  Need a brief explanation as to the logic of the talent file talentvalue values ordering...

Have constantly been trying to get my talents menu to line up, as they were always cropping up in the weirdest of places ie: t1 t2 (t6 t5) t3 t4!  Finally copied "Wolverine"s talent file and ripped it down to the bare essentials...

Found that the only thing affecting the lineup of the talents is the "talentvalue-values"!  Didn't think this property could play a part in the positioning of a talent in-menu, but apparently after I re-ordered them numerically...  They lined up almost perfectly!

I duplicated 4 talents and re-ordered these to precede the first 4, all went well bar one talent that won't line up and I can't figure out why, there values are consecutive ie: 1 2 3 4 5 (6) 7 8, yet they appear as: 1 2 (6) 3 4 5 7 8, each has a single rage sub-power attached to it so 16 talents in all.

P.S.  Have just read up on the only thread I could find on this topic and it pretty much confirmed what I'd learnt by trial & error, suppose I should have checked first!  Still, doesn't explain why 6 is sitting between 2 & 3?

P.P.S.  The 6th rage talent is positioned perfectly, it's it's parent talent that's mis-aligned...

Quote

   talent {
   descname = talent_1_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_1_1 ;
   power = power1 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_1_1_req ;
         value = 1 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_1_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_1_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_1_1_req ;
         }

      }

   }

   talent {
   descname = talent_1_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_1_2 ;
   parent = talent_1_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_1_1_req ;
         }

      }

   }

   talent {
   descname = talent_2_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_2_1 ;
   power = power2 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_2_1_req ;
         value = 2 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_2_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_2_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }

   talent {
   descname = talent_2_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_2_2 ;
   parent = talent_2_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }

   talent {
   descname = talent_3_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_3_1 ;
   power = power3 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_3_1_req ;
         value = 3 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_3_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_3_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_3_1_req ;
         }

      }

   }

   talent {
   descname = talent_3_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_3_2 ;
   parent = talent_3_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_3_1_req ;
         }

      }

   }

   talent {
   descname = talent_4_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_4_1 ;
   power = power4 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_4_1_req ;
         value = 4 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_4_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_4_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_4_1_req ;
         }

      }

   }

   talent {
   descname = talent_4_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_4_2 ;
   parent = talent_4_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_4_1_req ;
         }

      }

   }

   talent {
   descname = talent_5_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_5_1 ;
   power = power5 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_5_1_req ;
         value = 5 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_5_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_5_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_5_1_req ;
         }

      }

   }

   talent {
   descname = talent_5_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_5_2 ;
   parent = talent_5_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_5_1_req ;
         }

      }

   }

   talent {
   descname = talent_6_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_6_1 ;
   power = power6 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_6_1_req ;
         value = 6 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_6_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_6_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }

   talent {
   descname = talent_6_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_6_2 ;
   parent = talent_6_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_6_1_req ;
         }

      }

   }

   talent {
   descname = talent_7_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_7_1 ;
   power = power7 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_7_1_req ;
         value = 7 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_7_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_7_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_7_1_req ;
         }

      }

   }

   talent {
   descname = talent_7_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_7_2 ;
   parent = talent_7_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_7_1_req ;
         }

      }

   }

   talent {
   descname = talent_8_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_8_1 ;
   power = power8 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_8_1_req ;
         value = 8 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_8_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_8_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_8_1_req ;
         }

      }

   }

   talent {
   descname = talent_8_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_8_2 ;
   parent = talent_8_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_8_1_req ;
         }

      }

   }
:vision:
Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on October 31, 2015, 02:33PM
"Don't know what possessed me?"

Hey guys.  Sorry I ain't been round, I've been real busy with my "Mandarin" mod and have a bit of good news to share...

Outsider:  Regarding "possession", you previously mentioned:

QuoteThat's the coding for the possession ability. Be mindful though that once you possess an enemy, if the possessed enemy dies, there is no way to return back to Satana, and you can't continue the game. I've found no answer for this so far.

QuoteTo my knowledge, no, there is no way to monitor the health of the possessed enemy. I don't know if there is a "minimum health" code, so that it doesn't reach 0. An alternate route is to make the enemy invincible or take less damage while possessed, but I'm not a fan of that. I gave Blackheart the possession ability hoping I can make enemies kill themselves, but it won't finish the game.

I've been working to give "Mandarin" a "possession" capability via a power, not as a grab-chain.  And let me tell y'all it's been singularly the most difficult thing to put together so far!  Though, suppose I'm still fairly new at this?  Anyway I succeeded!  I now have a "possession power", but it doesn't stop there...  I fixed Satana's, return to character on possession death, problem!  And it now kicks ass...

Take a look at my prototype below...  I'ts my "252 - Renegade" practice mod with a "Mandarin" skin and anim's.  If you want to know where the hud_power icons are, so do I, so read this (http://marvelmods.com/forum/index.php/topic,9594.msg179753.html#msg179753).

(http://i1377.photobucket.com/albums/ah45/vision81/mua/123_zpso00suyci.gif) (http://s1377.photobucket.com/user/vision81/media/mua/123_zpso00suyci.gif.html)

Notice how the "252 - Renegade" hud_head swaps in and out as I possess and de-possess the enemy, having his fellow warriors beat him up whilst suspended above the ground!

Outsider:  I believe this may be what you're looking for for "Blackheart" etc, so far it always returns to "Mandarin" on death, ergo, you can finish the game...(http://marvelmods.com/forum/Smileys/marvel/thumbsup.gif)

P.S.  I mentioned the second quote as I have also succeeded in monitoring the possessed NPC's health, adding effects, etc, when said health drops below a percentage.  They are not setup in the gif above, but watch this thread for further development.

:vision:


Title: Re: Creating a custom character by duplicating another.
Post by: TheVision on November 03, 2015, 02:59PM
Guys, I've messed up "Game.exe"?!  Can someone link a copy! :vision:
Title: Re: Creating a custom character by duplicating another.
Post by: Polygone on January 05, 2016, 01:27AM
That's Gevth's/Nowhere man's move, with the clones. It's the Elektra booster.
There's a new game.exe file uploaded in the overwritten thread