The XML1 -> XML2 Project

Started by DJay Saint, April 06, 2007, 12:42PM

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Yeah, I was the one going to port Beast.  *shrugs*  It's one less character I have to worry about.  That list of crap to do is already growing out of control.  How about the Dodge passive too?  He also had "Acrobatics" in XML1, which increased his defense and allowed him to double jump and other stuff in XML1.  What about porting that?  BliZZ converted the moveset_acrobatic file, so that's a start.

There has to be a way to use two skeletons in XML2... I like the idea, but hate that you can only use one in XML2.  I've tried redefining the combat and character packages as MUA has them defined, but the game still doesn't recognize the second skeleton.
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

April 16, 2007, 01:55PM #106 Last Edit: April 16, 2007, 01:57PM by Teancum
Fixed the skin order, changed a bunch of names, added the stuff you both asked for.  How's this look?

============================================

BEAST

SKINS:
skin_(default) - Ultimate
skin_60s - Original (human-colored skin)
skin_70s - Classic (cartoons)
skin_winter - Spacesuit
skin_astonishing - Astonishing
skin_aoa - Dark Beast


POWERS:
Pinball (Special)
Propeller Kick (Radial)
Claw Strike (Melee)
Roar of the Beast (Radial)
Beastial Soul (Buff)
Animal Instinct (Boost)
Block (Boost)
Orbital Bombardment (Xtreme)


ABILITIES:
Might
Mutant Master
Concentration (speed/dodge increase)
Acrobatics (acrobatic moves/defense increase)

================================================


You guys realize that all XML2 models technically use two skeletons, right?  You have ##_[charactername] and fightstyle_[style].  Now taking MUA animations would mean that we'd have to rename a combat skelie to fightstyle_beast, but odds are we might have a more fitting beast than the XML1 version.  I.E. If we use BP's we can give him more acrobatic punch combos instead of the basic junk that was in XML1.  Dunno if MUA skeletons have a jump_slam in them or not though.

Again, that's up for discussion, just thought I'd throw it out.

Yeah, but MUA's melee has certain melee combos (smash, punch, smash, smash; for instance) removed, so Beast MAY not be able to do basic melee in that case. Of course, you can always try, but I'm not sure it'll work.

PS: Double-jump is built into one of those 2nd anim sets, I believe. Beast and Nightcrawler were the only ones w/ it in XML1, I believe; and since Double-Jump = teleport in XML2, only Toad has it. So check which anims Toad is using.

Wouldn't we just redifine his anims in XML2's powerstyle?  We can piece together the B,A,B,B combo if so.  *IF* we use BP, he has the same double jump as Beast did (the flip).  You might just play around with BP.  His anims really do have potential, it's just a matter of what fits where. 

*EDIT*

Just realized that BP's MUA 'smash' attack would work great as a jump smash.

No, TOAD has the same double-jump that Beast/Nightcrawler did. Panther sorta rolls in the air, plus he has that unnecessary roll on landing.

Fair enough.  I'm just worried about where I'm gonna get enough power_ anims from.

Wow...  Beast is a lot more done than you might think.  His powerstyles are there, actor models, etc.

All of his standard moves work, and he's already got might.  I'm working on his powers now.

I told y'all! Just add the tags from those powers to a talent file, and get to work on the new moves.

Yeah, I seriously need to buy a USB gamepad too.  It doesn't like to recognize keyboard cheats (for character level/all skins unlocked).


Get the Logitech Dual Action...  It's a GOOD gamepad that also works amazing with MUA.  Being that Logitech is also a mainstream brand, it works with almost any game, and a lot of them you don't have to reconfigure the controls because the ones for Logitech are already implemented.
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

XBOX360 Controller for PC FTW! Seriously, colorized icons in mini-games owns (in MUA, it came after XML2. It works, but no colorizing :bawling:)

Can't get Beast's talent file to compile.  (just put the four powers in for now)  Thoughts?


XMLB talents {
   talent {
   descname = Pinball ;
   description = Channels energy through his hands to blast foes with a beam of focused power. ;
   descshort = Rolling ;
   icon = 0 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_pinball ;
   power = power1 ;
      talentvalues
      {
         talentvalue {
         level = 1 ;
         name = beast_pinball_req ;
         value = 1 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_dmg ;
         value = 11 15 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_dmg ;
         value = 217 242 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_pwr ;
         value = 14 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_pwr ;
         value = 140 ;
         }

      }

      level {
      count = 20 ;
      description = %beast_pinball_dmg $DMG_ENERGY\n%beast_pinball_pwr $EP ;
         require {
         cat = level ;
         level = %beast_pinball_req ;
         }

   }

}

   talent {
   descname = Propeller Kick ;
   description = Spins legs around kicking any enemies within range (33% instant $HP loss) ;
   descshort = Radial ;
   icon = 2 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_kick ;
   power = power2 ;
      talentvalues
      {
         talentvalue {
         level = 1 ;
         name = beast_kick_req ;
         value = 28 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_dmg ;
         value = 46 54 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_dmg ;
         value = 95 107 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_chance ;
         value = 0.05 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_chance ;
         value = 0.19 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_rng ;
         value = 120 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_rng ;
         value = 144 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_pwr ;
         value = 92 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_pwr ;
         value = 198 ;
         }

      }

      level {
      count = 11 ;
      description = %beast_kick_dmg $DMG_ENERGY \n%beast_kick_chance:p chance for Deadly Strike\n%beast_kick_pwr $EP ;
         require {
         cat = skill ;
         item = bishop_drain ;
         level = 1 ;
         }

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

         powerup {
         chance = %beast_kick_chance ;
         class = atk_instant_pct ;
         life = -1 ;
         percent = 0.33 ;
            affecter {
            attribute = powerup_scope ;
            scope_node = bish_power3 ;
            }

         }

      }
}

   talent {
   descname = Beastial Soul ;
   description = Mentally focuses body and mind to decrease reaction time. ;
   descshort = Boost ;
   icon = 1 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_soul ;
   power = power3 ;
   type = boost ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_soul_req ;
         value = 7 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_life ;
         value = 13 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_life ;
         value = 55 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pct ;
         value = 0.45 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pct ;
         value = 0.5 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dr ;
         value = 1.2 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dr ;
         value = 2.6 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dam ;
         value = 0.1 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dam ;
         value = 0.2 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pwr ;
         value = 88 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pwr ;
         value = 480 ;
         }

      }

      level {
      count = 18 ;
      description = %beast_soul_pct:p $DMG_ENERGY as $HP gain\n%beast_soul_dr:s $DR, %beast_soul_dam:p $RES_PHYSICAL\n%beast_soul_life seconds\n%beast_soul_pwr $EP ;
         require {
         cat = level ;
         level = %beast_soul_req ;
         }

      }

}

   talent {
   descname = ORBITAL BOMBARDMENT ;
   description = Calls powerful lasers down to smite enemies ;
   descshort = Radial ;
   icon = 8 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_xtreme ;
   power = power4 ;
   type = xtreme ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_xtreme_req ;
         value = 15 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_req ;
         value = 45 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_dmg ;
         value = 85 96 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_dmg ;
         value = 279 309 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_life ;
         value = 2 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_life ;
         value = 6 ;
         }

      }

      level {
      count = 7 ;
      description = %beast_xtreme_dmg $DMG_ENERGY\n%beast_xtreme_life second nullify ;
         require {
         cat = level ;
         level = %beast_xtreme_req ;
         }

      }

   }
}

April 17, 2007, 07:09PM #117 Last Edit: April 17, 2007, 07:12PM by BliZZ
Right below Propeller Kick and Pinball, you have misplaced line breaks after 'talentvalue'

PS: You also have a misplaced reference for 'bishop_drain', and Pinball should be a 'Special', not a 'Rolling', imo.

EDIT: You also need spaces before the bracket right before the start of the xtreme's section.


^ Post edited w/ another error I found^

ACtually, ALL of them have one too many brackets (xcept xtreme). YOu only need that final, no spaced bracket at the end