The game can only read one motion file at a time, same with movesets
/theory
have you ever looked at mario...
his pcs contains chr0 files for flood...
if I could get that to work with all animations, I'd have it
there is a certain var # for every char (file flag)
pit also has them for his bow and shield...
his number is 256 (for only his bow and shield)
I forgot mario's (7##)
and I suspect samus has them too
chr0's take up space you know, so i doubt you can get a whole motion set in one texture. You might be able to get some space for extra moves for a certain text. but a whole moveset probably won't happen because of the file size. You actually gave me an idea of a moveset which has different animations, butare very similar, which change on texture.
ex. text. red would have a 20 frame uppercut punch(using an article chr0). It hits at frame 10.
text. blue would have a 20 frame jab (using the same article chr0 animation id). it hits at frame 10.
the different moves will always have the same bone hitbox and frame at which it connects. I guess the total frames doesn't matter, as long as the frame when the hitbox connects is the same(or close).You can't add anything else like flames for red, ice for blue...unless you can find a way in which the char. animations affect the psa externally or something i don't know...I don't actually how flags affect animations because i've never actually messed with them when i look at characters through hex, but if its important, then i can test to see some differences or something.







