This makes much more sense. Can you steer us in the direction of a tutorial of how to do this? I think a few of the ones I'm using are older and it may be nice to have the gfx work consistently all the time without having to exit the CSS
Here is the only tutorial I know about it on the vault:
http://forums.kc-mm.com/index.php?topic=66856.0But...it's outdated, there is a much easier way to do it (it's discussed in the posts, but not in full).
I'll try explaining as best as I can.
First off, here is a list of all of the enemies that can be ported over (there are more enemies, but only these specific ones can be used. Visit this link for all of the ef files:
http://pastebin.com/hac63s9f)
-Enemies-
So, open the PSA you want to port (not the FitMotion, open the moveset) in brawlbox, and you should see this:
See where it says "ef_mario"? Or in your case, whichever ef file your PSA is currently using. You are going to rename that to the ef file you want to use from my list above. I'll do the first one, ef_kuribo. And then open the ef file afterwards and rename the REFF (the red) and the REFT (the blue) as well. I don't know if that second part is necessary, but I do it just in case.
Okay, woot, halfway done!
Take note of the hex code of the enemy ef file you are using (in our case, referencing the list above, ef_kuribo is hex code 7D)
Now, close brawlbox, and open your moveset in PSA.
What you are going to need to do is go through the subactions, and find where the old ef file is referenced, and change it to our new one. If you follow the link I put above to all of the ef files, you can see all of the character's ef files as well (such as Mario's, Ike's, etc...). In my example, since I used a Mario PSA, all of the ef_file references in the PSA will be called to ef file "1". I want to change that to reference "7D", which is our new one, kuribo. How do we do that?
There are two things we are looking for:
Anytime you see an External Graphic call, it's worth checking out. If the file goes to the original character's file, we want to change it. To know, we need to look at the file ID. This is what I see when I double click the external graphic from my example picture above, and then click the "graphic" tab:
In this next image, I circled the only numbers we care about (the first four):
It says "0001", which is ef_file 1...which is Mario's. I want to change that "0001" to "007D" to be kuribo's. So...that's all there is to it.
For the "terminate graphic effect", do the same exact thing. I know the tabs have no names, but you do it in the first tab, exactly like the external graphic. Remember though, only change it if it's referencing the old ef file. If the external graphic file loads ef file "0000" for example, that is okay, since that is the common one.
So once you change all of those to your new ef file, your character will be ported. To test it, play your character -- you should notice no change/difference -- that means you did it right, and the ef files will no longer conflict.
My advice for finding all of the external graphic calls is to look at the ef file in brawlbox, and see which graphics are used for which attacks. This way, you can go to those subactions and easily change the values. Of course, there might be hidden ones all over the place (and they aren't all necessarily in the gfx tabs), and it IS time consuming, but it's worth it. Once you get the hang of it, you can start knocking them out pretty quickly.
Articles require one extra step (like some Doc PSA's pills), I'll try to post again really soon with the extra step, but for most PSAs this isn't an issue. I hope this helps!