Making Costume Specific Movesets In Depth Guide

Started by batman64, October 29, 2014, 03:42:41 AM

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October 29, 2014, 03:42:41 AM Last Edit: October 29, 2014, 03:45:22 AM by batman64
After releasing my first character mash up of Marth and Lucina, I got a request to write a tutorial on how to go about making characters that have costume specific movesets. So here it is! I know that SonicBrawler else already has a video tutorial on this subject, but I felt that it was fairly quick and not very detailed. I tried to be as thorough as possible in writing this guide, so hopefully it will be clear enough.

If you'd like to check out his tutorial as well, I highly recommend it. You can find it here: http://forums.kc-mm.com/index.php?topic=67876.0

Section 1: Introduction
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To completely follow this tutorial you will need:
Project Smash Attacks (v2.7)
BrawlBox (0.71)
Character files such as fit(character).pac and fit(character)motionetc.pac
Custom animation files, or your own animating ability (I won't be covering how to animate in BrawlBox)
Some basic understanding of coding processes

I should say that this method is useful, but also has its limits. Because all brawl files have a finite amount of space to work with before they won't work and will freeze the game, it is important to make your programming as efficient as possible. Also consider deleting unnecessary external gfx from the ef_(character) section of your fit(character).pac file. This will free up some space, but also obviously cost you some graphics.

Reference this thread to get an idea of the size limits of the fit(character).pac files: http://forums.kc-mm.com/index.php?topic=5876.0

So after this, you may be asking, why would I need to do this? Well to answer it bluntly: you don't have to. Through BrawlEx, we can already make clones of certain characters, expanding the playable roster of characters. But those characters that cannot be cloned still exist, and through this method, we can make modifications to them without actually getting rid of their original movesets.

Alright, let's get to the tutorial that you've all been waiting for.

Section 2: Costumes
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If you are only planning on making a single costume have the custom moveset, then there is no need to add a new costume. Just replace one of the character's existing costumes (or don't if you don't want a new custom model), and use the replaced costume's number when coding instead of 6. But I'm getting ahead of myself now. Moving on.

Section 3: Attacks with the Same Animation as the Original
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Section 4: Adding New Animations
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Section 5: Attack Properties, Graphics, and Sound Effects
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Alright, that's the guide. If you find any errors or things that I can improve on, let me know and I'll do my best to update the tutorial. Thanks for reading, and good luck on your costume-specific movesets.

I was planning on making a full on tutorial. guess i dont have to. nicely done!
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YES! Ive been waiting so hard for a tutorial about this


Quote from: londtex on December 13, 2014, 09:09:50 PM
Can you, use this to add sfx to a color too?

yes. it is done the same way except in the sfx tab. i was doing that with marth/lucina before i stopped that and will do it with sonic/shadow
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