So with ony of many recent discoveries made by JOJI, we can now give Ex Fighters their own GFX IDs without needing to replace or share any.
Requirements:
-Your FitFighter.pac. Having your GFX already set up is optional. If you want to know how to add GFX entries to your Effect.pac before beginning this tutorial, then visit
my other tutorial on the matter.
-BrawlBox v0.71 or higher.
-Either
Project Smash Attacks (PSA),
PSA Compressor, or
BrawlBox v0.68b.
Note about BrawlBox v0.68b: See
this thread for details on which Fighters are safe to edit if you plan on using BrawlBox v0.68b.
-JOJI's Effect.pac Expansion code. You'll have to navigate
their website to find it, as they wish not to have their content distributed without their permission.
-Not really required, but this
Google Spreadsheet contains a more accessible way to view all the IDs used with this whole expansion.
There's really no need to break this tutorial down into parts, as for the most part, this process is simple, yet tedious.
For the first bit, open your FitFighter.pac in BrawlBox v0.71 (or later), and you'll see an ARC entry named "ef_***" (Example: ef_mario). Rename this to ef_customXX (Example: ef_custom00). The lowest is ef_custom00, while the highest is ef_customFF.
If you want to use Sword Traces as well, you'd just import your trace texture, and name it TexCustomXXTrace0Y [XX=ef_custom entry, Y=Trace entry (Example: TexCustom00Trace00)]. Each of these newly added Graphic Banks can have up to 10 Traces, but no more (00 to 09).
You can now save and close BrawlBox, and open your FitFighter.pac in your moveset editing program of your choice. What you'll need to do here is figure out which Effect.pac ID your new Graphic Bank uses, and replace the Effect.pac ID of every single Graphic Effect command (you may also have to look through Articles and Sub Routines) that doesn't reference ef_common.pac [0000XXXX (XXXX=Graphic ID. Don't change this, as this is the GFX ID, not the Effect.pac ID)].
Example: If your original file used ef_mario and you're now using ef_custom00, then you would change 0001XXXX to 0137XXXX
Before (PSA/PSA Compressor):
After (PSA/PSA Compressor):
Before (BrawlBox v0.68b):
After: (BrawlBox v0.68b ):
Note: The reason why you're seeing different IDs between these two programs is because PSA and PSA Compressor use Hex for non Scalar values, while BrawlBox v0.68b uses Decimal for all values (Example: 0x137 = 311).
For sword traces, you'd do the same exact thing, except traces have their own IDs and only have one whole value to change.
Before (PSA/PSA Compressor):
After (PSA/PSA Compressor):
Before (BrawlBox v0.68b):
After: (BrawlBox v0.68b ):
After you're done editing, and you're missing some GFX when testing, then it's likely you missed something. Search through your Fighter's Sub Routines and/or Articles to make sure you've gotten everything.