|
Post by caminopreacher on Apr 10, 2022 12:39:32 GMT
Anyone know how to edit the damage done by jump kicks, slides and uppercut either by Dsvania or Hex editor in Julius mode?
Also, are the sprites numbered somewhere? Number 14 for example is the whip and sub weapon throwing animation. I'm looking for the numbers of the two Julius sprites where he is jumping mid Air. Thanks!
|
|
|
Post by abbacchio on Apr 10, 2022 20:17:23 GMT
Anyone know how to edit the damage done by jump kicks, slides and uppercut either by Dsvania or Hex editor in Julius mode? Also, are the sprites numbered somewhere? Number 14 for example is the whip and sub weapon throwing animation. I'm looking for the numbers of the two Julius sprites where he is jumping mid Air. Thanks! Idk how to edit the jumpkick, slide and uppercut damage directly, but **assuming it works the same way as in OoE** (which is often the case, as the 3 DS game share a lot of similarities), you can probably just give him more STR to increase those damage numbers together and then *reduce* the damage of his whip to compensate for the increased STR (subweapons should use INT, so increasing STR shouldn't affect anything there). Kind of a janky solution, but it should work if you can't find where to alter the numbers directly. As for the sprites numbers, the easiest way to find that out is to check the Player State Anims Editor in DSvania (where you can choose the animation for each action). For Julius, jumping straight up and jumping diagonally use animation 08, the double jump uses animation 0A and the superjump is 0B.
|
|
|
Post by caminopreacher on Apr 11, 2022 9:26:12 GMT
Anyone know how to edit the damage done by jump kicks, slides and uppercut either by Dsvania or Hex editor in Julius mode? Also, are the sprites numbered somewhere? Number 14 for example is the whip and sub weapon throwing animation. I'm looking for the numbers of the two Julius sprites where he is jumping mid Air. Thanks! Idk how to edit the jumpkick, slide and uppercut damage directly, but **assuming it works the same way as in OoE** (which is often the case, as the 3 DS game share a lot of similarities), you can probably just give him more STR to increase those damage numbers together and then *reduce* the damage of his whip to compensate for the increased STR (subweapons should use INT, so increasing STR shouldn't affect anything there). Kind of a janky solution, but it should work if you can't find where to alter the numbers directly. As for the sprites numbers, the easiest way to find that out is to check the Player State Anims Editor in DSvania (where you can choose the animation for each action). For Julius, jumping straight up and jumping diagonally use animation 08, the double jump uses animation 0A and the superjump is 0B. Awesome! I hadn't considered increasing str and backing down weapon damage. The sprite digits work as well. BTW, where are his base str stats located? Thanks again!🍻
|
|
|
Post by abbacchio on Apr 11, 2022 20:42:37 GMT
Awesome! I hadn't considered increasing str and backing down weapon damage. The sprite digits work as well. BTW, where are his base str stats located? Thanks again!🍻 There's a sticky with a guide to editing starting stats right at the top of the "modding questions and tutorials" page!
|
|
|
Post by caminopreacher on Apr 13, 2022 20:27:32 GMT
Awesome! I hadn't considered increasing str and backing down weapon damage. The sprite digits work as well. BTW, where are his base str stats located? Thanks again!🍻 There's a sticky with a guide to editing starting stats right at the top of the "modding questions and tutorials" page! So. I edited the STR stat but kick and slide damage didn't change. It must be linked to something else. There was a warning not to mess with the ATK stat. Oh well. We tried.😁
|
|
|
Post by abbacchio on Apr 13, 2022 23:05:16 GMT
There's a sticky with a guide to editing starting stats right at the top of the "modding questions and tutorials" page! So. I edited the STR stat but kick and slide damage didn't change. It must be linked to something else. There was a warning not to mess with the ATK stat. Oh well. We tried.😁 You must've done something wrong, cause I just tested it and it works (I raised his STR to 99 and the jumpkicks are doing like ~50 damage at level 1). Make sure you reload DSVEdit (or just reopen the mod in it) after you're done editing and saving overlay9_0 in your hex editor or you won't see any changes to your STR.
|
|
|
Post by caminopreacher on Apr 14, 2022 12:02:17 GMT
So. I edited the STR stat but kick and slide damage didn't change. It must be linked to something else. There was a warning not to mess with the ATK stat. Oh well. We tried.😁 You must've done something wrong, cause I just tested it and it works (I raised his STR to 99 and the jumpkicks are doing like ~50 damage at level 1). Make sure you reload DSVEdit (or just reopen the mod in it) after you're done editing and saving overlay9_0 in your hex editor or you won't see any changes to your STR. You changed the 06 at 90210 in the overlay file right? On a different note, how about making Julius uppercut a super jump like it was in AOS? It was done in the definitive edition hack, but I can't replicate it.
|
|
|
Post by D3 on Apr 14, 2022 13:14:30 GMT
You must've done something wrong, cause I just tested it and it works (I raised his STR to 99 and the jumpkicks are doing like ~50 damage at level 1). Make sure you reload DSVEdit (or just reopen the mod in it) after you're done editing and saving overlay9_0 in your hex editor or you won't see any changes to your STR. You changed the 06 at 90210 in the overlay file right? On a different note, how about making Julius uppercut a super jump like it was in AOS? It was done in the definitive edition hack, but I can't replicate it. I made a guide for this a while back when it was first discovered castlevaniamodding.boards.net/thread/687/guide-restoring-julius-high-properly
|
|