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- --Basics on how to add a bullet to your animation--
- BULLET EDITING FOR AN ANIMATION
- Pick the Behavior you want to use. Duplicate it. Set the BehaviorVariationID to the weapon you wanna edit BehVarID.
- Then pick a Judge ID that isn't being used by that Variation (eg. If variation 100, 200 and 300 are picked, use 400). Usually, the JudgeIDs
- are set as 3 numbers.
- The ID of the row must follow the same principles as the weapon (e.g. Serpentbone is 901 and its row is within 100901xxx, xxx being the judge ID
- and 901 the variation itself of the weapon), so if you added a row name it 100901XXX and the XXX must match the judge ID you made for it.
- Then go to Edit - Order rows by ID.
- If the bullet you want to add is an item (Poisonbone Dart, a pot, etc) set the refID as the ID of that item in the Bullet section of MapStudio.
- refID is what points out the bullet itself (Arrows work weird?) (eg. If you want to use Maliketh's Destined Death slashes the refID must match that)
- That's it for MapStudio.
- In DSAS use InvokeBulletBehavior and pick the Dummy you want the bullet to be fired from (use the viewer tool in DSAS to see clearly the ID of each dummy)
- AttackIndex 0, BehaviorJudgeID must match that of the JudgeID you used in your duplicated row in BehaviorParam_PC.
- AttachmentType 0 (or 1 if you want to make it follow the dummy angle). DO not enable any boxes. StateInfo 0, Offset -1 and Unk12 255.
- With that your bullet should be fired from the animation.
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