rainergeis

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Feb 14th, 2023
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  1. --Basics on how to add a bullet to your animation--
  2. BULLET EDITING FOR AN ANIMATION
  3. Pick the Behavior you want to use. Duplicate it. Set the BehaviorVariationID to the weapon you wanna edit BehVarID.
  4. 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
  5. are set as 3 numbers.
  6. 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
  7. 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.
  8. Then go to Edit - Order rows by ID.
  9. 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.
  10. 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)
  11. That's it for MapStudio.
  12.  
  13.  
  14. 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)
  15. AttackIndex 0, BehaviorJudgeID must match that of the JudgeID you used in your duplicated row in BehaviorParam_PC.
  16. 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.
  17.  
  18. With that your bullet should be fired from the animation.
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