Post by URHEIM on Feb 7, 2022 0:10:27 GMT 10
=======================
◍ To spawn enemies in stages (α-1)
=======================
(Coordinates:
In most cases You all use Trainer by Raz0r.
Surely enable ,,different cords" option.
Vector X is always correct.
Vector Y and Z are swapped.
Y is for emplacement of a height in the script file, but in the Trainer It is Z.)
(The best example with explanation -> 5-3 Monarch Room - s309)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 1-1
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 1-2
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 2-1
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 5-3
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 6-3
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
==============================
◍ To set informations of certain enemies (β-2)
==============================
_________________________
★ To set skins (size) of enemies
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
File -> em02.lot (for example)
“mMontageNo“ -> Number of montage (Skin)
“mSize Variation“ -> Size of a dog
exNumber1:
Town Majini - Em10
“mMontageNo“ value = 0 -> Curly black hair with mustache, white torso, white pants, sandals
“mMontageNo“ value = 1 -> Curly black hair with mustache, black torso, white pants, sandals
“mMontageNo“ value = 2 -> Curly black hair with mustache, white torso, brown pants, sandals
“mMontageNo“ value = 3 -> Curly black hair with mustache, black torso, brown pants, sandals
“mMontageNo“ value = 4 -> Curly black hair with mustache, dirty white shirt, white pants, sandals
exNumber2:
Adjule - Em30
“mMontageNo“ value = 0 -> Grey Dog
“mMontageNo“ value = 2 -> Blush Dog
Adjule - Em30/Em31
“mSize Variation“ value = 0 -> Smaller Dog
“mSize Variation“ value = 1 -> Average Dog
(Em30 = Dog, Em31 = Hyena)
_______________________
★ To set weapons of enemies
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mArmNum“ -> Weapon´s Capacity of arming
“ArmID“ -> Weapon´s Identification of arming
___________________________
★ To set a transformation to Plaga
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mPlagaType“ value 0 -> None
“mPlagaType“ value 1 -> Cephalo
“mPlagaType“ value 2 -> Duvalia
“mPlagaType“ value 4 -> Kipepeo
________________________________________________
★ To set a transformation of Adjule into splitted head Adjule
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mPlaga Enable“ value=“true“ -> Transformation to splitted head Adjule after critical headshot ENABLED
“mPlaga Enable“ value=“false“ -> Transformation to splitted head Adjule after critical headshot DISABLED
“mDefault Plaga“ value=“true“ -> To spawn splitted head Adjule immediately ENABLED
“mDefault Plaga“ value=“false“ -> To spawn splitted head Adjule immediately DISABLED
==========================
◍ To spawn weapons of Characters (γ-3)
==========================
File -> item.lot
"mInfoClass" value = "cSetInfoItem"
"mUnitClass" = Name of an item or a weapon
"mPosition" = Coordinates of an items & a weapons
"mAngle" = Angle of an items & a weapons
"mScale" = Scale -> Size of an items & a weapons
"Pos" -> (Set the same values from "mPosition")
"Ang" -> (Set the same values from "mAngle")
Coordinates:
In most cases You all use Trainer by Raz0r.
Surely enable ,,different cords" option.
Vector X is always correct.
Vector Y and Z are swapped.
Y is for emplacement of a height in the script file, but in the Trainer It is Z.
"AutoPosition" false/true
"HitAuto" false/true
"CheckAngle" value= "0.0000000000"
"CheckRange" value= "0.0000000000"
"CheckToward" value= "0.0000000000"
"ItemFlagNo" value= -1
"ItemId" Identification of an item & a weapon
"ItemNum" value= "-1" "ItemNum" value=-1
"SetType" value= "0" "SetType" value=1
"SetLotNo" value= "-1" "SetLotNo" value=1 -> em01
"SetNo" value= "-1" "SetNo" value=1 -> 1st. entry of em01
Upgrades:
"LevelPower"
"LevelFireSpeed"
"LevelReloadSpeed"
"LevelBulletMax"
"LevelBulrRate"
"LevelCritical"
"LevelThrough"
"LevelRange"
"LevelScope"
"ItemId" - IDs
◍ To spawn enemies in stages (α-1)
=======================
(Coordinates:
In most cases You all use Trainer by Raz0r.
Surely enable ,,different cords" option.
Vector X is always correct.
Vector Y and Z are swapped.
Y is for emplacement of a height in the script file, but in the Trainer It is Z.)
(The best example with explanation -> 5-3 Monarch Room - s309)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 1-1
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{1-1 Civilian Checkpoint - s100}
1. Create new lot file -> s100_em14
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s100_em14,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “main.fsm“
4. rename the copy from “main.fsm“ to “main2.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="main> to <string name="mFSMName" value="main2>
_______________________________________
<string name="mParamName" value="emset_p0000">
Change COUNT to 5
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="14">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
<string name="mParamName" value="emset~copy_p0000">
Change COUNT to 4
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="14">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
1. Create new lot file -> s100_em14
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s100_em14,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “main.fsm“
4. rename the copy from “main.fsm“ to “main2.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="main> to <string name="mFSMName" value="main2>
_______________________________________
<string name="mParamName" value="emset_p0000">
Change COUNT to 5
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="14">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
<string name="mParamName" value="emset~copy_p0000">
Change COUNT to 4
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="14">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
{1-1 Back Alley 1 - s115}
1. Create new lot file -> s115_em02
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s115_em02,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “s115_emset00.fsm“
4. rename the copy from “s115_emset00.fsm“ to “s115_emset01.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="s115_emset00"> to <string name="mFSMName" value="s115_emset01">
_______________________________________
<string name="mParamName" value="set_1_p0000">
Change COUNT to 6
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
1. Create new lot file -> s115_em02
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s115_em02,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “s115_emset00.fsm“
4. rename the copy from “s115_emset00.fsm“ to “s115_emset01.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="s115_emset00"> to <string name="mFSMName" value="s115_emset01">
_______________________________________
<string name="mParamName" value="set_1_p0000">
Change COUNT to 6
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
{1-1 Back Alley 2 - s116}
1. Create new lot file -> s116_em09
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s116_em09,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “s116_emset00.fsm“
4. rename the copy from “s116_emset00.fsm“ to “s116_emset04.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="s116_emset00"> to <string name="mFSMName" value="s116_emset04">
_______________________________________
<string name="mParamName" value="emset00_p0000">
Change COUNT to 4
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="9">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
1. Create new lot file -> s116_em09
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s116_em09,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. create a copy of “s116_emset00.fsm“
4. rename the copy from “s116_emset00.fsm“ to “s116_emset04.fsm“
5. open file in txt.
6. rename <string name="mFSMName" value="s116_emset00"> to <string name="mFSMName" value="s116_emset04">
_______________________________________
<string name="mParamName" value="emset00_p0000">
Change COUNT to 4
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="9">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
{1-1 Public Assembly - s114}
1. Create new lot file -> s114_em20
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s114_em20,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “1320.fsm“ in txt.
4. Find <string name="mParamName" value="emset_p0000">
_______________________________________
Change COUNT 13 to 14
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
1. Create new lot file -> s114_em20
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s114_em20,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “1320.fsm“ in txt.
4. Find <string name="mParamName" value="emset_p0000">
_______________________________________
Change COUNT 13 to 14
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
_______________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 1-2
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{1-2 Urban District - s102}
1. Create new lot file -> s102_em07 (for example from s102_em00)
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s102_em07,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “set_em00_.fsm“ in txt.
_______________________________________
<string name="mParamName" value="emset00~copy_p0001">
Change COUNT to 15
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="7">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
1. Create new lot file -> s102_em07 (for example from s102_em00)
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s102_em07,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “set_em00_.fsm“ in txt.
_______________________________________
<string name="mParamName" value="emset00~copy_p0001">
Change COUNT to 15
Add new entry like:
<classref type="197353777">
<u8 name="mType" value="2">
<s32 name="mNo0" value="7">
<s32 name="mNo1" value="0">
</classref>
_______________________________________
{1-2 Abandoned Building - s117}
1. Create new lot file -> s117_em02 (for example from s117_em00)
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s117_em02,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “s117_animaset.fsm“ in txt.
______________________________________
<string name="mParamName" value="anim_set_p0000">
Change COUNT to 8
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
1. Create new lot file -> s117_em02 (for example from s117_em00)
You can duplicate, or take over from different stage, but for both cases,
You have to create all three files. Basically one -> s117_em02,
but remaining two have extension like .lot.txt and .lot.xml.
2. fsm->fix
3. open “s117_animaset.fsm“ in txt.
______________________________________
<string name="mParamName" value="anim_set_p0000">
Change COUNT to 8
Add new entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 2-1
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{2-1 Storage Facility - s118}
Test JILL DEVICE
"cSetInfoEm84"
"uEm84"
mPosition" x="-7500.5100000000" y="250.8860000000" z="-2160.7100000000"/>
mAngle" x="0.0000000000" y="900.0000000000" z="0.0000000000"/>
mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/>
JILL ZIP UP
"cSetInfoEm83"
"uEm83"
mPosition" x="-7893.1400000000" y="250.3390000000" z="-2100.3800000000"/>
mAngle" x="0.0000000000" y="900.0000000000" z="0.0000000000"/>
mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/>
1. Create new lot file -> s118_em02 (from s309_em02)
2. fsm->fix
3. create a copy of “rat_set.fsm“
4. rename the copy from “rat_set.fsm“ to What ever you want, I wanted “TWINS.fsm“
5. open “TWIN.fsm“ in txt.
rename “<string name="mFSMName" value="rat_set">“ to “<string name="mFSMName" value="TWINS">“
______________________________________
<string name="mParamName" value="ratset_p0000">
Change COUNT to 2
Add new entres like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="1">
<string name="mName" value="">
</classref>
Test JILL DEVICE
"cSetInfoEm84"
"uEm84"
mPosition" x="-7500.5100000000" y="250.8860000000" z="-2160.7100000000"/>
mAngle" x="0.0000000000" y="900.0000000000" z="0.0000000000"/>
mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/>
JILL ZIP UP
"cSetInfoEm83"
"uEm83"
mPosition" x="-7893.1400000000" y="250.3390000000" z="-2100.3800000000"/>
mAngle" x="0.0000000000" y="900.0000000000" z="0.0000000000"/>
mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/>
1. Create new lot file -> s118_em02 (from s309_em02)
2. fsm->fix
3. create a copy of “rat_set.fsm“
4. rename the copy from “rat_set.fsm“ to What ever you want, I wanted “TWINS.fsm“
5. open “TWIN.fsm“ in txt.
rename “<string name="mFSMName" value="rat_set">“ to “<string name="mFSMName" value="TWINS">“
______________________________________
<string name="mParamName" value="ratset_p0000">
Change COUNT to 2
Add new entres like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="1">
<string name="mName" value="">
</classref>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 5-3
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{5-3 Monarch Room - s309}
There is more than one option how to add new enemies - for every stage
I will show You that in this stage.
1st. method (by Creating NEW files)
1. Create s309_em03.lot - (You can duplicate from s309_em00.lot or add from different stage for example)
2. Go to fsm/fix
3. make a copy of “set_em00.fsm“ or “set_em01.fsm“ and rename it to “set_em02.fsm“
“set_em00.fsm“ -> for 1st. checkpoint = Wesker & Jill
“set_em01.fsm“ -> for 2nd. checkpoint = Jill with Device
3. open your “set_em02.fsm“ in txt.
4. in the 4th. row - rename it to <string name="mFSMName" value="set_em02">
5. Scroll down, search for <string name="mParamName" value="set_p0000">
6. Then you can see <array name="mpArray" type="classref" count="2">
1st. entry is for Jill and 2nd. for Wesker.
<u8 name="mType" value="2"> - I guess the type defines enemy, item or players etc.
<s32 name="mNo0" value="0"> - This contains a value of enemy´s script file. Because It is 0, Its Jill -> s309_em00
<s32 name="mNo0" value="2"> - This contains a value of enemy´s script file. Because It is 2, Its Wesker -> s309_em02
<s32 name="mNo1" value="0"> - This contains a value of enemy´s entry. If your enemy has only one entry
It always has to be 0. If you have 2 entries, the value is 1. That means the first entry in actually zeroth.
But I think that you DO understand.
7. Because We´ve created new files, change the COUNT from 2 to 1 (1 for 1 enemy)
8. Delete 2nd. entry. The second entry is Wesker, so You have to delete this all:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
The entry starts with <classref type="X"> (or <classref name="mSetInfos" type="X">) and ends with </classref>
9. edit the first entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
note: You should of course edit coordinates of the new enemy.
2nd. method (by Editing ORIGINAL files)
1. Create s309_em03.lot - (You can duplicate from s309_em01.lot or add from different stage for example)
2. Go to fsm/fix
3. open set_em00.fsm.xml in txt file
4. scroll down for <string name="mParamName" value="set_p0000">
5. There is <array name="mpArray" type="classref" count="2">
6. Change COUNT to 3
add new (3rd) entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
BOSSMARK BONUS:
If you want to also add Bossmark for new enemies,
This is how I did it.
1. fsm/fix
2. open bossmark.fsm.xml in txt
3. <array name="mActionList" type="classref" count="3">
Change COUNT 3 to 4 -> <array name="mActionList" type="classref" count="4">
4. Add new entry like:
<classref type="1110156166">
<string name="mActionName" value="BossMark">
<string name="mParamName" value="boss_p0003">
</classref>
Value has to be "boss_p0003"
5. <array name="mFuncParamList" type="classref" count="3">
Change COUNT 3 to 4 -> <array name="mFuncParamList" type="classref" count="4">
6. Add new entry like:
<classref type="1382389930">
<string name="mParamName" value="boss_p0003">
<class name="mTarget" type="1030379247">
<class name="mArray" type="1897090369">
<bool name="mAutoDelete" value="false">
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
Be sure that You renamed value -> <string name="mParamName" value="boss_p0003">
and "mNo0" -> <s32 name="mNo0" value="3">
_______________________________________
There is more than one option how to add new enemies - for every stage
I will show You that in this stage.
1st. method (by Creating NEW files)
1. Create s309_em03.lot - (You can duplicate from s309_em00.lot or add from different stage for example)
2. Go to fsm/fix
3. make a copy of “set_em00.fsm“ or “set_em01.fsm“ and rename it to “set_em02.fsm“
“set_em00.fsm“ -> for 1st. checkpoint = Wesker & Jill
“set_em01.fsm“ -> for 2nd. checkpoint = Jill with Device
3. open your “set_em02.fsm“ in txt.
4. in the 4th. row - rename it to <string name="mFSMName" value="set_em02">
5. Scroll down, search for <string name="mParamName" value="set_p0000">
6. Then you can see <array name="mpArray" type="classref" count="2">
1st. entry is for Jill and 2nd. for Wesker.
<u8 name="mType" value="2"> - I guess the type defines enemy, item or players etc.
<s32 name="mNo0" value="0"> - This contains a value of enemy´s script file. Because It is 0, Its Jill -> s309_em00
<s32 name="mNo0" value="2"> - This contains a value of enemy´s script file. Because It is 2, Its Wesker -> s309_em02
<s32 name="mNo1" value="0"> - This contains a value of enemy´s entry. If your enemy has only one entry
It always has to be 0. If you have 2 entries, the value is 1. That means the first entry in actually zeroth.
But I think that you DO understand.
7. Because We´ve created new files, change the COUNT from 2 to 1 (1 for 1 enemy)
8. Delete 2nd. entry. The second entry is Wesker, so You have to delete this all:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
The entry starts with <classref type="X"> (or <classref name="mSetInfos" type="X">) and ends with </classref>
9. edit the first entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
note: You should of course edit coordinates of the new enemy.
2nd. method (by Editing ORIGINAL files)
1. Create s309_em03.lot - (You can duplicate from s309_em01.lot or add from different stage for example)
2. Go to fsm/fix
3. open set_em00.fsm.xml in txt file
4. scroll down for <string name="mParamName" value="set_p0000">
5. There is <array name="mpArray" type="classref" count="2">
6. Change COUNT to 3
add new (3rd) entry like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
BOSSMARK BONUS:
If you want to also add Bossmark for new enemies,
This is how I did it.
1. fsm/fix
2. open bossmark.fsm.xml in txt
3. <array name="mActionList" type="classref" count="3">
Change COUNT 3 to 4 -> <array name="mActionList" type="classref" count="4">
4. Add new entry like:
<classref type="1110156166">
<string name="mActionName" value="BossMark">
<string name="mParamName" value="boss_p0003">
</classref>
Value has to be "boss_p0003"
5. <array name="mFuncParamList" type="classref" count="3">
Change COUNT 3 to 4 -> <array name="mFuncParamList" type="classref" count="4">
6. Add new entry like:
<classref type="1382389930">
<string name="mParamName" value="boss_p0003">
<class name="mTarget" type="1030379247">
<class name="mArray" type="1897090369">
<bool name="mAutoDelete" value="false">
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
Be sure that You renamed value -> <string name="mParamName" value="boss_p0003">
and "mNo0" -> <s32 name="mNo0" value="3">
_______________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CHAPTER 6-3
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{6-3 Engine Room - s505}
I know, my friend had trouble
when he wanted to spawn enemy with
gatling gun majinis in this stage, so I checked that.
1. Create new lot file ->s505_em20 (from s505_em09)
2. fsm->fix
3. create a copy of “s505_Gattring.fsm“
4. rename the copy from “s505_Gattring.fsm“ to What ever you want, I wanted “s505_JILL.fsm“
5. open “s505_JILL.fsm“ in txt.
rename “<string name="mFSMName" value="s505_Gattring">“ to “<string name="mFSMName" value="s505_JILL">“
______________________________________
This part is for CUTSCENE spawn
<string name="mParamName" value="s0002_p0000">
Edit entries like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="2">
</classref>
This part is for spawn AFTER cutscene
<string name="mParamName" value="s0006_p0000">
Edit entries like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="1">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="3">
<string name="mName" value="">
</classref>
_______________________________________
I know, my friend had trouble
when he wanted to spawn enemy with
gatling gun majinis in this stage, so I checked that.
1. Create new lot file ->s505_em20 (from s505_em09)
2. fsm->fix
3. create a copy of “s505_Gattring.fsm“
4. rename the copy from “s505_Gattring.fsm“ to What ever you want, I wanted “s505_JILL.fsm“
5. open “s505_JILL.fsm“ in txt.
rename “<string name="mFSMName" value="s505_Gattring">“ to “<string name="mFSMName" value="s505_JILL">“
______________________________________
This part is for CUTSCENE spawn
<string name="mParamName" value="s0002_p0000">
Edit entries like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="2">
</classref>
This part is for spawn AFTER cutscene
<string name="mParamName" value="s0006_p0000">
Edit entries like:
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="1">
<string name="mName" value="">
</classref>
<classref type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="20">
<s32 name="mNo1" value="3">
<string name="mName" value="">
</classref>
_______________________________________
{6-3 Hangar - s506}
______________________________________
This stage is somehow different.
Advantage - you can directly/straightly spawn new enemy with creating s506_em01.lot
Enemy is immediately in the stage.
Disadvantage - For Example, This is for Weskers (Midnight).
The fist original one is ok, but others can´t jump up.
They can jump down if you spawn them up the stage, but if you climb up to higher stage,
They are trying to follow you, just are not able to jump up.
I guess This is in a script, but not sure which one.
_______________________________________
______________________________________
This stage is somehow different.
Advantage - you can directly/straightly spawn new enemy with creating s506_em01.lot
Enemy is immediately in the stage.
Disadvantage - For Example, This is for Weskers (Midnight).
The fist original one is ok, but others can´t jump up.
They can jump down if you spawn them up the stage, but if you climb up to higher stage,
They are trying to follow you, just are not able to jump up.
I guess This is in a script, but not sure which one.
_______________________________________
{6-3 Volcano - s508}
1. Create new lot file -> s508_em03 (from s309_em01)
2. fsm->fix
3. create a copy of “weskerset.fsm“
4. rename the copy from “weskerset.fsm“ to What ever you want, I wanted “Jill.fsm“
5. open “Jill.fsm“ in txt.
rename “<string name="mFSMName" value="“weskerset">“ to “<string name="mFSMName" value="Jill">“
______________________________________
<string name="mParamName" value="set0_p0000">
Edit the entry
FROM:
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
TO:
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
note:
s508_em02.lot - This is the first checkpoint of
when Uroboros Wesker spawns.
_______________________________________
1. Create new lot file -> s508_em03 (from s309_em01)
2. fsm->fix
3. create a copy of “weskerset.fsm“
4. rename the copy from “weskerset.fsm“ to What ever you want, I wanted “Jill.fsm“
5. open “Jill.fsm“ in txt.
rename “<string name="mFSMName" value="“weskerset">“ to “<string name="mFSMName" value="Jill">“
______________________________________
<string name="mParamName" value="set0_p0000">
Edit the entry
FROM:
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="2">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
TO:
<classref name="mpArray" type="836054253">
<u8 name="mType" value="2">
<s32 name="mNo0" value="3">
<s32 name="mNo1" value="0">
<string name="mName" value="">
</classref>
note:
s508_em02.lot - This is the first checkpoint of
when Uroboros Wesker spawns.
_______________________________________
==============================
◍ To set informations of certain enemies (β-2)
==============================
_________________________
★ To set skins (size) of enemies
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
File -> em02.lot (for example)
“mMontageNo“ -> Number of montage (Skin)
“mSize Variation“ -> Size of a dog
exNumber1:
Town Majini - Em10
“mMontageNo“ value = 0 -> Curly black hair with mustache, white torso, white pants, sandals
“mMontageNo“ value = 1 -> Curly black hair with mustache, black torso, white pants, sandals
“mMontageNo“ value = 2 -> Curly black hair with mustache, white torso, brown pants, sandals
“mMontageNo“ value = 3 -> Curly black hair with mustache, black torso, brown pants, sandals
“mMontageNo“ value = 4 -> Curly black hair with mustache, dirty white shirt, white pants, sandals
exNumber2:
Adjule - Em30
“mMontageNo“ value = 0 -> Grey Dog
“mMontageNo“ value = 2 -> Blush Dog
Adjule - Em30/Em31
“mSize Variation“ value = 0 -> Smaller Dog
“mSize Variation“ value = 1 -> Average Dog
(Em30 = Dog, Em31 = Hyena)
_______________________
★ To set weapons of enemies
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mArmNum“ -> Weapon´s Capacity of arming
“ArmID“ -> Weapon´s Identification of arming
{● Basic (male/female) Town Majini - (Em10/Em11)}
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459008 Hand to Hand
-1 459008 Hand to Hand
--------------------------------------------------------------------------------------------------------------
0 459088 Adze (Axe)
-1 459088 Unlimited Adze (Axe)
5 459088 Unlimited Adze (Axe)
--------------------------------------------------------------------------------------------------------------
0 459089 Sickle
-1 459089 Unlimited Sickle
--------------------------------------------------------------------------------------------------------------
0 459090 Crossbow (Only for bLefty false)
-1 459090 Crossbow (Only for bLefty false)
21 459090 Crossbow (Only for bLefty false)
--------------------------------------------------------------------------------------------------------------
0 459091 Shovel
-1 459091 Shovel
--------------------------------------------------------------------------------------------------------------
0 459092 Dynamaito (Dynamite)
-1 459092 Unlimited Dynamaito (Dynamite)
--------------------------------------------------------------------------------------------------------------
0 459093 Machete
-1 459093 Unlimited Machete
--------------------------------------------------------------------------------------------------------------
0 459097 Steel Pipe (Barbed Wire)
-1 459097 Unlimited Steel Pipe (Barbed Wire)
--------------------------------------------------------------------------------------------------------------
0 459098 Bottle
-1 459098 Unlimited Bottle
3 459098 Unlimited Bottle
--------------------------------------------------------------------------------------------------------------
0 459116 Molotov
-1 459116 Unlimited Molotov
20 459116 Unlimited Molotov
--------------------------------------------------------------------------------------------------------------
0 459121 Pickaxe
-1 459121 Pickaxe
20 459121 Pickaxe
--------------------------------------------------------------------------------------------------------------
0 459122 Barbed Mace (Spiky picket)
-1 459122 Unlimited Barbed Mace (Spiky picket)
--------------------------------------------------------------------------------------------------------------
0 459123 Wrench (AMPO Ultra Industries)
-1 459123 Unlimited Wrench (AMPO Ultra Industries)
--------------------------------------------------------------------------------------------------------------
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459008 Hand to Hand
-1 459008 Hand to Hand
--------------------------------------------------------------------------------------------------------------
0 459088 Adze (Axe)
-1 459088 Unlimited Adze (Axe)
5 459088 Unlimited Adze (Axe)
--------------------------------------------------------------------------------------------------------------
0 459089 Sickle
-1 459089 Unlimited Sickle
--------------------------------------------------------------------------------------------------------------
0 459090 Crossbow (Only for bLefty false)
-1 459090 Crossbow (Only for bLefty false)
21 459090 Crossbow (Only for bLefty false)
--------------------------------------------------------------------------------------------------------------
0 459091 Shovel
-1 459091 Shovel
--------------------------------------------------------------------------------------------------------------
0 459092 Dynamaito (Dynamite)
-1 459092 Unlimited Dynamaito (Dynamite)
--------------------------------------------------------------------------------------------------------------
0 459093 Machete
-1 459093 Unlimited Machete
--------------------------------------------------------------------------------------------------------------
0 459097 Steel Pipe (Barbed Wire)
-1 459097 Unlimited Steel Pipe (Barbed Wire)
--------------------------------------------------------------------------------------------------------------
0 459098 Bottle
-1 459098 Unlimited Bottle
3 459098 Unlimited Bottle
--------------------------------------------------------------------------------------------------------------
0 459116 Molotov
-1 459116 Unlimited Molotov
20 459116 Unlimited Molotov
--------------------------------------------------------------------------------------------------------------
0 459121 Pickaxe
-1 459121 Pickaxe
20 459121 Pickaxe
--------------------------------------------------------------------------------------------------------------
0 459122 Barbed Mace (Spiky picket)
-1 459122 Unlimited Barbed Mace (Spiky picket)
--------------------------------------------------------------------------------------------------------------
0 459123 Wrench (AMPO Ultra Industries)
-1 459123 Unlimited Wrench (AMPO Ultra Industries)
--------------------------------------------------------------------------------------------------------------
{● Agitator Majini - (Em21)}
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459125 Megaphone
--------------------------------------------------------------------------------------------------------------
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459125 Megaphone
--------------------------------------------------------------------------------------------------------------
{● Village Majini and Giant Village Majini - (Em12/Em24)}____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459102 Tiki Torches
-1 459102 Tiki Torches
--------------------------------------------------------------------------------------------------------------
0 459103 Spear (For the first time)
-1 459103 Spear (For the first time)
--------------------------------------------------------------------------------------------------------------
0 459104 Spear & Decorated W0oden Shield (For the first time)
-1 459104 Spear & Decorated W0oden Shield (For the first time)
--------------------------------------------------------------------------------------------------------------
0 459106 Longbow (Only for bLefty false)
-1 459106 Longbow (Only for bLefty false)
--------------------------------------------------------------------------------------------------------------
0 459107 Spear & Decorated W0oden Shield (For the second time)
-1 459107 Spear & Decorated W0oden Shield (For the second time)
--------------------------------------------------------------------------------------------------------------
0 459108 Skull Mace
-1 459108 Skull Mace
--------------------------------------------------------------------------------------------------------------
0 459119 Spear (For the second time)
-1 459119 Spear (For the second time)
--------------------------------------------------------------------------------------------------------------
0 459124 Tribal Bomb
-1 459124 Tribal Bomb
--------------------------------------------------------------------------------------------------------------
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459102 Tiki Torches
-1 459102 Tiki Torches
--------------------------------------------------------------------------------------------------------------
0 459103 Spear (For the first time)
-1 459103 Spear (For the first time)
--------------------------------------------------------------------------------------------------------------
0 459104 Spear & Decorated W0oden Shield (For the first time)
-1 459104 Spear & Decorated W0oden Shield (For the first time)
--------------------------------------------------------------------------------------------------------------
0 459106 Longbow (Only for bLefty false)
-1 459106 Longbow (Only for bLefty false)
--------------------------------------------------------------------------------------------------------------
0 459107 Spear & Decorated W0oden Shield (For the second time)
-1 459107 Spear & Decorated W0oden Shield (For the second time)
--------------------------------------------------------------------------------------------------------------
0 459108 Skull Mace
-1 459108 Skull Mace
--------------------------------------------------------------------------------------------------------------
0 459119 Spear (For the second time)
-1 459119 Spear (For the second time)
--------------------------------------------------------------------------------------------------------------
0 459124 Tribal Bomb
-1 459124 Tribal Bomb
--------------------------------------------------------------------------------------------------------------
{● Mini-gun Majini - (Em23)}
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459101 Gatling Gun
-1 459101 Gatling Gun
--------------------------------------------------------------------------------------------------------------
0 459114 AK-74
-1 459114 AK-74
--------------------------------------------------------------------------------------------------------------
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459101 Gatling Gun
-1 459101 Gatling Gun
--------------------------------------------------------------------------------------------------------------
0 459114 AK-74
-1 459114 AK-74
--------------------------------------------------------------------------------------------------------------
{● Army Majini - (Em14)}
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459105 Stun Rod & Metal Shield
-1 459105 Stun Rod & Metal Shield
--------------------------------------------------------------------------------------------------------------
0 459109 Stun Rod
-1 459109 Stun Rod ----------> “SubBomb“
value -> 0 None
value -> 1 Grenade
value -> 2 Flash Grenade
--------------------------------------------------------------------------------------------------------------
0 459112 Rocket Launcher
-1 459112 Rocket Launcher
--------------------------------------------------------------------------------------------------------------
0 459114 AK-74
-1 459114 AK-74
--------------------------------------------------------------------------------------------------------------
____________________________________
“mArmNum“ “ArmID“ RESULT
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
0 459105 Stun Rod & Metal Shield
-1 459105 Stun Rod & Metal Shield
--------------------------------------------------------------------------------------------------------------
0 459109 Stun Rod
-1 459109 Stun Rod ----------> “SubBomb“
value -> 0 None
value -> 1 Grenade
value -> 2 Flash Grenade
--------------------------------------------------------------------------------------------------------------
0 459112 Rocket Launcher
-1 459112 Rocket Launcher
--------------------------------------------------------------------------------------------------------------
0 459114 AK-74
-1 459114 AK-74
--------------------------------------------------------------------------------------------------------------
___________________________
★ To set a transformation to Plaga
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mPlagaType“ value 0 -> None
“mPlagaType“ value 1 -> Cephalo
“mPlagaType“ value 2 -> Duvalia
“mPlagaType“ value 4 -> Kipepeo
________________________________________________
★ To set a transformation of Adjule into splitted head Adjule
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
“mPlaga Enable“ value=“true“ -> Transformation to splitted head Adjule after critical headshot ENABLED
“mPlaga Enable“ value=“false“ -> Transformation to splitted head Adjule after critical headshot DISABLED
“mDefault Plaga“ value=“true“ -> To spawn splitted head Adjule immediately ENABLED
“mDefault Plaga“ value=“false“ -> To spawn splitted head Adjule immediately DISABLED
==========================
◍ To spawn weapons of Characters (γ-3)
==========================
File -> item.lot
"mInfoClass" value = "cSetInfoItem"
"mUnitClass" = Name of an item or a weapon
"mPosition" = Coordinates of an items & a weapons
"mAngle" = Angle of an items & a weapons
"mScale" = Scale -> Size of an items & a weapons
"Pos" -> (Set the same values from "mPosition")
"Ang" -> (Set the same values from "mAngle")
Coordinates:
In most cases You all use Trainer by Raz0r.
Surely enable ,,different cords" option.
Vector X is always correct.
Vector Y and Z are swapped.
Y is for emplacement of a height in the script file, but in the Trainer It is Z.
"AutoPosition" false/true
"HitAuto" false/true
"CheckAngle" value= "0.0000000000"
"CheckRange" value= "0.0000000000"
"CheckToward" value= "0.0000000000"
"ItemFlagNo" value= -1
"ItemId" Identification of an item & a weapon
"ItemNum" value= "-1" "ItemNum" value=-1
"SetType" value= "0" "SetType" value=1
"SetLotNo" value= "-1" "SetLotNo" value=1 -> em01
"SetNo" value= "-1" "SetNo" value=1 -> 1st. entry of em01
"EffType" | Type of color effect |
0 | BLUE light for money, RED light for ammo |
1 | None |
2 | - |
3 | - |
4 | - |
5 | GREEN light |
6 | RED light |
7 | - |
8 | - |
Upgrades:
"LevelPower"
"LevelFireSpeed"
"LevelReloadSpeed"
"LevelBulletMax"
"LevelBulrRate"
"LevelCritical"
"LevelThrough"
"LevelRange"
"LevelScope"
"ItemId" - IDs
Weapon | Identification number |
Hand to hand | 1 |
Hand to hand | 56 |
Knife | 257 |
Knife | 270 |
Knife | 291 |
Knife | 292 |
M92F | 258 |
Vz61 | 259 |
Ithaca M37 | 260 |
S75 | 261 |
Hand Grenade | 262 |
Incendiary Grenade | 263 |
Flash Grenade | 264 |
SIG556 | 265 |
Proximity Bomb | 266 |
S&W M29 | 267 |
Grenade Launcher | 268 |
Rocket Launcher | 269 |
Rocket Launcher NVS | 309 |
Longbow | 271 |
H&K P8 | 272 |
SIG P226 | 273 |
Samurai Edge | 297 |
H&K MP5 | 275 |
Gatling Gun | 277 |
M3 | 278 |
Jail Breaker | 279 |
Hydra | 281 |
Lightning Hawk | 282 |
S&W M500 | 283 |
H&K PSG-1 | 284 |
AK-74 | 285 |
M93 R | 286 |
Px4 | 287 |
Dragunov SVD | 288 |
Flamethrower | 289 |
Stun Rod | 290 |
Lantern | 304 |
L. T. D. | 308 |