Damage Mod Guide

WldFb

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I've been thinking of making this for a while. Some of this information has been known for a long time, but I think it will be useful to have a guide for those who want to learn about this.

What is a damage mod? Let's have a look:

bfja93uej1hdad84g.jpg


As you can see, there are several things you can change.

First of all, you should know there are two types of damage mods: universal and player specific ones.
If you modify a universal mod the move will be changed for all players while if you use a specific one only a specific character will use the hacked mod.
The addresses for the universal mods can be found here:
http://z3.invisionfree.com/WldFb_Archive_Forum/index.php?showtopic=27

To find the player specific address, just go in a match and while executing a move with player 1, search in memory at: 8015B1C0. There the address you need will appear. For example, if you're using the Strong B-Down Front Grapple, "800ABE30" is the address you'll find.

To get the addresses for other players (and to create a damage mod more easily) use my Move Hack Converter:
http://z3.invisionfree.com/WldFb_Archive_Forum/index.php?showtopic=5

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Now, let's have a look at what you can do:

Flying Move Target Body Part
This is used for flying moves. It tells the game where the player should aim when diving (example value: 006E Double axe handle)

Link Value
This is often used in move hacks. It links the move to another one after the animation is over (doesn't work with submissions and repeating moves).

Damage
The damage inflicted on the opponent (S-damage, A-damage and so on)

Spirit Gained
How much your attitude raises after executing the move (you could also use negative values)

Spirit Drained
How much the opponent's attitude lowers after receiving the move (you could also use positive values to make it raise instead)

Blood Chance
The chance of causing bleeding (00 = None, 05 = Max)

KO Chance
The chance of knocking out the opponent (00 = None, 05 = Max)

Offensive Parameter
The parameter used to hit the opponent (00 = Head, 01 = Body, 02 = Arm, 03 = Leg, 04 = Flying/Other/Taunt)

Def. Parameter
The parameter hit by the move (00 = Head, 01 = Body, 02 = Arm, 03 = Leg, 04 = Flying) (Note: this doesn't affect injuries. It's just used to calculate how much the general health should decrease. It's also the "submission point" parameter (if it's head, and the opponent's head is injured he will tap out)

Connect Points
These are used for striking moves. I don't know what each value does exactly, but I've noticed that if you use wrong values the moves don't connect anymore.

Head / Body / Arm / Leg / Flying Damage
These are used to calculate how much damage is inflicted on body parts (00 = None, 05 = Max). If a move has all 0s here, it will never cause injuries, so it can't be used to work a body part for submission.

Strike Reaction
This is used for strikes to get a different reaction/sell. For example to make the opponent flips and so on.

Special Damage and Previous Move
This one is very interesting. You can use it to make a move use a different damage value when a specific move is executed just before. For example, the Clothesline L 01 uses "28" and "0536". Its normal damage value is "0F" ("E" Damage). If before this move you use move "0536" (Taunt 089) the damage used is not "0F", but "28" (S-powered!). This was used for Stan Hansen in VPW2, but it's still here among other examples you can find.

Type of move
This indicates the type of grapple/move used. I'm not sure how useful it is yet, but I've noticed something interesting. One of the values "04" was used in VPW2 to find out if a move is considered a throw/suplex or not (to be used in martial arts fights as a match rule). I don't think it has a purpose here.

Additional Properties
This is used for moves that behaves a little differently (moves that bring the opponent to the ropes for example). It's also used by turnbuckle grapple to add a set-up animation (putting the opponent on the turnbuckle before the move for example).

Misc Options
The last line of the damage mod deals with several things:

xxx0- grapple can't be reversed
xxx1- grappe can be reversed

0xxx- can't be used on superheavyweights
2xxx- can be used on superheavyweights

0xxx- not favorite
8xxx- favorite

x0xx- can be used anywhere
x8xx- In-ring only

x3xx- pin

x50x- submission
x58x- submission (can submit)

These can be combined. For example, if you see "2001", the move can be used on superheavyweights and can be countered by the opponent. With "A300", the move is a pin, can be used on superheavyweights and is flagged as favorite (8 + 2).


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Now, let's see a few examples:

If you're Strong B-Down Grapple is the "Snap Powerbomb 02" you'll find these values:

810ABE30 0000
810ABE32 0000
810ABE34 0000
810ABE36 1907 - Damage 19 ("C") - Spirit Gain 07
810ABE38 F600 - Spirit Drain F6 (-10)
810ABE3A 0202 - KO Change 02 - Off Parameter: Arm
810ABE3C 0101 - Def Parameter: Body
810ABE3E 0101
810ABE40 0100
810ABE42 0102 - Head Damage: 01 - Body Damage: 02
810ABE44 0000
810ABE46 0000
810ABE48 0000
810ABE4A 0300
810ABE4C 0000
810ABE4E 0000
810ABE50 0400 - Type of Move: Throw
810ABE52 2001 - Can be used on Superheavyweight - Can be countered


Clothesline from Hell (universal damage mod):
812EF18C 0000
812EF18E 0000
812EF190 0000
812EF192 0C03 - Damage 0C ("F") - Spirit Gain 03
812EF194 FB00 - Spirit Drain FB (-15)
812EF196 0502 - KO Chance 05 - Offensive Parameter: Arm
812EF198 0010 - Defensive Parameter: Head
812EF19A 1311 - Connect Points 10,13,11,03
812EF19C 0300
812EF19E 0300 - Head Damage: 03
812EF1A0 0000
812EF1A2 0001 - Strike Reaction: 01 (back somersault thing)
812EF1A4 0000
812EF1A6 011E - Special Damage: 1E ("B")
812EF1A8 052E - Previous Move: Taunt 081 (Kobashi's taunt)
812EF1AA 0000
812EF1AC 0000
812EF1AE 2000 - Can be used on Superheavyweights


Surfboard Stretch (back grapple)
This is the beginning of the move, the damage is used only once

812E9D08 0000
812E9D0A 0000
812E9D0C 0000
812E9D0E 0F05 - Damage 0F ("E") - Spirit Gain 05
812E9D10 F900 - Spirit Drain F9 (-13)
812E9D12 0002 - Offensive Parameter: Arm
812E9D14 0201 - Defensive Parameter: Arm (if arms are injured, tap out)
812E9D16 0101
812E9D18 0100
812E9D1A 0002 - Body Damage: 02
812E9D1C 0100 - Arm Damage: 01
812E9D1E 0000
812E9D20 0000
812E9D22 0100
812E9D24 0000
812E9D26 0000
812E9D28 0080
812E9D2A 0581 - Can't be used on superheavy, submission move, can be countered

Surfboard Stretch (2)
This is the repeating section of the move, the damage is applied multiple times until the opponent escapes or taps out

812E9D2C 0000
812E9D2E 0000
812E9D30 0000
812E9D32 0200 - Damage 02 ("F" or lower)
812E9D34 FE00 - Spirit Drain FE (-8)
812E9D36 0002 - Offensive Parameter: Arm
812E9D38 0201 - Defensive Parameter: Arm
812E9D3A 0101
812E9D3C 0100
812E9D3E 0001 - Body Damage: 01
812E9D40 0100 - Arm Damage: 01
812E9D42 0000
812E9D44 0000
812E9D46 0100
812E9D48 0000
812E9D4A 0000
812E9D4C 0080
812E9D4E 2580

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Ok, there are still more things that could be said, but I think that's enough for now.
I will update this guide when I have new information.
:B-)


P.S. Can someone pin this topic please?

 
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