No Mercy PCP 2 tutorial.

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Young Lion
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DOWNLOAD: https://www.mediafire.com/file/fyyz71phujot0n4/PCP_V2.5.ods/file

This is a cleaned up, simpler version of my PCP tool designed for speed and less headaches.

Tutorial:


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PART 1: MOVESLOT EDITING/MOVESTACKING



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The first part of this tool will place moves into different moveslots, as well as stacking up to three moves into one slot.



Simply select the wrestler you want to edit, the moveslot you want to place the move, and then select the move and damage.


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Underneath the 'Slot/Animation' cell, input the value you found. This value will be the same for all two/three moves that you stack.

And with that, you can now use repeating animations. Onto Flying attacks.

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PART 3: FLYING ATTACKS



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Flying attacks are implemented the same  as other moves, but you will have to also add a code generated at column 'W' in order for them to work.



You will also have to assign the flying slot and direction you want your wrestler to face when performing the attack:

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PART 4: SITUATIONS



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The situations section adds activators to your code to make them only work at specific times such as when on special, when in certain corners or when located in certain area of the ring.



You must only fill in the slots you will be using.



More of these will be added in future releases.

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PART 5: DAMAGE PATCHING



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This is when you want 100% custom damage for your move instead of using the universal damage. If you use this section, the damage for the move you are using it with must be set to '0' at the top of the tool, so it won't generate the default damage section.



Simply select the damage slot (it will be the same as the moveslot), the move you want to edit the damage for, and then edit the damage parameter accordingly. There are dropdown guides/value lists to give you everything you need.

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This is how to use every tool on the first sheet.

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SHEET TWO: GIMMICK ASSIGNMENT TOOL



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This will allow you to separate and assign gimmicks for your wrestlers, allowing further customizatio0n of movesets/parameters.



This tool is to be used with my "Face/Heel System" codes.



Assign each attire a gimmick.



Let's say attire 1 is Cactus Jack, and attire 2 is Dude Love. This tool will assign attire 1 as gimmick 1, and attire 2 as gimmick 2, ect. The codes for these are generated in column 'G'.



This is important because it will allow you to not edit if they are faces/heels, but will let you modify their movesets/parameters based on the gimmicks, themselves.



Once you have assigned gimmicks for every attire (if they only have 1 gimmick, simply use the "Single Gimmick Code" in column I), Assign each attire as a face/heel, which is generated in column 'H'.

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SHEET 3: PARAMETERS/ATTRIBUTES TOOL



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This will allow you to edit the AI and parameters based on Gimmick/location/broad action/special/move/match type (AKI Evo Only) and spirit tier (AKI Evo Only).



Simply select the wrestler and gimmick, and then edit the parameter you would like. Values can be found at the bottom in convenient drop-down menus.



If you USE the special situations, you must copy and past the "Context Code" instead of the regular code.



And that's how to use this entire thing. Easy Peasy.

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