Paperclips Guide On Tokis Mods 1

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Steps to learning Tokidoim's Animation Statistics Modifiers #1

1. Realize what your animation value is. (in the Example it will be 3E8C) [To find this it is the 8006B454 addy]
2. Take the last 2 values of the animation (8C) and multiply it by 24. (8C * 24 =) in this the answer is 13B0.
3. Look at the list of starting addys below. Take the first 2 digits of value (3E) and put on 2 zero's. (3E00). Find that value in the list.

Addy--------Animation
8029 A60C - 2E00
8029 CA0C - 2F00
8029 EE0C - 3000
802A 120C - 3100
802A 360C - 3200
802A 5A0C - 3300
802A 7E0C - 3400
802A A20C - 3500
802A C60C - 3600
802A EA0C - 3700
802B 0E0C - 3800
802B 320C - 3900
802B 560C - 3A00
802B 7A0C - 3B00
802B 9E0C - 3C00
802B C20C - 3D00
802B E60C - 3E00 **
802C 0A0C - 3F00
802C 2E0C - 4000
802C 520C - 4100
802C 760C - 4200
802C 9A0C - 4300
802C BE0C - 4400

Take that addy in front of 3E00 (802BE60C) and add 13B0. The value you got before in 8C * 24. Which is 802B F9BC.

Here is a few things to add on and tells what it will do.

Add to starting addy this value for this mod
+00 - End of Animation Status : In/Out of Ring, on Apron, in Ring, etc.&Camera Effect
+01 - Type of Animation : Single or Repeating
+03 - Beginning frame for damage ( striking moves )
+04 - Ending frame for damage ( striking moves )
- these two determine the lentgh of time that a striking animation can cause damage by collision with the opponent. Set the beginning frame to 00 to get early hits in. ( Striking moves include Standing, Running, Ground, and Apron striking moves, Tope rope moves ( opponent standing ) , Apron-inside slingshot and striking moves, and Inside-Ringside striking moves. They also affect grabbing animations )
+05 - Mist/Fire effect ( grapple moves only )
+06 - Frame at which Mist/Fire effect occurs
+07 - Beginning frame for Reversal Only
+08 - Frame at which tables break
+09 - Frame at which reversals occur - for Front Grapple
+0A - Breakaway frame ( for grapple moves ) - determines what frame the player will "breakaway" from an opponent he is in a grappling move with ( only for the purpose of allowing grappling players' polygons to overlap, since when they are "breakawayed" the game will try to space them apart from each other )
+0B - Frame at which motion effect occurs
+0C - Motion effect ( for motion moves only - motion moves include all top rope striking moves, running apron-outside striking moves and apron-inside slingshot moves )
+0D - Frame at which 2nd camera effect occurs
+0E - 2nd Camera effect
+0F - Frame at which replay occurs
+11 - Frame at which ground hold interrupt can occur
+14 - Frame that Sound/Hand/Rope Effect 1 occurs
+15 - Sound/Hand/Rope Effect 1
+16 - Frame that Effect 2 occurs
+17 - Effect 2
+18 - Frame that Effect 3 occurs
+19 - Effect 3
+1A - Frame that Effect 4 occurs
+1B - Effect 4
+1C - Frame that Effect 5 occurs
+1D - Effect 5
+1E - Frame that Effect 6 occurs
+1F - Effect 6
+20 - Frame that Effect 7 occurs
+21 - Effect 7
+22 - Frame that Effect 8 occurs
+23 - Effect 8

Say your move needed sound.

Look through that menu till you see the sound digits.
+15 - Sound/Hand/Rope Effect 1
So you would do 802B F9BC ( the addy you got) +15. (802B F9BC + 15 = Sound/Hand/Rope Effect 1)

for the value's it is simple. XX**
XX = What frame you want the sound to occur
** = What sound you want to occur

1D10

If reaches frame 1D
Sound 10 occurs.

There ya go.
 
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