Moveset mod values
#1
Posted 23 May 2013 - 01:10 PM
#2
Posted 23 May 2013 - 08:30 PM
A note on placing finishers/signature moves in standing-grapple slots: it is possible to do it; in fact, such moves do the same amount of damage as if they were used as finishers/signature moves, plus, they are "counter-proof"! I have NEVER seen these moves reversed, even once, and even on LEGEND difficulty! Of course, I've seen the initial Side Headlock/Rear Waistlock/Wristlock/Necklock grapple animations reversed into one of the AI's own, but that only buys the AI a bit of time, and postpones the inevitable conclusion: total domination by Mewtwo, and a bloodied, battered mess of (what's left of) an opponent.
Does anyone know what, exactly, triggers the "opponent rolled out on a stretcher" animation? I would've thought that Mewtwo would've done that, many times over, in a single match. He recently won a rather one-sided victory against Batista in an Iron Man match, where Mewtwo scored 13 (!) points against Batista, and the match was 20 minutes long, and Mewtwo didn't even have to use his Kip-up ability! I've NEVER done that with any other CAW, including earlier versions of Mewtwo. This finishers-as-regular-moves moveset is the total PWNAGE!
Update: the totally improbable happened--the RAW Mewtwo turned on the SmackDown! Mewtwo (I had had them on the same tag team, and never thought that a CAW would turn on his, for all intents and purposes, exact, carbon-copy clone! The two Mewtwo are EXACTLY alike in every single way! To differentiate them, I will make the "heel" Mewtwo into a "new" creation--Anti-Mewtwo! His belly will be white, and the rest of his skin will be purple, and his eyes will be red. Needless to say, I'll have to assign different sigs and finishers to Anti-Mewtwo, to at least somewhat differentiate him from the original Mewtwo. Now, I must finish the rather grueling (at least for poor Mike Knox) KOs-only Iron Man match I am currently engaged in.
Edited by xirtamehtsitahw, 23 May 2013 - 08:42 PM.
#3
Posted 25 May 2013 - 01:01 AM
#4
Posted 26 May 2013 - 05:57 PM
#5
Posted 26 May 2013 - 07:47 PM
#6
Posted 01 June 2013 - 10:48 PM
#7
Posted 03 June 2013 - 09:46 AM
Update: It appears that you can have up to 27 characters in each CAW's full name. If you use 28, it will cause a weird glitch where your character's nickname will "connect" to his/her full name.
As for the moveset addresses, the first chain grapple is the rear waistlock (even though it is listed last in Create a Moveset).
Rear Waistlock Down--0x105D0512; Rear Waistlock Left--0x105D0514; Rear Waistlock Up--0x105D0516; Rear Waistlock Right--0x105D518. Side Headlock Down--0x105D051C; Side Headlock Left--0x105D051E; Side Headlock Up--0x105D0520; Side Headlock Right--0x105D0522. Front Facelock Down--0x105D0526; Front Facelock Left--0x105D0528; Front Facelock Up--0x105D052A; Front Facelock Right--0x105D052C.
Wrist Lock Down--0x105D0530; Wrist Lock Left--0x105D0532; Wrist Lock Up--0x105D0534; Wrist Lock Right--0x105D0536. Signature Move 1--0x105D04A2; Signature Move 2--0x105D04A4. Finisher 1--0x105D04A6; Finisher 2--0x105D04A8. Back Groggy Grapple Down--0x105D04AA; Back Groggy Grapple Left--0x105D04AC; Back Groggy Grapple Up--0x105D04AE; Back Groggy Grapple Right--0x105D04B0. Front Groggy Grapple Down--0x105D04FE; Front Groggy Grapple Left--0x105D0500; Front Groggy Grapple Up--0x105D0502; Front Groggy Grapple Right--0x105D0504.
The actual grapple animation addresses are as follows: Rear Waistlock--0x105D0510; Side Headlock--0x105D051A; Front Facelock--0x105D0524; Wrist Lock--0x105D052E. It will take me (much) longer to find all the "hidden" moves (that is, moves on the list on this site which have no values listed for them). However, I have a feeling that placing created finishers in ANY non-finisher standing grapple slots will make those moves "counter-proof." That even means that placing created finishers in SIGNATURE MOVE slots will make those "created sigs" counter-proof! Also, if you place moves in your CAW's finisher slots that weren't meant as finishers (that is, they aren't among those listed in the finishers list), then your CAW's finishers will also be counter-proof! Use this knowledge to your advantage!
Edited by xirtamehtsitahw, 03 June 2013 - 10:23 AM.
#8
Posted 03 June 2013 - 10:24 PM
#9
Posted 10 June 2013 - 01:47 AM
#10
Posted 10 June 2013 - 08:13 PM
#11
Posted 13 June 2013 - 10:11 PM
#12
Posted 23 June 2013 - 12:58 AM
The actual values for the chain-grapple animations are: 0064, 0065, 0066, and 0067. The value for grappled strikes (at least the ones my Mewtwo CAW has) are: 007E, 007B, 0071, and 0074. The order of grapples is always listed in the game's memory addresses as follows: Front Facelock, Side Headlock, Waist Lock, Wrist Lock.
#13
Posted 26 June 2013 - 08:46 PM
#14
Posted 13 September 2013 - 03:21 AM
#15
Posted 10 December 2013 - 09:41 PM
I'm going to use this newfound knowledge to (relatively) quickly hack my most recent Mewtwo CAW's moveset (I just created him).
Update: I've ditched the 'Two in favor of "heavier" characters. I have three super-heavyweights on my game right now: Goodra (the 6th generation Dragon-type Pokemon), Badra (her "evil twin"--a dark Goodra), and Dragonite (whom I made smaller so that his BMI would yield a weight of 400 pounds, instead of 463). I also have a cruiserweight character in Midna's Imp form. Most of her moves (apart from her hacked chain grapples) have a "non-lifting" designation, to account for her diminutive size (she's only 5'3" and weighs only 169 pounds--a BMI of 30 to go with her chubby-imp shape). She is the fastest, highest-Technical, and highest-Charisma character in the game, but she has among the lowest of Grapple and Strike attributes (fitting, given her tiny stature).
UPDATE: I've rebuilt Mewtwo on my game, but am going to go EVEN FURTHER in hacking away more of the AI's countering cheapness, and I'm going to be adding the no-pinfalls code, to boot, to stop the AI from ever being able to pin Mewtwo (outside of EC or Steel Cage matches involving pinfalls).
The changes will involve swapping around Mewtwo's ground grapples (replacing them with Struggle Submissions) and his ground strikes and SS moves will be replaced with "regular" ground grapples. In additions, Mewtwo will receive hacked groggy grapples, replacing his front ones with additional SS moves, and his back ones with tag-team moves. His running strike and front running grapple will switch places, and I'm trying to figure out what to do with his back running grapple. I might be able to simply swap it for his running strike, as well (the Lie Detector can hit someone from behind as well as in front, but it doesn't hit as "clean").
'Two is going to be the single most dangerous AI-busting character I've ever created! Cheap, meet Chicxulub (as in Mewtwo's head-targeting finisher, the Chicxulub Impact).
Edited by xirtamehtsitahw, 01 February 2014 - 12:48 AM.