User:Pixloen/FPANModding/UNI2: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
Line 50: Line 50:
*024 = Phonon
*024 = Phonon


== HA6 Pattern Changes ==
Not much has changed honestly, you are able to copy your custom character patterns over from UNICLR to UNISC and they should port over with a few errors or no errors to fix.
However the round start, round win, and game win animations are now read from Patterns 900 onwards for the original roster of characters, instead of 50-53 in UNICLR (Which is based off Lumina, can be changed in '''btl_StdMoveTbl.txt''').
Here are some of the new important patterns that have been added:
395: Smart Steer Ender, also known as '''SSRelayAtk''', also known as Steer Ender
396: '''Smart Steer Ender'''/'''SSRelayAtk'''/'''Steer Ender''' landing or finisher (Example: Hyde's '''SSRelayAtk''' is a '''landing''', while Seth's '''SSRelayAtk''' is a '''finisher''')
996: Cut-in for the player that '''won the GRD Cycle'''


[[Category: Modding French Bread Games]]
[[Category: Modding French Bread Games]]
{{Navbox-MFPG}}
{{Navbox-MFPG}}

Revision as of 07:44, 14 February 2024

What is this?

This is a page documenting all notes regarding to modding UNI2.

Engine Notes

  • PUPS, or multi-palette character support is in the game. However, there may be some quirks regarding permanently switching PUPS.
  • Loading characters from the data folder requires the character folder to be named chrXXX with X being the character number. Everything else (including the CharID.txt file) can be named after the characters id instead of chrXXX

D File Changes

English Language patch only works for some files. This includes:

  • BGM folder

Other files must be D file edited to enable mods. Note that any files that are edited this way must ALWAYS be accessible by the game, otherwise the engine treats these files as empty, leading to crashes. This includes:

  • Data
  • ___English\Script
  • ___English\grpdat
  • System


Character Folder Reference

  • 000 = Hyde
  • 001 = Linne
  • 002 = Waldstein
  • 003 = Carmine
  • 004 = Orie
  • 005 = Gordeau
  • 006 = Merkava
  • 007 = Vatista
  • 008 = Seth
  • 009 = Yuzuriha
  • 010 = Hilda
  • 011 = Eltnum
  • 012 = Nanase
  • 013 = Byakuya
  • 014 = Akatsuki
  • 015 = Chaos
  • 016 = Wagner
  • 017 = Enkidu
  • 018 = Londrekia
  • 019 = Tsurugi
  • 021 = Mika
  • 022 = Kaguya
  • 023 = Kuon
  • 024 = Phonon

HA6 Pattern Changes

Not much has changed honestly, you are able to copy your custom character patterns over from UNICLR to UNISC and they should port over with a few errors or no errors to fix.

However the round start, round win, and game win animations are now read from Patterns 900 onwards for the original roster of characters, instead of 50-53 in UNICLR (Which is based off Lumina, can be changed in btl_StdMoveTbl.txt).

Here are some of the new important patterns that have been added:

395: Smart Steer Ender, also known as SSRelayAtk, also known as Steer Ender

396: Smart Steer Ender/SSRelayAtk/Steer Ender landing or finisher (Example: Hyde's SSRelayAtk is a landing, while Seth's SSRelayAtk is a finisher)

996: Cut-in for the player that won the GRD Cycle

For Beginners
Getting Started
File Structure
Installing Mods
Example Mods
Glossary
Links & Resources
File Formats & Software Guide
Hantei-chan
CGTOOL & CGLIB
.pat Effects
Palettes
DDS Images
Engine Documentation
Audio
Backgrounds
Classes and Methods
Cutscenes
D File Folder
Functions
Shaders
Quick Start
Getting Started
Installing Mods
Mods List
Guides
Character File Setup
Using Hantei-chan
Character Scripts
Miscellaneous
Dialogue
HUD and UI
Stages
Audio
Battle Scripts
CG & Patterns
Editng Vectors
Define
Documentation
Classes and Methods
Functions
HA6 Pattern Reference
UNI2 Modding Notes