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 Damage Mods

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KWG
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KWG


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PostSubject: Damage Mods   Damage Mods I_icon_minitimeWed Dec 18, 2019 10:42 pm

1: In a match, do the move you wish to find the parameter for. Quickly press the GS button while you are doing the move.

2: Go to address 8015B1C0. You will see another address (e.g 800AB7DC for suplex).

3. Add B to this address and go to it (e.g 800AB7E7 for suplex).

4. The number highlighted will be the parameter used to perform the move. The next value along is the parameter the move damages.
00 - Head
01 - Body
02 - Arms
03 - Legs
04 - Flying

The headlock move had a value of 02 00 meaning it uses your arms parameter to calculate the damage done to their head.


Guide to Move Damage

This is quite a tricky thing to understand, but once you do understand it, then you will find it extremely useful.
**READ THIS - IMPORTANT**
Ok, what these codes do is alter a specific moves damage values for a SPECIFIC PLAYER IN GAME. Note that the addy's refer to a type of move(i.e. Front Special, Front Strong A, etc) not the specific move. Therefore if you were to set the Front Special addys for P1, then they would apply to all Front Specials, not just that one.
Note this, it is not a save to CAW code, it is like Move hacking, it only applies to in game and it is player specific(i.e. you need separate codes for each player). The exception to the player rule is generic moves, like weapon shots, slamming into turnbuckles and steps, which use the same addy's for all players.

Right, now I have to quickly teach you how to find the addy for a move, it's extremely simple.

Finding the addy for a Move

1: Start the game up with the Code Gen on.
2: Start a match, make it P1 v P2 if you can.(it's quicker.)
3: Execute the move you want to find the damage addy's for.(Make sure you are doing it WITH the player you want the addy's for.)
4: As soon as the move starts, hit the GS button.
5: Go into the memory editor and go to this address 8015B1C0 (credit goatman). (PAL version - 80159BA0 - credit - me(I don't know if anyone else has hacked it)
6: At that address you will easily spot 8 digits which perfectly represent a GS addy. Write this down.
7: Goto the address you just wrote down - You are now at the starting point for the Move damage for that move for that player.

The Damage Addy's

Ok, this is a little awkard, what I will do is list the different things with short descriptions, then again with longer ones. There are no addy's here.
Simply add the number to the addy you wrote down earlier.(all hex)

00 - ??
01 - ??
02 - ??
03 - ??
04 - ??
05 - Links to another move at the end of this move
06 - Damage
07 - Spirit Gained
08 - Spirit Drained
09 - KO
0A - Blood
0B - Parameter you are using to attack
0C - Parameter used for defence
0D - ?? - Think has something to do with how they react to a move
0E - ?? - Think has something to do with how they react to a move
0F - ?? - Think has something to do with how they react to a move
10 - ?? - Think has something to do with how they react to a move
11 - ??
12 - Head Damage
13 - Body Damage
14 - Arm Damage
15 - Legs Damage
16 - Speed Damage
17 - ??
18 - ??
19 - ??
1A - ?Chance of getting a Pinfall??
1B - ??
1C - ??
1D - ??
1E - ??
1F - ??
20 - ??
21 - Move Type?(see later)
22 - Move Type/Favourite
23 - ??

Long List

Ok, now that same list, except with much more explanation

00 - ??
01 - ??
02 - ??
03 - ??
04 - ??
05 - Links to another move at the end of this move

What this does is simple, when you have finished this move, it immediately starts another move, it uses the same values as the Finisher's in the AI code.(example, Front Special would be 46).
An example of this in use is the Sidewalk Slam to Submission, when the sidewalk slam is finished, it tells it to start your Lower Body Facing Up Submission, One of my earlier codes changed that and told it to start the special one instead. You can use this to create combo's of moves(very tricky)

06 - Damage

Very simple really, 00-7F is the range of values you can put in. Here is a quick guideline for the damage values.

S - 28
A -23
B - 1E
C - 19
D -14
E - 0F
F - 0A
G - 03

This isn't 100% exact, but it is a good guideline to use for putting in the damage.

07 - Spirit Gained

This tells the game how much spirit the player gains by performing the move, 00-64.
07 - is the standard strong grapple
05 - is the standard weak grapple B
03 - is the standard weak grapple A

08 - Spirit Drained

This is a little more complicated to understand, it is how much spirit you DRAIN from your opponent performing the move, simple really, but it is the values you have to put in that are complex. For those who know what "Two's Compliment" is, then they know what I am talking about, as you have to use negative valus, the range is 9C - FF.
Where 9C is the MOST spirit you can drain, and FF is the least spirit you can drain. If you put in a value between 00-64, then when the move is performed it will GIVE then spirit, not drain it.

09 - KO

This is how likely the move is to cause a KO.(not needed on Pinfall, Submission Moves, or repeated moves)
05 - High Probability
03 - Medium Probability
01 - Low Probability
00 - No KO possible

0A - Blood

This is how likely the move is to make someone bleed.
09 - Very High Probability
07 - High Probability
05 - Medium Probability
03 - Low Probability
01 - Very Low Probability
00 - No Probability

0B - Parameter you are using to attack
0C - Parameter used for defence

These two addy's tell the game what parameters to compare to decide how much damage is done.
00 - Head
01 - Body
02 - Arms
03 - Legs
04 - Flying

A kick to face would be 03, then 00. So it looks how strong the attackers legs are, then sees how strong the recievers head is, then uses the values along with the damage value to work out the exact amount of damage done.

0D - ?? - Think has something to do with how they react to a move
0E - ?? - Think has something to do with how they react to a move
0F - ?? - Think has something to do with how they react to a move
10 - ?? - Think has something to do with how they react to a move

For all of these, I did at one point find something that these did, I did it on WM2K. I managed to change how someone reacted to a clothesline, instead of going down normally, then did that flip over backwards. But I haven't done much experimentation with this yet, I am guessing it applies only to Striking type moves anyway.

11 - ??
12 - Head Damage

The damage done the Head Body part, The game's highest value is 05.

13 - Body Damage

The damage done the Body Body part, The game's highest value is 05.

14 - Arm Damage

The damage done the Arms Body part, The game's highest value is 05.

15 - Legs Damage

The damage done the Legs Body part, The game's highest value is 05.

16 - Speed Damage

The damage done to your Speed, as this goes down, your wrestler slows down. The game's highest value is 05.

17 - ??
18 - ??
19 - ??

1A - ?Chance of getting a Pinfall??

I have yet to figure this one out 100%, I think it is the probability of getting a pinfall after you do the move, but I am not 100% sure. Still working on this addy

1B - ??
1C - ??
1D - ??
1E - ??
1F - ??
20 - ??
21 - Move Type?

Ok, I believe this tells it what type of move it is, whether it is submission, pinfall, normal repeating, etc. Not had much time to experiment with this addy yet.

22 - Move Type/Favourite

This is part of the above I believe, but the first part of it tells it whether the move is a favourite or not, I believe 8? sets it as a favourite, you will need to get the ? from the addy itself before you change it

23 - Move Type?

I think this is part of the move type, but not had time to really test.

Example of Use

Ok, put this in with a Vandaminator Code, this code will set the damage for the Front Special for P1, it will change it from whatever the original move was to the exact settings you want for the Vandaminator.

800ABF9E 0028 - Sets Damage to S Power
800ABF9F 000F - Sets spirit gain to "special" level"(normally it is 00, as Specials don't need spirit gain)
800ABFA0 00F1 - Sets spirit drain to "special level
800ABFA1 0005 - High probability of causing a KO
800ABFA2 0007 - High probability of busting someone open.
800ABFA3 0003 - Parameter you attack with is the Legs
800ABFA4 0000 - Parameter you defend with is the Head
800ABFAA 0005 - Sets Head Damage to 5
**800ABFB2 0005** - Not sure what exactly this is, but I think it is probability of getting a pinfall, so I set it to the highest value anyway.

That is basically all you need, Most of the other addy's are of no use, You may want to put in 00 over some of the body part addy's, as they are likely to have a value in from the original move.

What use is this code?

The use for this code is simple, you can use it to improve already existing Move's codes, you can make the Vanterminator S power and cause KO, the Five Star Frog Splash becomes S power, etc. It's up to you what you do with the codes.


Converting from P1 to P2,3,4

The conversion number is 41D0.
i.e. add 41D0 to a P1 code and you get P2's code, add it again to get P3's code, etc. All hex values.
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KWG
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KWG


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Damage Mods Empty
PostSubject: Re: Damage Mods   Damage Mods I_icon_minitimeWed Dec 18, 2019 10:42 pm

Damage Mod Links:

Front Weak Grapples

1= Front weak a
2= Front weak <>+a
3= Front weak ^+a
4= Front weak v+a

5= Front weak b
6= counter^
9= counter^
a= Front weak <>+b
b= counter^
e= counter^
f= Front weak ^+b
10= counter^
14= Front weak v+B
15= counter^

Front Strong Grapples

19= Front strong a
1a= counter^
1e= front strong <>+a
1f= counter^
23= Front strong ^+a
24= counter^
25= counter^
28= Front strong v+a
29= counter^

2d= Front strong b
2e= counter^
32= front strong <>+b
33= counter^
37= Front strong ^+b
39= counter^
3c= Front strong v+B
46= Front Special

3d= lift block

powerbomb counter
3e= hurrancanrana pin
3f= mist
40= hurricanrana

Back Weak Grapples
4c= back weak a
4b= back weak <>^vA
4a= back weak b
49= back weak <>^vb

Back Strong Grapples
4d= Back strong A
4f= back strong <>^vA
50= Back strong b
4e= back strong <>^vb
51= back special

53= Second Special

Irish Whip Grapples
56= Setup
57= Weak Irish Whip Tap A
58= Setup
59= Weak Irish Whip Hold A
5a= Setup
5b= Strong Irish Whip Tap b
5c= Setup
5d= Strong Irish Whip Hold b
5e= Setup
5f= Irish Whip Special

60= Setup
61= Irish Whip Double Team

Running Grapples
68= Running Front Grapple
69= Running Back Grapple

Turnbuckle Grapples

6c= Front weak a
6d= counter^
6e= counter^
6f= counter^
70= counter
71= Front weak b
72= counter^
73= counter^
74= counter^
75= counter^
76= Front strong a
77= counter^
78= counter^
79= counter^
7a= counter^
7b= Front strong b
7c= counter^
7d= counter^
7e= counter^
7f= counter^
80= Front special
81= Second Special

82= Back weak a
83= counter^
84= Back weak b
85= counter^
86= Back strong a
87= counter^
88= Back strong b
89= counter^
8a= Back special
8b= Second Special

8d= Front TB counter grapple
8e= Back TB counter grapple

Grapple to apron

91= Weak
92= Strong
93= Special
94= counter grapple

Grapple From apron

95= Weak
96= Strong
97= Special
98= counter grapple

9a= pull of apron

Special Ground Grapple

9b= Facing up special upper
9c= Facing down special upper
9d= Facing up special lower
9e= Facing down special lower

Heavyweight Grapples

9f= superheavyweight bodyslam
a0= counter^
a1= superheavyweight backdrop
a2= counter^

Double team grapples

a3= Front grapple
a4= Back grapple
a5= Sandwich grapple

a8= Doomsday device counter

ac= Weak Arm Striking (B)
ad= Weak Arm Striking (Direction & B)
ae= Weak Leg Striking (B)
af= Weak Leg Striking (Direction & B)

b0= Turnbuckle Attack (B)
b1= Turnbuckle Attack (Direction & B)

b2= Tree of Woe Attack (B)
b3= Tree of Woe Attack (Direction & B)

b4= Setup for Block & Counter Punch
b5= Setup for Special Block & Counter Punch
b6= Reaction to Blocked Kick
b7= Counter kick a
b8= Counter kick b
b9= Special Block & Counter Kick

Strong B strikes
ba= Strong B Strike
bc=Strong B-pad Strike
be=Strong AB Strike

c0=  Weak Running Attack (B)
c1= Counter
c2= Weak Running Attack (A & B)
c3= Counter
c4= Strong Running Attack (B)
c5= Counter
c6= Strong Running Attack (A & B)
c7= Counter

c8= Slapaway Strong B
c9= Counter

ca= Slapaway Strong D-pad\B
cb= Counter


cc= Running Tree of Woe Attack
cd= Irish Whip Attack

cf= Block Irish Whip to Turnbuckle
d0= Evasion

d1= Ground Attack (Facing Up)
D2= Ground Attack (Facing Down)
D3= Running Ground Attack (Facing
D4= Running Ground Attack (Facing
D5= Ground Attack (Sitting Up)
D6= Ground Attack (Sitting Down)
D7= Running Ground Attack (Sitting
D8= Running Ground Attack (Sitting

D9= Ducking Attack

DA= Apron Kick to Inside
DB= Apron Kick to Outside
DC= Kick to Opponent (Both on Apron)
DD= Punch to Opponent (Both on Apron)

DE= Attack to Break Submission
DF= Running Attack to Break

Taunts
E0= Entrance Taunt  
E1= Entrance Walk Taunt
E2= IN RING TAUNT
E3= Taunt (Up)  
E4= Taunt (Left)  
E5= Taunt (Right)  
E6= Special Taunt  
E7= Ducking Taunt  
E8= Corner Taunt  
E9= Turnbuckle Taunt  
EA= Apron Taunt  
EB= Celebration Taunt  

Submissions
ec= facing up upper
ed= counter^
ee= facing down upper
ef= counter^
f0=facing up lower
f1= counter^
f2= facing down lower
f3= counter^
f4= sitting up upper
f5= counter^
f6= sitting down upper
f7= counter^
f8= sitting down lower
f9= counter^
fa= slamming knee
fb= counter^

FD=  Reversal for Armbar
FF=  Reversal for Choke Hold
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