Well if you mean like what I did for my Sub-Scorpion 2.0 mod for mkke, then I would suppose so, but it's nothing that's easy to do.Sablicious wrote: Ahhh! So easy!
Thanks a lot. The game is far more fun at a more measured pace... even allows for some combos that didn't work at 100% 'Benny Hill Show' pace!
Sidebar:
Is there any way to edit individual character traits - like damage, speed etc - as with the "Ono!" tool used for SFIV? Would this require unpacking the actual character asset files or are these parameters located elsewhere?
Even with the scripts I had @ the time & the mapping that I did to his tweakvars{where all the float params are located} it's a lot of work. & a lot of trial & error. With IGAU UE I had no scripts, but I was already used to looking @ packages in hex & found the tweakvars in the char packages fairly quickly. It's just a matter of changing a float, test in-game, see what changes, map it in a table for reference.
Now with MKX they have the MKScriptbinary files outside the char packages, so @ least there's no need to search for that. But, you still have to locate the tweakvars inside, which should be in the data2 table if it's anything like the previous games, and start changing the floats. The MKScriptbinary are the .mko files in the folder MKScript You'll need to open them up in a hex viewer.
I took a quick look Char_Aztec_A and I see his stringblock & what looks like @ least 3 tables, but I didn't see anything that stood out like a tweakvars section. I would need sometime to really look through it. Btw the blood color string should also be inside the .mko.
Anyway you can just make a backup of one & go to town on it see what if anything you can find.
Here's a pic of a map I started for Aquaman. The offset column is the offset directly inside the char package as there's no tools for extracting the scripts for IGAU so I just dove right into the package itself. & dug around till something 'popped' Anyway this will give you an idea of what you may see in the mko