Gultigargar
Well-Known Member
Yeah, that's more or less the same approach I use, though instead of changing move damage I've been copying properties from unknown moves onto the basic P/K, 3P/3K and 2P/2K that are always first. The "move X does X damage" approach does seem like the better method, though, especially with DOA3 where I don't have the luxury of modding files on-the-fly while testing them in DOA Online. Sometimes you can also tell what move it is just by looking at its damage and safety on block. Can really save some time if you're just looking for one specific move.If you're figuring out where everything is located and what everything does, writing software to change values would be relatively easy by comparison. We had basic software but not much of the format figured out. We had to figure out what move we were editing by scaling the damage on moves and writing down our findings (i.e. move 1 does 1 point damage, move 2 does 2 points, etc).
I've already implemented them in my current build, I just like getting other players' point of view to consider before making any final decisions, there might turn out to be ramifications I hadn't thought of.
I am also still kind of interested in making a more experimental build where I just get to play with stuff, like giving Ayane some of her guard breaks from DOA4, even though they are on moves like KKK and 236F+K that you'll never hit with anyway. If I ever get the spare time for writing down all Hayate's animations, I'd also love to try stuff like replacing his 66KK and 66KKK with something like F+K and F+KK to more closely resemble resemble his DOA4 version of the string.