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javo mutations

Guest on 13th May 2022 08:01:18 AM

  1. Oh sweet Jesus! Finally after about 5 hours of testing, I've found pretty much all of the information on J'avo mutations and Chrysalids. Let's start with Chrysalids. I'll be using the first enemy on em00 for Steel Beast.
  2. I made the first enemy turn into a Stretlats. Here is what the file looks like:
  3.  
  4. (see sanagi.png)
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  6. Now in reality you only need to worry about the first, fifth, sixth, and eighth boxes since most em files have the rest looking like that at default, but I felt like you guys needed to know what the rest are in case someone figures out what to do with 'em.
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  8. Box 1: is SanagiType or Chrysalid Type. It's basically the flag that tells the game if the enemy becomes a chrysalid or not. Set it to 01 if you want it to become a chrysalid.
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  10. Box 2: Is SanagiRate... I'm not really sure why I included this nor do I know what it does. It is 64 by default...
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  12. Box 3: SanagiChangeSwitch... It is 01 by default, don't know what it does. Moving on.
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  14. Box 4: This is labeled SanagiChangeTimer. I'm not exactly sure what it does, but it might control the time it takes for the chrysalid to form. It is 42 70 00 00 by default
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  16. Box 5: This is the chrysalid's health. This is the amount of damage it takes in Rail Yard to break the chrysalid before it hatches.
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  18. Box 6: BornEnemyType. This 4 byte value controls what enemy comes out of the chrysalid. I will post the values below. The one I have in the picture is 01 -Stretlats.
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  20. Box 7: This is SanagiBornTimer. I'm pretty sure this is the amount of time it takes for the chrysalid to hatch. It is 41 20 00 00 by default.
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  22. Box 8: The new enemy's health. In our case this stretlat has 1000 HP
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  24. Enemy values for box 6:
  25. 01 - Stretlats
  26. 02 - Meset
  27. 04 - Napad
  28. 08 - Gnezdo
  29.  
  30. That's everything on Chrysalids. Now for J'avo Mutations.
  31. J'avo mutations are handled quite similarly to bloodshots. Here is the same J'avo as above with no mutations:
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  33. (see mutationa.png)
  34.  
  35. Here is how the J'avo works. The first 5 boxes in red control whether the J'avo needs to be shot to activate the mutation, or whether or not it starts the match with the mutation already. These five boxes are called the "Change Rule"
  36. Setting the rule to "01 00 00 00 02" means you need to shoot the J'avo in the desired appendage in order for him to mutate. Setting it to "01 00 00 00 03" means the J'avo starts off the match with the mutation already.
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  38. The 5 blue boxes control what mutation will occur. These are called the "Change Parts". Alright here is the breakdown.
  39.  
  40. Box 1(red): Head Rule.
  41. Box 2(red): Body Rule.
  42. Box 3(red): Arm Rule.
  43. Box 4(red): Leg Rule.
  44. Box 5(red): Shield Rule.
  45.  
  46. Box 1(blue): Head mutation.
  47. Box 2(blue): Body mutation.
  48. Box 3(blue): Arm mutation.
  49. Box 4(blue): Leg mutation.
  50. Box 5(blue): Shield Mutation.
  51.  
  52. Here is the list of variables.
  53.  
  54. Head Mutations
  55. 01 - Web Sprayer
  56. 02 - Pinsir
  57. 04 - Flailing Crackhead
  58. 08 - Gas Spraying Bee
  59.  
  60. Body Mutations
  61. 01 - Catepillar
  62. 02 - Armor
  63. 04 - Moth (Rule must be 02 to work properly)
  64.  
  65. Arm Mutations
  66. 01 - Srp left(Non stretchy arm)
  67. 02 - Srp Right
  68. 03 - Srp both arms
  69. 10 - Stretchy left arm
  70. 20 - Stretchy right arm
  71.  
  72. Leg Mutations
  73. 01 - Spider legs
  74. 02 - Moth
  75. 04 - Grasshopper
  76. 08 - Armor legs
  77.  
  78. Shield Mutation
  79. 01 - Left arm
  80. 02 - Right arm
  81.  
  82. If anything was too confusing just tell me and I'll explain it more or provide an example

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