Overview
This guide covers some basics to get into Rivals modding, if you have any questions ask me in the comments and I’ll see if its possbile,Also some sections are yet to be made, but just because they’re incredibly annoying to do. Also big thanks to my buddy Aku for playtesting my modpack with me.
Introduction
Rivals modding is not that hard, it may be confusing for people that are new to modding but you’ll get the hang of it real quick but there still are a lot of things that may be too advanced or just have to much to offer to get it first try.
What this Guide will Cover
- Knockback
- General (example: amount of double jumps)
- Hit Effects (example: zetterburns fire)
- Hitboxes
- Visual/Audio Effects
- Framedata
from easy to hard
How to get to the Modding
Go here,
(if you dont know how to get there search for %Appdata% in Windows and go back one Folder so you’re not in “Roaming” anymore)
and Edit the files with your prefered text editor
for me it is NotePad++
then you can find all the moves and just need to scroll down to everything
and at the bottom is the General
Knockback
Base_Knockback:
The amount of Knockback the enemy gets no matter the percent
Knockback_Scaling:
Basically increases the knockback the higher the percent
Knockback_angle:
Sets where the enemy will get launched
some basic ones:
270: spikes
180: sends backwards
90: sends upwards
0: sends forwards
Angle_Flipper:
Basically is able to reverse the knockback
Example: Zetterburns Neutral Special is able to spike because of it
Damage
Defines the amount of percent that is dealt with the hit.
Also note that there is a “_1” or a “_2” because Etalus Neutral Special has 2 Hitboxes.
General
Some characters have some other stuff
Etalus has his:
ice_armor_kb_scale
the knockback you get while you’re in Ice armor form
ice_armor_threshold
The amount of damage the ice armor can withstand
frozen_time
the time your enemy will get frozen when you down b them
!!WARNING!! this is extremely op if changed to max
ice_tile_lifetime
how long lasts the ice on the ground
And here are the things every character has:
knockback_adjustment
the knockback you get while you’re in your normal form
hitstun_gravity_accel
how fast you will get faster falling while in hitstun
gravity_accel
how fast you will get faster outside of hitstun while falling
fast_fall_speed
how fast you will fall when you input fastfall
(note that if you make it slower than the max fall speed
you have a slowfall)
max_fall_speed
how fast you will fall outside of fastfall
ground_friction
how long it takes you to stop on the ground when the input goes away
air_friction
how long it takes you to stop in the air when the input goes away
max_dbl_jumps
how often you can jump in the air
max_jump_h_speed
how fast you can jump horizontally
dbl_jump_speed
how fast you are double jumping (set higher to jump higher)
short_hop_speed
how fast you are shorthopping (set higher to jump higher)
jump_speed
how fast you are jumping (set higher to jump higher)
air_accel
how fast you get your max air speed horizontally
max_air_speed
how fast you can get in the air
roll_backward_speed/roll_forward_speed/air_dodge_speed/techroll_speed
how fast your roll/airdodge will be
there is also:
- Recovery_time: how fast you can act out of your airdodge again
- active_time: how long the airdodge is active
- Startup_time: how fast the airdodge starts
(There are also Parry and tech but they work basically the same but without speed)
wave_land_friction
indicates how good the wavedash works
wave_land_time
how long 1 wavedash will last
jump_start_time
how fast you will be in the air
prat_fall_accel
!!I dont actually know if you do please tell me in the comments!!
prat_land_time
Again help
land_time
how long it takes them to be able to react out of landing
initial_dash_speed
how fast your dash at first is
initial_dash_time
how long your dash at first lasts
dash_stop_time
how long it takes to stop out of a dash
walljump_v_speed/walljump_h_speed
how fast your your walljump horizontal and vertical is
dash_turn_accel
how fast you will turn out of a dash
dash_turn_time
how long it will take to turnaround
dash_speed
how fast your normal dash is
walk_turn_time
how fast your walking turning is
walk_accel
how fast the walk gets quicker
walk_speed
how fast the normal walking speed is
Hiteffects
you can edit every attack so it deals as an example: zetterburns fire damage
this here does absolutely nothing BUT there are some hit effects.
I will list all my known ones yet the ones I dont know will be just blank
- 1=Sets enemy on fire for 5 damage
- 2=Only hits enemy when the enemy is on fire
- 3=Deals slightly more knockback when the enemy is on fire (Maid-Chan)
- 4=Wraps the enemy BUT only if the enemy is marked. Like in Maypuls smash attacks. (Maid-Chan)
- 5=Freezes enemy when they’re on the ground
- 6=Maypul’s Mark (only works on her)
- 7=Seems to be left out, there exists no move with the 7 hit effect MAY STILL DO SOMETHING
- 8=Wraps the enemy. Like in Maypuls Smash attacks. (does not need to be marked)
- 9=Move does NO Knockback (Maid-Chan)
- 10=Poisons the enemy
- 11=Clairens Stun (Maid-Chan)
Hitboxes
hitbox_size_x/y
how big the hitbox is
hitbox_position_x/y
where the hitbox is 0/0 is the characters center
it works like this:
…….y
…….|
-x—🞢—x
…….|
…..-y
🞢= character
num_hitboxes/num_unique_hitboxes/num_final_hitboxes
Basically the amount of hitboxes this here will improve since I am not sure myself
(note: this is required to add new hitboxes)
parent_hitbox
what the hitbox follows
hitbox_window
I dont know
hitbox_window_creation_frame
when the hitbox windows gets created
hitbox_lifetime
how long the hitbox is there
Visual/Audio Effects [COMING SOON]
Framedata
Might aswell do these special Etalus ones:
max_fall_speed:
The max speed he can fall while his hammer is active.
gravity_change:
How quick he accelerates falling down with the hammer.
And now back to the Framedata:
Here is the most important one.
window_length_1:
The Hitboxes startup, so if this were to be changed to 1 it’d look like this:
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window_h_boost_1: / window_v_boost_1:
The direction you get pushed when you activate your move. The higher the number the more
you get pushed.
The SFX Stuff here will get added Later!
window_whiff_frames_1:
The amount of frames you cant do anything if you dont hit the enemy. (I think)
invincibility_1:
1= you’re invincible in the window
0= you’re not
so you can make etalus invincible while his charging window is open.
Then it just continues with more windows.
Tip=The first one is always the Startup frames. And the Last one is always the Endlag.
has_cooldown:
1= The move has Cooldown
0= The move doesn’t
cooldown:
If you entered a 1 in the has_cooldown tab
you can now enter the amount of frames you have to wait before you can
activate your move again.
Final Note
I found this Spreadsheet too, it might be useful:
[link]
Thanks!!!
Also you don’t have to restart the game for the game to use the changes just press F3
Good Luck modding yourself!
Also heres a sexy zetterburn