Easy Custom Moveset

Easy Custom Moveset v1.13.2

hey for some reason ECM doesn't recognize the Char Select mod even though i have the latest versions of both. can someone help me with this please?
 
...how does one peel-out
It is Dpad-Up while not moving in the ground
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consider, some form of attack, also here's a fun idea, what if you can make a char always be standable on like the barrel, to be similar to how you can stand on enemies on mario 2, if you get what im going for...
I would love to do that, but the engine of sm64 handles collision of objects and entities differently. Basically it is to difficult to do that for me
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hey for some reason ECM doesn't recognize the Char Select mod even though i have the latest versions of both. can someone help me with this please?
I tried ECM with the last version of char select, it is working. Do you have both in your mods folder? Did you check the 2 while creating your game?
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1) this is the coolest thing of all time im so glad this exists
2) do you know why some characters dont seem to be work? I really wanna change Moushley but she wont budge. My theory is that its because she has custom animations, because i also tried teto and that didnt work either. Let me know if you think that is the reason and if theres any way to fix it. (it did work on other characters with no custom animations)
She has kind of a weird name in game, it is "Moushley (RE4R)".So you need to put in character name field "Moushley (RE4R)" int he form website
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It is Dpad-Up while not moving in the ground
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I would love to do that, but the engine of sm64 handles collision of objects and entities differently. Basically it is to difficult to do that for me
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I tried ECM with the last version of char select, it is working. Do you have both in your mods folder? Did you check the 2 while creating your game?
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She has kind of a weird name in game, it is "Moushley (RE4R)".So you need to put in character name field "Moushley (RE4R)" int he form website
Also, because of the multiple request, the next update will be focus on combat moves, such as homming projectiles
 
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I tried ECM with the last version of char select, it is working. Do you have both in your mods folder? Did you check the 2 while creating your game?
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yes they are both in the mod folders, i have also uninstalled and reinstalled the latest versions of both mods, and when hosting a game i make sure both mods are active if that's what the final line of this post is referring to, i have the latest version of the game and even with all of that i still get error messages, i can provide screenshots if that could help
 
yes they are both in the mod folders, i have also uninstalled and reinstalled the latest versions of both mods, and when hosting a game i make sure both mods are active if that's what the final line of this post is referring to, i have the latest version of the game and even with all of that i still get error messages, i can provide screenshots if that could help
ok. Please send the screenshots with error messages
 
Im getting these errors when using the moveset from the website:
Error: Tried to generate a sync table with a non-empty table
[0] '[C]':-1 -- _set_sync_table_field [C]
[1] 'gSmluaConstants':10 -- __newindex [Lua]
[2] 'Easy-Custom-Movesets/o-api.lua':726 -- sendstatsTable [Lua]
[3] 'Easy-Custom-Movesets/o-api.lua':737 -- <unknown> [Lua]

Is this a common problem?
 
I discover this mod, and i love it, the fact tat i can just made my characters have unique movements is so nice

I just have the question, how do you get rid off the Heavy impact sound?

With certain characters, when i jump, the moment i get to the ground, it plays that sound when something heavy hits the ground (Example: Footsteps of Big Twomp)

Is kinda annoying so, i would love to know if i can change that option :)
 
I wish there was an option to give the player momentum running like in sonic games and somari 64
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Could you add individual toggles for each vanilla action? i wanna create a moveset for Jumpman in [CS] DK Arcade Pack but he doesnt feel like Jumpman from Donkey Kong because he has all these 3D Mario moves.
 
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Oh nvm i figured it out
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Do they replace or disable voices?
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I have a problom, the mod cannot regognize the files because they are .txt files, not luas. It has txt at the end of those files. What do i do?
 
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If I'm not mistaken based on my interactions so far, the Honey Queen mod has to not only be installed, but also active/enabled in order to use its functionality on other characters? I added her glide to characters, but it only functions while she is enabled, despite having her installed otherwise.

If so, would there be a way to make it so the Honey Queen mod could be downloaded and added directly to Easy Custom Movesets' installation folder, or referenced without being enabled? CoopDX starts becoming unstable if too many mods are active at once, so I would imagined having to force even just one additional character that may be unwanted just to have that functionality is a bit of a detriment.

I also haven't been able to tell so far if the one jumping mod referenced/linked needs to simply be installed or also needs to be toggled-on in order to be usable in ECM, but I would apply the same comment there if it needs to be active.

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I've come back to add some other issues I've been having with ECM.

I'm having an issue with Easy Custom Movesets whenever I try to have someone join in with multiplayer to test out the moves

Like the moveset works for me but it doesn't for them, which is strange because it worked the last time. I had them copy the exact same lua as I did to be safe, is that what I wasn't suppose to do?
This is an issue I ran into with my user-made ECMs, after spending a while setting them up for the purpose of playing together with them. I don't know if every user is supposed to have a copy of the .lua or if this is just a bug.
  • I also ran into issues where sometimes the movesets just wouldn't load at all, even with the correct character names - sometimes they would load and function properly, sometimes they wouldn't, and sometimes different characters would be working while others wouldn't. It's annoying, and frustrating, especially if they don't cooperate with some of the other big moveset mods out there.
  • I had also tried to make an ECM for the Bowser mod, but so far, I haven't seen that one work at all.
  • Another issue I found; if a character with Honey Queen's flight/glide is switched-off before the meter has refilled, it will stay on screen at whatever level it was left at until switching to a character who has the function again.
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Here are some notes about current functionality:

I crawled around the initial character table lua - my goal was to comment out/remove the character sets I was making my own sets for, in case it was causing some kind of issue or conflict. I just ended up breaking the mod, despite being pretty cautious, so I reinstalled the core files.
  • One thing I noticed was that more recent character additions have "initial_table = true" or something to that effect - opposite of what user-made sets do - but the older characters lack this. I also noticed there are some stats programmed into older characters that are not reflected on the website for making the movesets - Eggman has a kick jump value, for example? I'm not sure if this means that website users are missing out on options/features, or if this means the initial table has outdated stats programmed into it. ECM seems to throw a lot of script errors, I'm not sure if this is the cause.
  • It may be a pain, but I wish there was a way to toggle individual movesets on/off based on the source - if I want to use my own moveset for one character, the initial/author made for another, etc.

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And finally, I saw some moveset suggestions as I crawled through this thread, so I wanted to add a few and augment the existing ones:
  • Waluigi's air swimming and twirl jumps, similar to what is seen in the old "Character Movesets" mod.
  • Wall Climb/Crawling - the Extra Characters pack has a form of this with Donkey Kong, and "Blithers Moveset" also has this as an option.
  • Bouncing - a Sonic mechanic previously suggested, it was also used in the Pac Man world series, which would be another good reference for variables that could be applied to it. I would also suggest allowing players to choose between their character turning into a ball that matches their primary color, or just having their character roll into a ball that then bounces? Both Sonic and Pac-Man just turn into spheres with their colors when they bounce.

I will likely be testing more on my end when I have time, so if I learn how to replicate any of the issues I've been having consistently, I'll post about it here (or elsewhere if you prefer). Hopefully this feedback is of use to you. Thank you for the mod and your continued efforts on it.
 
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