Sounds like you referenced Link's effect.pac. If you want it to work without Link/Zero, you shouldn't rename it.
The only flaw is that if the original character with the original effect.pac gets defeated/unloaded, the trails go white.
For an example of what I mean, see: Gray Fox.
Wait, is the value 2D Link's files? I thought he was 3 or 4 or something like that. The thing is, when I looked through the Big PSA List thread, I did find a list of characters' external files along with their file number (in decimal), but Wolf's file number wasn't there. What I'm trying to do is merely replace two of Wolf's external effects with two of Marth's sword trail effects (again, both 64x64 so BBox doesn't give an error). If the character ID for even referencing the files in the first place is off, I think we found the major issue in the first place.
That could be the issue Gamedominator is having with the sword trails. The trails aren't loading for him because the original character is not loaded at the same time as Lloyd.
So Gamedominator has to figure out a way to get the sword trails to load with Lloyd and not the original character. Then it should be fine. I don't know much on this stuff so I don't know a solution.
Basically this, which is why I want to think my theoretical solution
should work. I might try looking through the original character's (Wolf's files and look for an External Graphic Effect command to see what ID number he references. If it's the same though... then I really don't have a clue what to do. If this does work, then I will know how to also reference the sword glow files that are already placed in Wolf's main pac (as in, we've had them in earlier).
And at your earlier comment EY, yeah I think it is related to the ThrownN bone. Now when Lloyd actually throws somebody, they just stay in place which has more to do with there being no animation.
EDIT: Damn it, Wolf's file number is 2D so it's still the correct file number... I don't get why it won't load those textures then.
Well, even though I still don't know any other solutions, I will say that adding even just white sword glows to a number of moves make them look a lot nicer and smoother like his neutral jab attacks (which, by the way, I want to work on making them link better like all of the other characters' jabs).
EDIT2: Ok, so I felt like addressing some issues with Rising Falcon (besides the fact that sliding off the ledge with it means you get stuck in the air and that it can't ledge cancel and that the aerial version doesn't work). It's the inconsistent momentum.
In most cases, you're probably going to get this:
In which Lloyd stops directly there and doesn't move any more.
In a few cases if you move the joystick a certain way before actually executing Rising Falcon, you'll get this:
Lloyd carries the momentum on landing and moves forward a bit (note that he's moved past the landing effect a little bit). This is the desirable situation. However, there's an issue where you can control him in the air (only moving forward) before it executes. If this could get removed and consistently works like this, this would be the most refined feel to it. That would also mean fixing the two other possibilities that can happen.
Exhibit A:
Lloyd actually moves a bit backwards in the dive. What's not pictured here is the huge amount of momentum gained after landing and is really similar to the length that the dive covers in...
Exhibit B:
Another instance. Lloyd gets huge distance and big momentum with it. Note that these two examples also cannot be moved forward before the dive like the second Rising Falcon screen can, which is good but there's the whole issue with the dive not going where it's supposed to.
Also, EY. I tested your fix and it seems like you're almost there, except 180 degrees off. At least you got the angle right, it just needs to be facing the other way.
This looks incredibly badass even if it's wrong:
There's also one frame in the Wait1 animation where the player tag likes to drop down before popping up into its proper position. You can't see anything wrong in the animation itself unless you're holding a swinging item (any other item seems to cause a T-stance, probably because a swinging item doesn't use the WaitItem animation?). Yes, this was ridiculously hard to get a screen of.
And finally, there's a glitch with Psi Tempest (and there's already at least two or three others) where it can stick on a ledge.
Honestly, I really need to start reading up on some more detailed PSA things. Few others on the team have shown up in a long time and the moveset needs a lot of refinement, not too mention a large number of animations (and some already existing animations that need refinement).