Achilles1515
Smash Master
From Magus on hitbox info:
(This is a picture because I can't edit or quote that post.....???)
Random Hitbox Elements - Every Non-projectile Attack (1.02) [Achilles]
C20715B0 00000009
7C0F0378 38600010
3C808038 60840580
7C8903A6 4E800421
2C030004 41A2FFE8
2C030007 41A2FFE0
2C030008 41A2FFD8
2C03000B 41A2FFD0
907E0030 7DE07B78
28000009 00000000
Random Hitbox Elements - Modified Attack Specific (1.02) [Achilles]
807E0030 2C030011
40820044 7C0F0378
38600010 3C808038
60840580 7C8903A6
4E800421 2C030004
41A2FFE8 2C030007
41A2FFE0 2C030008
41A2FFD8 2C03000B
41A2FFD0 907E0030
7DE07B78 28000009
60000000 00000000
Idk about the attack SFX part, but I figured I would put it in there because some of element IDs have the same SFX IDs (Ice, for example). But I think the cape effect will produce a shell sound (which is kind of cool)...so it doesn't always work correctly. Feel free to take that line out and the SFX will be the same as from the hitbox data.
@ MagicScrumpy you know what to do with that first code...
Playing with this code is just ridiculous and fun and frustrating at the same time.
(This is a picture because I can't edit or quote that post.....???)
Random Hitbox Elements - Every Non-projectile Attack (1.02) [Achilles]
C20715B0 00000009
7C0F0378 38600010
3C808038 60840580
7C8903A6 4E800421
2C030004 41A2FFE8
2C030007 41A2FFE0
2C030008 41A2FFD8
2C03000B 41A2FFD0
907E0030 7DE07B78
28000009 00000000
Random Hitbox Elements - Modified Attack Specific (1.02) [Achilles]
- Hitbox element will be random if the element ID within the hitbox event equals 0x11 (or in terms of Magus' list from above, 44).
- So you can manually change specific hitboxes to have random elements.
807E0030 2C030011
40820044 7C0F0378
38600010 3C808038
60840580 7C8903A6
4E800421 2C030004
41A2FFE8 2C030007
41A2FFE0 2C030008
41A2FFD8 2C03000B
41A2FFD0 907E0030
7DE07B78 28000009
60000000 00000000
Code:
Function:
8007121C SubactionEvent_HitboxData
Random Hit Elements
inject @ 800715b0 - cmplwi r0,9
- after much hitbox info has been loaded
lwz r3,0x30(r30) # load hitbox element ID
cmpwi r3,0x11 # does is equal 0x11 or 44 from Magus' post?
bne- END
mr r15,r0 # save register 0
REPEAT_RNG:
li r3,16
lis r4,0x8038
ori r4,r4,0x0580
mtctr r4
bctrl # branch to random function and return a value between 0x00 and 0x0f, inclusive
cmpwi r3,7 # ignore sleep [long]
beq- REPEAT_RNG
cmpwi r3,8 # ignore grounded [first? - the one I can't get to do anything]
beq- REPEAT_RNG
cmpwi r3,0xb # ignore empty (gray hitbox)
beq- REPEAT_RNG
stw r3,0x30(r30) # store element effect
mr r0,r15 # restore register 0
END:
cmplwi r0,9 # default code line
------------
To make it happen on every attack, remove the first three lines from the above function.
@ MagicScrumpy you know what to do with that first code...
Playing with this code is just ridiculous and fun and frustrating at the same time.
Last edited: