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DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
Okay! I got Lucario to dissappear and reappear when the command is called! Hooray for fiddling with DT!

Now I just need to figure out how to make him go in the directions I want...

x_x...Oh boy.

Hopefully work lets me go early again so I can spend all day busting my butt on this.
-DD
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Okay! I got Lucario to dissappear and reappear when the command is called! Hooray for fiddling with DT!

Now I just need to figure out how to make him go in the directions I want...

x_x...Oh boy.

Hopefully work lets me go early again so I can spend all day busting my butt on this.
-DD
How did you do that? I can help.
 

adrahil

Smash Cadet
Joined
Apr 13, 2005
Messages
25
Location
NC
I'm looking to make a classic Doc character, and I'm having trouble getting his down B to rise like Luigi's. I replaced the FLUDD animation with Dair, and that works fine. I then copied the way Luigi calls the move on the Action tab and copied the 'Other' property tab to try and flag Mario's move to rise, but it doesn't seem to be embedded in those places.

Any ideas where I can find the flag to make the move rise on B presses?

Edit: It's also worth noting that Luigi's downB doesn't have the 'moves character' flag checked under animation flags, so I didn't check mario's flag either.
 

Gregory2590

Smash Journeyman
Joined
Jan 24, 2006
Messages
487
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New Jersey
NNID
phireblast
You need to tell them to go to the new sub-action or whatever. The shoot subaction, and the "Put away gun" sub action are very much likely different. Compare the original gunshot, or something.
Now that I think about it, They both had the same name except the second one has lesser data. I'll fiddle with this.
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
How did you do that? I can help.
I just replaced the reaction to Lucario being hit with Lucario's original 115...and then yea...

Zelda seems to have some sort of detection of imput = a certain angle...but I'm not sure how to tie that in with this just yet.
-DD
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
And PW, I have a question. How do you add momentum into a move? I mean, for example, BigSharkZ changed the animation of Marth's up B to the screw attack animatioon, but it wont go up. How would one add upwardsmomentum to this sort of move?
I've looked at this one a lot, and it seems there's a mixture between outright scripting in the momentum, and obtaining it from the animation. It has much to do with the Moves Character flag a lot of you have noticed in the animation flags.

Designers these days animate characters slightly different from what one might expect. Instead of animating the character walking in position and then have the character move forward while said animation is playing, they animate the character walking forward and actually move the character via the animation. When you have the Moves Character flag enabled (I imagine there's a more authentic name to it) the game updates the character's position everytime the animation loops. If you were to disable that flag, you would see the character walk forward only to vanish and reappear back where they started when the animation looped again.

Many moves are constructed this way, Marth's up B is one of them. Therefore, when you replace it with an animation that stands still, you won't end up moving at all...

There seems to be a combination between the two, because there are also moves like Link's Up B, which (I'm pretty sure) is strictly based on momentum instead of the animation.


I'm looking to make a classic Doc character, and I'm having trouble getting his down B to rise like Luigi's. I replaced the FLUDD animation with Dair, and that works fine. I then copied the way Luigi calls the move on the Action tab and copied the 'Other' property tab to try and flag Mario's move to rise, but it doesn't seem to be embedded in those places.

Any ideas where I can find the flag to make the move rise on B presses?

Edit: It's also worth noting that Luigi's downB doesn't have the 'moves character' flag checked under animation flags, so I didn't check mario's flag either.
Hmm... Have you tried copying the 115 part of the attack as well? Most button inputs are handled there. It's either that, or there's an external system that is in place that is only for Luigi - There's still a whole lot that PSA doesn't cover, so it's highly possible that it's something that you can't access yet.

Perhaps I chose a bad name for the Moves Character flag as it only updates the character's position after the animation ends, as explained above.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
I've looked at this one a lot, and it seems there's a mixture between outright scripting in the momentum, and obtaining it from the animation. It has much to do with the Moves Character flag a lot of you have noticed in the animation flags.

Designers these days animate characters slightly different from what one might expect. Instead of animating the character walking in position and then have the character move forward while said animation is playing, they animate the character walking forward and actually move the character via the animation. When you have the Moves Character flag enabled (I imagine there's a more authentic name to it) the game updates the character's position everytime the animation loops. If you were to disable that flag, you would see the character walk forward only to vanish and reappear back where they started when the animation looped again.

Many moves are constructed this way, Marth's up B is one of them. Therefore, when you replace it with an animation that stands still, you won't end up moving at all...

There seems to be a combination between the two, because there are also moves like Link's Up B, which (I'm pretty sure) is strictly based on momentum instead of the animation.
Alright, thanks for the help.

And I have a bug to report. When I save the .pac to the correct folder in my SD card, the program sends the file to my SD card, and then it freezes up, and I can't do anything. Then, when I take the SD card out of my computer, the program says: "Unhandled error exception has occured. Smash Attacks needs to close" or something like that.

There is no problem at all when I save it somewhere else, though. Would you know why this is?
 

Lightosia

Smash Journeyman
Joined
Jan 11, 2008
Messages
362
Location
Sao Paulo, Brazil
NNID
Light0sia
Well, I need some help....
I was messing with Ness, and two things happened:
1- I tried to change the bat's hit animation and now the bat don't work....
2- I've changed the animation of Down Throw to Fire Sun and the fire balls stayed in the stage! (Not damaging though...)

And how do I change the hit effect?
For example, I changed ness' dash attack to wind hitboxes, but the opponent is still hit with the shock...
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Well, I need some help....
I was messing with Ness, and two things happened:
1- I tried to change the bat's hit animation and now the bat don't work....
2- I've changed the animation of Down Throw to Sun Burn and the sun burn balls stayed in the stage! (Not damaging though...)

And how do I change the hit effect?
For example, I changed ness' dash attack to wind hitboxes, but the opponent is still hit with the shock...
Yeah, I know about those sun things. I thought it was a glitch, but it isn't. That is what that effect does. Just use someother one.
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
Hmm... I just saw your message PK, Subroutines are a lot like the Goto command except that they will return back to where they were called when the encounter the Return command.

So basically, if you had:

[Do Stuff]
Subroutine 0x[Someplace]
[Do More Stuff]

The code would Do Stuff, then execute everything in Someplace until it reached a Return command in which it would return to Do More Stuff.:bee:
 

just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Phantom Wings can I ask something. Is it possible to make a graphic animation permanent.

Heres an example.



The aura turns off and turns back on lol. Anyway to make that permanent?

I edited Wait1,2,3 btw
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Phantom Wings can I ask something. Is it possible to make a graphic animation permanent.

Heres an example.



The aura turns off and turns back on lol. Anyway to make that permanent?

I edited Wait1,2,3 btw
THAT IS SICK.

cant you just add loop _______ times? Shouldn't that do the trick?
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Hmm... Phantom will you be writing a tut for this? Im working on a Toon Oni Link to go along with my model hack, hes gonna shoot beams that behave like fully charged arrows after every sword attack, and in the right direction (ie up smash=beam thingy flies vertically, or even better, in all directions upward since its a kind of circular attck). is this possible? I also want to add an aura effect when it connects. And always have the BLUE FS Aura. Im gonna do the exact thing for normal link too. so is it possible?
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Here's some bone data, as promised. Took me a while to figure out the best way to go about doing this, so I don't have too much to offer tonight, but I didn't want to go to bed without posting at all.

For reference, I got this data under the following conditions:
* Only the hitbox for the bone in question was active when testing for the location of the bone
* X/Y/Z Offsets set to 0, so the hitbox should be centered on the bone
* Hitbox size set to 1
* Special Brawl: Giant option ON
From there I just went to Luigi's Mansion and attacked the pillars, noting which part of the attack registers a hit and using the location of the collision graphic to try to pinpoint the center of the hitbox.

Jab 1:
Bone 18: Left shoulder/base of the arm
Bone 16: Center of torso
Bone 19: Midpoint of his left arm (his elbow?)

Jab 2:
Bone 2E: Right shoulder/base of the arm
Bone 16: Center of torso
Bone 2F: Midpoint of his right arm (his elbow?)

At about this point I realized I could make this a bit easier by triggering a graphic effect in the same place as the hitbox on the frame that it becomes active. I opted for that white "spark" that appears on Mario's Smash Attacks (effect #10).

Jab 3 (Kick):
Bone 11: Heel of right foot
This attack has 3 hitboxes but they're all linked to Bone 11, they're simply offset different distances.

Hope that helped some. Will test more tomorrow. It's interesting how frequently the hitboxes are displaced from their bone.
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
I'm not sure, but it seems that there's a global graphic effect system around somewhere. Things such as the graphics that get shown when DK's Windup punch is fully charged and the effect shown when Samus' charge shot is fully charged indicate as much... However, I haven't the slightest clue as to where to look.

Bone's will hopefully be a lot more easier to list when Pharrox releases his model extractor as they should be indexed in order.


Anyone have a link to the Google spreadsheet of the current known attributes that is floating around here somewhere? I want to add the new attributes the PSA - currently I'm updating a few of the things that have been noted by the people around here.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Looping must work, since it's used in a lot of specials.

I must admit I'm having problems with it though. I'm trying to rig attacks so they continually reapply the same graphic effect (for the purpose of identifying bones) but the effect only appears once. I imagine it's doing the whole loop in the same frame, thus it appears to be iterating only once. Not sure how to make it behave like I want though. Adding a timer inside the loop didn't seem to help.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
I'm not sure, but it seems that there's a global graphic effect system around somewhere. Things such as the graphics that get shown when DK's Windup punch is fully charged and the effect shown when Samus' charge shot is fully charged indicate as much... However, I haven't the slightest clue as to where to look.

Bone's will hopefully be a lot more easier to list when Pharrox releases his model extractor as they should be indexed in order.


Anyone have a link to the Google spreadsheet of the current known attributes that is floating around here somewhere? I want to add the new attributes the PSA - currently I'm updating a few of the things that have been noted by the people around here.
Well, I know that 0x60 is number of jumps. That is it though.
 

Gregory2590

Smash Journeyman
Joined
Jan 24, 2006
Messages
487
Location
New Jersey
NNID
phireblast
K I toyed around with the shooting raygun thing, and yet my character still freezes. Here's the code I have to make him shoot it.

Timer: time= 240000 intervals
Generate item: 0-2C
Change SubAction: Subaction=15D

I'm trying to figure out what the rest of the code can be so it makes him put away the gun(as in making it disappear) after he shoots it once. In case you're wondering, the character i'm using is sonic.
 

DeadX

Smash Journeyman
Joined
Jan 19, 2009
Messages
251
ye, that should definitely go in the guide.

but still, this is version 0.1 beta. things should start to clear up as he releases more versions.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Hey PW, is the X variable or the Z variable responsible for moving left and right? I keep getting missing hitboxes for a chunk of a move I'm trying to do.


The hitbox element flag is only the last 2 digits. Changing it to that entire thing droughboi listed will change lots of properties of the hitbox to whatever the original move was that flag set was copy/pasted from.

Element:
------YY

Important
The 2nd to last digit is SHARED with some other flag (possibly part of the SFX flag?), so the 1st digit will be combined with this other flag's digit. This other flag seems to always either be 0, 4, or 8

This other flag could look something like this:

(Part of SFX?):
------X-
or
-----XX-
or
----XXX-


So considering both of them, it could look like this:
------ZY
or
-----XZY
or
----XXZY

...with Z being the combined value of the 1st digit of the element and the last digit of that other flag. If the last 2 digits on the original flags are ------45, and the original element of the hitbox is Fire (05), then to make that instead have Darkness (13) the end of the flag would now be ------53, Normal Hit (00) would be ------40, Aura (15) ------55, etc. If it was originally Fire and the last 2 flag digits were ------85, Darkness would be ------93, Normal Hit ------80, Aura ------95.


This is an old elements list, but it seems to match what's used here as well for the one's I've seen:

YY
00 Hit
01 ?
02 Slash
03 Electric
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A ?
0B Impale
0C Stun
0E Flower
0F ? (gives hitstun to some moves that don't normally have any)
10 ?
11 Slash 2
12 Hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch

Again, don't overwrite the 2nd to last digit with the element's 1st digit. The 0 or 1 in the element is combined with the 2nd to last flag digit which is also shared with a different flag.
Uhh... what? Sorry, but what do you add together? I see what you said, but I don't get it. For the examples, can you actually show which digits you're adding?
I'm just trying to change an aura effect (Lucario's ftilt) to an electric effect...
 

DarkDragoon

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LordDarkDragoon
Hey PW, is the X variable or the Z variable responsible for moving left and right? I keep getting missing hitboxes for a chunk of a move I'm trying to do.
X = Horizontal = Left Right = The one you are looking for.
Y = Vertical = Up Down = Stuff you already know about judging by that DAir.
Z = Depth = In and Out = Stuff we don't need.
-DD
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
X = Horizontal = Left Right = The one you are looking for.
Y = Vertical = Up Down = Stuff you already know about judging by that DAir.
Z = Depth = In and Out = Stuff we don't need.
-DD
The weird thing is, with the graphics, the X variable moved it towards and away from the screen instead of left and right...
And you saw my character vid? Yay :) How's she look so far?
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
Hey PW, is the X variable or the Z variable responsible for moving left and right? I keep getting missing hitboxes for a chunk of a move I'm trying to do.

The weird thing is, with the graphics, the X variable moved it towards and away from the screen instead of left and right...
And you saw my character vid? Yay :) How's she look so far?
You're right, I had the same problem. Z and X are changed.
 

leafbarrett

Smash Lord
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Jun 8, 2009
Messages
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USA
Oh, if you use the rotate on a graphic, will you be able to turn the whole graphic on its side?
 

DarkDragoon

Smash Champion
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Dec 19, 2007
Messages
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AZ
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LordDarkDragoon
Oh, if you use the rotate on a graphic, will you be able to turn the whole graphic on its side?
Erm, yea, my bad. I forgot that X and Z were swapped. I should have remembered that from messing witht he models T~T.

And yes, if you rotate the graphic, you can turn it....but beware doing that if its attached to a bone...because it might turn a character's body part...>_>...
-DD
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Erm, yea, my bad. I forgot that X and Z were swapped. I should have remembered that from messing witht he models T~T.

And yes, if you rotate the graphic, you can turn it....but beware doing that if its attached to a bone...because it might turn a character's body part...>_>...
-DD
What would the value be to turn it 90 degrees? All I end up getting is no effect. :(
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
I'm working on Thunder Luigi, and I wanted him to have an electric projectile. In the sub actions, I came across "SpecialNEned". All the hit types were fire, but I changed them to electric. Could this potentially make the projectile electric?

Nvm, I thought I was on to something. Turns out I accdentily clicked Ike when opening xD
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Hey PW, is the X variable or the Z variable responsible for moving left and right? I keep getting missing hitboxes for a chunk of a move I'm trying to do.



Uhh... what? Sorry, but what do you add together? I see what you said, but I don't get it. For the examples, can you actually show which digits you're adding?
I'm just trying to change an aura effect (Lucario's ftilt) to an electric effect...

You have the last two numbers on lucario's ftilt. Let's say they are X and Y. Then, you have the numbers for electric effect, which are 0 and 3.

YOU ADD the first two of each together (X+O) and you replace the first of the second numbers with the latter of the second numbers (replace Y with 3)

So, you change XY to (X+O) 3.


Let's say a move has the last two numbers being 4 and 0. let;s go with electric again.

So you add the first two together (4+0=4)
and then replace the first of the second with the latter of the second (replace the "0" in 40 with 3)

so you end up changin 40 to 43.


And @ henpen: electric explosion would be cool, though. XD

But what you were editing was the end of the move, not the move itself.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Anyone have a link to the Google spreadsheet of the current known attributes that is floating around here somewhere? I want to add the new attributes the PSA - currently I'm updating a few of the things that have been noted by the people around here.
And if you'll notice in what was found, Nana's attributes are there, would you PLEASE in the next release of PSA, make everything related to Nana appear including her attributes so you can edit her? It's clear she's in the .PAC of Popo's.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
And you guys realize that sometimes nana is the lead? Have you ever looked at their hair for different colors? Sometimes it's Popo that's the AI. Or, when Popo it still called the AI, the AI is still called Nana because the data is under Nana?

And on that spreadsheet, why does it show that jigglypuff and yoshi's aerial mobility is really low? I thought they had the top two aerial mobilities in the game. O_o
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Thanks lol btw looping unfortunately doesnt work D:
You said you modified wait1, wait2, and wait3 right?

Therefor this only occurs when you have no inputs. You have 2 options:
1) find the graphic/animation that PW mentioned (showing when a move is fully charged), and modify it.
2) apply the effects to every move/landing/dodge etc

btw... anyone know what command 04020100 does? I see it all the time in 'if' statements that have to do with whether the character is grounded or airborn. It's normally followed by a "requirement" parameter that states the opposite of the 'if'
 

-BigSharkZ-

Smash Lord
Joined
Jan 19, 2009
Messages
1,071
Phantom Wings, if you read this, I still need a little bit of help.

My friend has been helping me with the Dark Sword and he got it to work. He cannot set the loop to infinite nor put it to a number above 100 or it will freeze. I'll quote what he said when I asked him if it works.

[c=62]†[/c][c=2]Ju[/c][c=4]st[/c][c=29]2[/c][c=7]go[/c][c=3]od[/c][c=62]†[/c] says:
the animation loop stops
and i think
its because
it switches the bone id
like
it uses a diff animation
with a diff bone id


He found out that the bone ID for his left hand was 30 and he has the offsets, too. Do you know what he might be doing wrong? As for my Screw Attack move, I saw you replied about it. So, there's no way to fixi it? I could care less if it does no damage.
 
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