leafbarrett
Smash Lord
Correct me if I'm wrong, but isn't that hit effects, not graphics?there's a list in Magus' quote on the front page
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Correct me if I'm wrong, but isn't that hit effects, not graphics?there's a list in Magus' quote on the front page
oh, i see what you're talking about now. but, i'm pretty sure that using the hit effects generates a little bit of graphics, doesn't it? or is it just extras flying off the hit character?Correct me if I'm wrong, but isn't that hit effects, not graphics?
i'll quote dragonrageI've got almost all of this stuff down. One thing I'm confused about, is how to give a character more than the normal 2 jumps. Like WTFalcon, and stuff.
If anyone could give me an answer that'd be great!
Number of jumps is Attribute 060 the value needs to be in hexadecimal, so 10 would be A.
Try "Terminate Collissions:"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.
Last time im posting this since I really need to know.
Nah I think generate article loads items that the character has. like Fox would load his gun if you put in the right value thing. but you cant load something from another character and put it on someone else.Try "Terminate Collissions:"
That might work.
Oh, and i think that its Generate Article, but im most likely wrong.
Thank you sir!i'll quote dragonrage
Anyone know how to fix that and if its possilbe to get that shot?I have a problem thats quite annoying. Im editing my sonic, and sonic doesnt have an Ftilt that can be angled downwards correct? but for some weird reason, even though I left it alone(never touched the subaction), I do the input for a Downward tilt, and he goes into the "T" stance. So then I changed the animation name to the same one that my other Ftilts have (upwards and straight), and it still goes into the "T" stance.
Any Idea how to fix this?
and is there anyway to generate the raygun shot but without the gun?
yeah i got the actual smash attack animation down but with a move that has no start and hold phase, what do you put there? is there a way to make it so there is no start and hold phase? assigning them to none just makes a t stanceyou just change the animation like everything else you do
the charging effect (the yellow flashes) should still be there even if you change the animation, if all you do is change the animation that it is
K I finally get it. Thx man.No. The last two digits of Marth's fair are 82, right? And the value for an electric hit is 03. You have to add the first digit of each value together (8) and replace the second digit in the attack with the second digit in the effect (3). So the new last two digits would be 83.
Another example: if the last two digits of the attack were 41 and you wanted to give it an effect with a value of 15, the new last two digits would be 55. Add the first two, swap the second two.
YZ
AB
becomes
[Y+A]B
You weren't tripping acid my good friend.K I finally get it. Thx man.
Further questioning: I seem to remember phantom wings saying something about being able to assign more than one effect to a texture (I.e. having a flame and electricity effect attached to the same hit box. Is this possible? Has anybody tried it? Was I tripping acid?
for the part where you tried to added the graphics effects, did you have GFX selected? also, did you make the size not "0"? check those for the graphic effects, but i really don't know about the walking forward after you jumpI'm having problems with the program.
I didn't really understand the program very well in the first place, so I was trying to do whatever I could to just fool around and see if I could pull something off to maybe figure out what I was doing.
I did a little fooling around, and tried to put a "Cool vortex Circle thing" effect on Link's crouch ("Squat"). I also tried putting "Lightning" on Link's "RunBrake". Of course, I had been fooling around a little with the program beforehand, so it's possible I messed up something in the process, but not anything that I recall.
I put the .pac on the SD card and tried it out...but when I started the match, no effects were on his crouch or his animation for stopping while running. The one thing I DID notice was that when Link landed, rather than going into his landing animation, he walked forward a little bit before suddenly going back to where he had landed. My tag stayed in the same exact place throughout, but Link walked forward a little bit. I tested it, and it was physically Link moving, because attacks made contact with the place in which it looked like he was, but nothing made contact with the place below the tag. Also, any button input or damage that Link took immediately stopped this extra walking animation.
It also occurred when I landed and crouched as I landed, but Link just leaned forward slightly rather than walking.
I'm sure I did something terribly wrong, but I'm really not sure what it was...I'm not really sure how I'm to add effects, since that clearly didn't work, and I'm not sure what caused this odd landing effect. It feels like I must've swapped his walking animation with his crouching animation but I didn't do so purposefully.
I hope someone understands what I did wrong, and thanks for any help ahead of time.
you'll have to find some animation that look cool while doing thatyeah i got the actual smash attack animation down but with a move that has no start and hold phase, what do you put there? is there a way to make it so there is no start and hold phase? assigning them to none just makes a t stance
PK water won't work yet, since we can't edit projectilesIs there a way to change Ness' upb to be like Lucario's?
And how do I change Pk Fire animations? I wanna do a Pk water! XD
yeah after working with this the results we got were that Olimar can constantly be pulling pikmin out of the ground, but every time he goes past 6, another disappears. So you can constantly pick them, but 6 is still the limit, and if I pull more than 6 and they just disappear. Further testing with it just got Olimar frozen in the plucking animation.yes that is possible
under his specials, go to 112. you will see an Else followed by Change Sub Action = 1CF
turn the 1CF into 1CE.
this is kinda a crude fix. still gotta find a way to adjust the actual limit
Cool! Thanks! I'll be sure to use some Water. What's the 4F?@Sushi21
I used water, value 50, and it looked awesome! Try that, if not, then try 4F.
i think he is saying that that's another value you should try instead of 50Cool! Thanks! I'll be sure to use some Water. What's the 4F?
No, they are not perfect circles.I don't think anyone else said this.
I figured out grab ranges to an extent
The grab, dash grab, and pivot grab are the catch, catchdash, and catchturn subactions respectively. They start on 6C. On a catch collision bubble
Parameter 0 = Grabbox id
Parameter 1 = The bone the grabbox is attached to
Parameter 2 = Grabbox size
Parameter 4 = Y-offset
Parameter 5 = X-offset
Also, I don't think grabs are drawn as perfect circles, since Setting params 4 and 5 to 0 While making the size ridonculous never allowed someone to grab a person they weren't facing.
Ooh... :D Awesome. Thanks!i'll quote dragonrage
1) you spelled my name wrong.Paprike... you hould add these links... theyre kinda helpfull...
http://kittycorp.freecp.net/index.php?topic=1096.0
http://kittycorp.freecp.net/index.php?topic=1074.0
http://kittycorp.freecp.net/index.php?topic=1163.0