DarkDragoon
Smash Champion
Check off the "moves character" box under the Animation Flags.Yeah, that's my problem @.@
-DD
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Check off the "moves character" box under the Animation Flags.Yeah, that's my problem @.@
That's because darkness is 13 >_>Does anyone have a list of effects for attacks? I have one, but it's screwed up and says that darkness is 13, when it's really 93.
In English, please? I don't understand too much tech stuff, just some of it, enough to make it work. I'll just find the number for ice from another character and use that.That's because darkness is 13 >_>
you add 13 to the flag value that the move would have if it were a normal hit
Goto. This means that if you change them to a new attack, you can have 3 different fsmashes on a single character.Yeah, do they have the Goto: command and link them to the AttackS4S offset? Or do they just say NONE?
here:In English, please? I don't understand too much tech stuff, just some of it, enough to make it work. I'll just find the number for ice from another character and use that.
Ok, I guess I'll use that. Seems good enough for me.here:
00 - hit
01 - none
02 - slash
03 - electricity
04 - Ice
05 - Flame
06 - Coin
07 - Cape
08 - Slip
09 - Sleep
0A - none
0B - impale (like DK's side B)
0C - Stun
0E - Flower
0F - none
10 - none
11 - slash 2
12 - hit 2
13 - Darkness
14 - Stun (more like hitlag)
15 - Aura (unfortunately the Aura effect doesn't make all characters get stronger with more damage.)
16 - Impale 2
17 - Down
18 - No Flinch
(list by PhantomWings)
this is a list that works...
put a checkmark on "moves character"So, I was messing around with this thing, and I switched Lucario's B-side with his SwingDash animation (his dash while holding a sword). It worked out fine except he doesn't follow the animation aka when the animation is over he floats back to his standing spot. Is there anyway to fix this? Or did I copy the codes wrong?
Did you put the hitbox on both the dash and run?Help please! I'm trying to put a darkness hitbox on peach's dash and run animations, but every time she just does the initial dash and then stops. No hitbox on the dash. Help please!
Remove the change action command that sets it to action 10How can I stop a move from going into freefall?
Hmm... That's bizarre... Screenshot it for us, I guess.Ok, these are my problems with shadow peach's dash and run:
the hitboxes don't appear (apparently)
the dash has one darkness effect, but no hitbox, and the run isn't having any graphics or darkness show up.
and when she runs out of a turn, if you keep on running, it's like she loops in the turning animation over and over, and you can only get out by stopping, up smashing, jumping, or crouching. basically anything to get you out of a normal dash except dash attack.
Thanks much!Remove the change action command that sets it to action 10
Maybe try putting the Change Action back where it was, but make it go to action E? That's the action for regular falling.Thanks much!
Edit: Actually, that just doesn't make the move end, as far as I can tell. I tried changing it to action 20 instead (Which according to Subactions is fall,) but that did nothing.
No problem. To make an animation end more quickly, you could either:That did it! Is there a way to make an animation end faster? I didn't realize how much endlag there was on the move!
And thanks!
Edit: Or maybe restore a jump? That'd work too.
Hmm... That's bizarre... Screenshot it for us, I guess.
I'm not positive what's wrong... Did you place the Allow Interrupt inside the Up+B action? I would bet if that's the case that would cause problems. If so, make sure you have it instead inside the relevant subaction. Glancing at TLink, that looks like... 1DD.Gah, I'm sure I did something wrong, considering I just got a freeze. I placed an Asynch timer with 60 frames, and an allow interrupt right after it in the middle of the move.
And for the record, I'm trying to change TLink's UpB.
I got it working, now I just gotta figure out how to do the "Restoring 2nd jump" thing you mentioned... I can't figure out how to do LA-Basic[1].I'm not positive what's wrong... Did you place the Allow Interrupt inside the Up+B action? I would bet if that's the case that would cause problems. If so, make sure you have it instead inside the relevant subaction. Glancing at TLink, that looks like... 1DD.
Also, I think frame 60 may be past the end of the move. TLink might be in freefall by then.
o.o Well, it just adds momentum...so as long as its not pumped up super high I don't see why not?Question about 0E080400
Is there any way for it to give the player control of horizontal momentum while it controls vertical momentum?
Fixed that issue. It was saying I had zero jumps left elsewhere, hah.I got it working, now I just gotta figure out how to do the "Restoring 2nd jump" thing you mentioned... I can't figure out how to do LA-Basic[1].
Thanks though!
It doesn't add momentum, it sets the momentum to whatever you specify.o.o Well, it just adds momentum...so as long as its not pumped up super high I don't see why not?
-DD
Probably a bad Goto command. Make sure you change the offset in your Gotos when you edit the subaction they lead to.Fixed that issue. It was saying I had zero jumps left elsewhere, hah.
I'm having a move freeze at the end of the animation... Any idea why?
lololol.It doesn't add momentum, it sets the momentum to whatever you specify.
Setting the first parameter to 0 causes the character to stop moving forward or backward. I want to change this so that the player can decide whether to move forward or backward.
In other words, I want it to read the control stick input.
I'm trying to get djc to work, btw.