just 90 should work
no, it's in hex. isn't it?
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I'll wait for a few more responses.... haha
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just 90 should work
no, it's in hex. isn't it?
Is that like Float Point, or will just 90 do?scalars are in decimal
Ok, Much thanks.just 90. make sure it's in Scalar
Yeah, used to happen to me a lot (when I broke Mario a little to much).oh.
well thanks anyways.
sometimes when testing out hacks the stage says ready to fight,but it never loads and there is no buzzing sound,but when i retry it it works.
is that just a minor freeze issue?
Yep, that's it. And to destroy the item, use Consume Item 0-0.Another question.
I want one of the sub actions to give Sheik an item in hand, which event should I use?
I have a hunch that it's generate item... but does anyone know?
Thank you very much!Yep, that's it. And to destroy the item, use Consume Item 0-0.
no, the list would be far too long. i'd look at the hitboxes on her jab.Is there a list for bone IDs?
I want lightning effects on Sheik's hands.
Hmmm... there are options...no, the list would be far too long. i'd look at the hitboxes on her jab.![]()
hmmm....Yep, that's it. And to destroy the item, use Consume Item 0-0.
Just re-posting.Are there any specific circumstances needed to access External Graphic Effects under file #FD? I'm trying to use the flame wave graphic from Ike's final smash activation as a make-shift sword wave move, but the graphic doesn't show up.
You can look at my posts, lol.What was that code that made a character face the camera? And, is it permanent or does it only last for one subaction?
Actually, it might have to do something with the last two perameters in the special collision. I looked at all the "If"s and there were a lot of values that haven't been found yet.Is there any way to detect if a hitbox has had a collision? I want to trigger events only if the move hits. Anyone figure out a function or requirement in the if section for this?
It hasn't been explored, but the function 0B000200 is definitely a collision function. I found by removing it I could effectively almost remove the crazy wallbounces Ness has with levels.Actually, it might have to do something with the last two perameters in the special collision. I looked at all the "If"s and there were a lot of values that haven't been found yet.
But no, I don't think it has been descovered yet. Sorry if I'm wrong lol, but I don't think there is a way to do it, yet.
Also, unless someone can think of any move that have that propertie... hmm... then I don't think it will be descovered.![]()
I found this thread over at Kitty Corp:If anyone knows how to code self damage ala GW or Ike, I'd appreciate some insight.
Cool cool I'll do some testing, thanks for the infoIt hasn't been explored, but the function 0B000200 is definitely a collision function. I found by removing it I could effectively almost remove the crazy wallbounces Ness has with levels.
Other collisions tests happen with characters upB's, G&W bucket, Pits reflector shield, and Ike's Final Smash.
pretty sure its the function you are looking for, but people have yet to truly test it.
Edit:
Studying further, if you look at Ike's subaction 1EC:
You can see there is a 0B000200 0-2 0-1
This I'm pretty sure acts as an If Statement such that : If Collision, do the following:
Then you can see this psuedo If statement looks like it is turned off after a frame window later on with: 0B000200 0-0 0-FFFFFFFF
Edit Edit:
Ike's SideB uses a similar function: 0D000200 for determination of if it should swing or not.
Edit edit edit:
Ike side B:
During his sideB travel window, the function 0D000200 0-9 2-1FD1C runs
This function checks for a collision, and when it see's one, it points to location 0001FD1C, which has a function 12040100 which sets RA-Basic[3] to <=0
The 11B action then has a check for if Ra-Basic[3] <=0, it changes it into 11D which is the swordswing animation for the sideB
voila, collision function!
Now to determine how to check for if its a wall, or a person.
this needs testing
awesome, glad to see my theories turned out to be true! Thanks Eldiran, let me know anymore findingsMy tests have been startlingly successful.
0D000200 0-9 2-offset
does indeed trigger the offset code once an enemy (or other obstacle) is in front of or touching you. Impressive.
Also gleaned from Ike's Quick Draw code is the Requirement that dictates if you have hit a wall. Within is a Change Action 65, with the requirement 0C: 2. 0C: 2 determines if you are contacting a wall on your left. Similarly, 0C: 4 determines if you are contacting a wall on your right. At least, that's been my conclusion -- I've got it so that I walking into a wall causes me to jump as my test. It usually works -- it doesn't seem to detect it if you started already next to the wall.
It is a pointer function. The function checks for the hurtbox of a character and points it to something. Hence why its a collision function, it just shows when its touching something.0B000200 is used when pulling Peach's f-smash items. I don't see how it would be collision related here. It calls this on frame 1 of all parts of the f-smash.
![]()
0B000200 0-1, 0-1 for club
0B000200 0-1, 0-2 for pan
0B000200 0-1, 0-3 for racket
and
0B000200 0-1, 0-0 to put away.