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just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Im pretty close to figuring it out, just need to find where this offset comes from then try it out to see if I did it right.
 

just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Alrite I figured it out! I used phoenix mario as reference and got the concept on how to do it. The thing is though phoenix mario used external graphics to make it from invisible to fire.
 

-BigSharkZ-

Smash Lord
Joined
Jan 19, 2009
Messages
1,071
Could you tell me what to do? I also looked at Phoenix Mario but wasn't sure of what to do.
 

droughboi

Smash Journeyman
Joined
Dec 29, 2008
Messages
430
Location
duluth Georgia
Hey justtogood. I figured out what the effect for a Lightning run is. just put 13 in the Graphic value. Do you know what darkness is?
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
So PMario's flamesword was put in as an external texture effect? Meaning that we can change colors of already existing moves and even add our own effect textures?
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
What are the actual Number Values (as in the Sub-Action numbers) for the smashes?


I'm working on a Phoenix Mario like Luigi, but now electric style ^^
________________________________________________________

Youtube.com/user/henpen924 <--visit it, *****!
 

just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Unfortunately Marth cant have a move like PMarios SideSmash since Marths animation for SideSmash beamsword is different than marios.
 

Sushi21

Smash Apprentice
Joined
Sep 27, 2008
Messages
115
Location
Utah, no joke
I know it says how to switch animations around, but I can't find it. Is it under a certain event list or something?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I think you have to put an external graphic effect on it, then tie it to a certain bone, or something. and you have to do stuff with the offsets and rotations.
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
how would you give a move that doesn't have a projectile have one. i wanna make ganon's b move be it's jab animation with a projectile coming out of it.
I think you need to, in sub actions of his N_B, add a new line and make it "Generate Article"
But i don't really know any of the values, and I think they might be character specific :ohwell:

But it depends on the projectile, too. Lets say you were adding a superscope shot to his N_B,
(lol) then you just need to find the value of that etc. Sorry if I was confusing xP
 

just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Heres some Graphic IDs

Graphic:

13 Lightning
21 \- Dust
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
4B Dust Smoke Cloud things
4C Bright Blue Effect
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun
54 Flame Orb
55 Stars
56 Blue wave Flash
57 A HUGE COIN
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star

Ill find more later I gotta go somewhere
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
how would you give a move that doesn't have a projectile have one. i wanna make ganon's b move be it's jab animation with a projectile coming out of it.
Find another character who has a projectile, like Fox or Luigi. Specifically, find the projectile you want him to have. The other character should have something like "Generate effect" under their projectile move - give that line to Ganondorf.

For the people testing out things like visual effects on running or attacks, not attack effect attributes, can you post your findings?
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Also random note, the fire value is 5
electric 3, slash 2......

It was said liek on the 2nd page or so, but the fire thing is new.
Also, does anyone know the trajectory values? Like 0000169 is one of them...
 

just2good

Smash Cadet
Joined
Jul 29, 2009
Messages
71
Henpen those values are for flags not graphics. Also some graphic IDs on my previous post.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
trajectory values are in hex of the angle they send someone. for example, if an attack sends straight up, the hex value is 5A, because 5A is ninety in hex.


So, an attack that has a trajectory of 169 in hex sends at a 361 degree angle, which is really a one degree angle above being flat. So, this angle apparently trips alot.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
trajectory values are in hex of the angle they send someone. for example, if an attack sends straight up, the hex value is 5A, because 5A is ninety in hex.


So, an attack that has a trajectory of 169 in hex sends at a 361 degree angle, which is really a one degree angle above being flat. So, this angle apparently trips alot.
Yep, that's how it works - just hex values of angles. Here are some basic hex values for angles to use as reference:

0 - 0
45 - 2D
90 - 5A
135 - 87
180 - B4
225 - E1
270 - 10E (straight down, for spikes)
315 - 13B
361 - 169 (tripping attacks mostly seem to use this value)

EDIT: While I'm here, has anyone tried moving all the Final Smash data over to one of Zamus' taunts and deleting the hitboxes? Am I correct in guessing that the "Appeals" are the taunts?

EDIT AGAIN: Rest hitbox the size of Temple

LAST EDIT: I am now lol'ing at the thought of someone leaving a trail of coins or explosions everywhere they go.
 

Lil_Yuri

Smash Rookie
Joined
Jun 20, 2009
Messages
21
Location
Atlanta, Georgia
Does anyone know if you can change the character's standing animation? I thought it was Wait 1,2 and 3, but I tried putting all of Falcon's up taunt data into it and all I got was after half a second of standing there fire would engulf his body.Which was actually pretty cool to see, but no animation changed.
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Here are more. I just got them from the "Hit effect modifier" code by PW. Turns out they are the same

00 hit
01 none
02 slash
03 electricity
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A none
0B impale
0C Stun
0E Flower
0F none
10 none
11 slash 2
12 hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch
 

droughboi

Smash Journeyman
Joined
Dec 29, 2008
Messages
430
Location
duluth Georgia
is it possilbe to turn a Jab jab jab combo into a Jab jab jab jab combo by adding another attack on the 4A subaction? or some other way that works?

Edit: Nvm i figured it out
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Is it possible to edit articles (i.e. projectiles, etc), lets say, to make luigis fireball to have an electric effect?
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Here's some more info for the guide:

Set Bit Variable: RA-Bit[16] = true is what enables a jab to cancel into the next hit in the combo before the IASA frame. For example, Mario's Jab 1 turns into Jab 2 on Frame 8 at the earliest. PSA shows RA-Bit[16] = true after Timer: time=360000 (frame 7 of Jab 1.) Not that there's much reason to do so, but if you were to remove it, the character would unable to perform the next hit of the jab combo until the IASA frame.

Set Bit Variable: RA-Bit[22] = true is what enables a jab to auto-loop back to its first hit if A is being held down and the attack didn't connect. Deleting this from all jabs in the sequence removes the looping (note: if you only delete it from the first hit, the later hits can still autoloop.) Alternatively, you could delay this so it doesn't happen any earlier than the IASA frames. By playing around with this, it's possible to remove the looping from individual characters, without affecting the ones that were adversely affected by the Auto-Jab Fix code.

Should also point out that there's two Timer commands, and that 60000 intervals = 1 frame. The 20100 version of the timer (the lower one on the list) is the most used; it starts counting from the beginning of the animation. So a Timer: time=540000 intervals delays whatever comes afterwards until 9 frames after the first frame of the animation; in other words, frame 10. This is going to be true even if you throw other Timers before it.

The 10100 timer (the one that shows up at the top of the list) has a description that says its timing is unpredictable, but I think that's inaccurate. After playing around with it, it seems to start counting from its current place in the code, rather than from the beginning of the animation. For example, suppose some hitboxes activate on Frame 8 of an attack. If you have this:
(previous commands)
Offensive Collisions: (collision info)
Timer (10100 version): time=120000 intervals
Terminate Collisions:

The hitboxes will be turned off 2 frames after they became active (Frame 10) rather than on Frame 3 of the attack.

Also, Magus420 found that Set Bit Variable: RA-BIT[30] true is what triggers the landing lag on aerials. In other words, before that command executes, the aerial will autocancel. Likewise, if it's turned off via Clear Bit Variable: RA-Bit[30] = false then the aerial will also autocancel after that.

Subaction explanations you might want to add (mainly listing the non-obvious ones):
EscapeN/F/B = neutral/forward/backward rolls, respectively.
EscapeAir = air dodge.
Attack11/12/13 = first, second, and third hits in a jab combo, respectively
Attack100 = the repeating part at the end of certain characters' jab combos (e.g. Fox's kicks)
AttackS3S/S3Hi/S3Lw = forward tilt, high-angled forward tilt, and low-angled forward tilt respectively
AttackHi3 = up tilt
AttackLw3 = down tilt
AttackS4Start/S4Hold = initial and charging animations for forward smash
AttackS4S/S4Hi/S4Lw = forward smash, high-angled forward smash, and low-angled forward smash respectively
AttackHi4Start/Hi4Hold = initial and charging animations for up smash
AttackHi4 = Up Smash
AttackLw4Start/Lw4Hold = initial and charging animations for down smash
AttackLw4 = Down Smash
Catch/CatchDash/CatchTurn = standing, running, and turn-around grabs
 
D

Deleted member

Guest
...
Currently in a starbucks on the way to the next town. didn't have WiFi in the hotel yesterday so I'm kind of behind on reading everything. Currently just typing away on version 2 (currently on 7 pages in word, yes it's a long guide).
 

-BigSharkZ-

Smash Lord
Joined
Jan 19, 2009
Messages
1,071
Well, since the guy who was helping me with my dark sword for Marth left, I still need help XD.
 

droughboi

Smash Journeyman
Joined
Dec 29, 2008
Messages
430
Location
duluth Georgia
Hey guys, whats the Trajectory that pulls an opponett towards you at a straight angle?

And also, is there a way to make a dark "wave" type effect? Kinda like Pmario's Dspecial.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
that would be 180 degrees, which is B4 in hex.


and also, on pmario's down b, it's not just one effect, it's multiple effect put together. I think they're all his fsmash fire explosion effect, just a bunch of them put together.
 
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