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brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
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If you look at this, you're a stalker: NorCal
What do you mean the other ''appealHi/Lw/S''? So far as i know, there's only one "AppealS"(I attached it to AppealS), is there another one? What i mean is that if i press, on the D-pad, left, and i am facing left, he's doing the animation. But when i am pressing left on the D-pad, while facing right with Marth, it goes to T-pose.
There are 2 of each Taunt. By ''appealHi/Lw/S'' I meant whichever one you edited.
 

brawlshifter

Smash Lord
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Oct 8, 2009
Messages
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If you look at this, you're a stalker: NorCal
I have a question:

This is what I'm doing: I am working on Drifloon over Yellow Alloy, and, since Alloys can't shield, his crouch is going to be his shield. I am going to make him turn invisible and set Body Collision Intangible, but, like a real shield, I want it to run out after a few seconds (I'm going to use the event that kills him, but the move itself it too short). My question is: Since the move loops, can I put the "suicide" event after the move ends? The move is 131 frames, so can I put it at 300 frames and will it still work? Considering the move loops.
 

Chileno4Live

Smash Ace
Joined
Feb 21, 2008
Messages
661
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Almere, The Netherlands
NNID
Xyronith
3DS FC
0731-5336-4808
Hey i got another question.

I changed the Z/Y/X Offsets of the offensive collision with damage and all to the Z/Y/X offsets of the Graphic Effect. I made the sizes similar aswell. What am i doing wrong?
 

[TSON]

Hella.
Joined
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Macomb, MI
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oTSONo
GFX coordinates are from the bone, not the pivot point, while hitboxes are from the pivot point, not the bone.

Meaning copypasta won't help you here.
 

[TSON]

Hella.
Joined
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oTSONo
It means, you need to redo the coordinates you put in on the hitbox manually, copy pasting doesn't work.
 

Chileno4Live

Smash Ace
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Messages
661
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Almere, The Netherlands
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Xyronith
3DS FC
0731-5336-4808
How do i know what 1 coordinate is? Because i think it's hard to align the Graphic Effect's X/Y/Z Offset to the HitBubble's one. But i'll play with it until it looks right.
 

[TSON]

Hella.
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oTSONo
I haven't used PSA but I'm wondering, is there a special attribute for certain moves that make them clash with aerial hitboxes? Only certain moves like glide attacks and MK's dash attack (and probably more that I can't think of) seem to be able to clash with aerials. Is there a special flag or something that makes this possible and if so is there any way to find out all the moves that can clash with aerials?
The first two numbers in a flag are the priority.
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
BTW how do you create a windbox? I need a quick refresher.
I think it was just creating a hitbox that did no damage, had no effect, but had some knockback. I think I'm wrong, let me check.....

EDIT: Well, that seems to be the way TLink's Dair landing works, so I guess I was right. That's a first!
 

DelxDoom

Smash Lord
Joined
Sep 9, 2006
Messages
1,555
What i use for windbox:

Special Hit Collision
Flags: 00030000 (can hit enemies in air or on ground)
Undefined: 00000016
Undefined: E04FFFC0

Everything else works like a normal hit collision.



My question; what makes people go into FallSpecial, and (more importantly) what allows B+ Lucario to do attacks that aren't up b after his up b? I think it's a RA-bit in the Specials??
I'm trying to put this kind of code on Falco's up b/side b, etc.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
I would assume that there's a Change Action: 10 somewhere in moves that make you helpless at the end, right?

And you could probably set a variable in the move that checks if the variable is set, and if it is, do the move and clear it, if it's cleared, do nothing. That's what I did. It sort of worked, but you did the animation and were stuck in the subaction with no way to get out without dying. How do I fix this? At the beginning of each part if the bit is cleared, I put Change Action 0 and Change Action E. That's it.

Another question: Are the bones that you see in BrawlBox related to the bones listed in the Bone Collaboration? Is each bone below YRotN or something 1, then 2, then 3, and so on? Does ThrowN have a number?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Another question: Are the bones that you see in BrawlBox related to the bones listed in the Bone Collaboration? Is each bone below YRotN or something 1, then 2, then 3, and so on? Does ThrowN have a number?
In BrawlBox when you highlight a bone, on the right is a field labeled BoneIndex. That's what corresponds to the bone numbers.
 

Alondite

Smash Journeyman
Joined
Sep 13, 2006
Messages
242
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Syracuse, New York
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Exaccus
Ok, so I'm new to PSA and know very little about programming, but I want to learn because there are a lot of things I'd like to try. Most of it seems pretty simple but I have a few questions. Oh...and for some reason I can't edit DeDeDe? Is there some reason for this, and do any other characters have this problem? Is there some other way to edit DeDeDe? Anyway...

1. How do you edit animation speed? I think I figured out how to edit startup and cooldown, but not the actual speed. Or is this something that can't be done in PSA? If so, how can it be done?

2. When I try to edit knockback, the only option I have to edit is "Weight Knockback." What is this exactly, and how do I edit base knockback and knockback growth?

I apologize if these questions have already been answered, but I searched and didn't really find anything so I just thought I would ask. Any help is much appreciated!

*Edit*

I also don't quite understand how to edit specials like the other moves. Help with that would be appreciated too.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
I think no-flinch is 18 on the end of the flags.

The animation speed is somewhere on the OP of this thread. It's the Frame Speed Modifier. Just set it to scalar and put in the number you want to multiply the speed by. Remember that if you put in 0.5, that means half as fast, NOT the animation takes half the time.

I have no idea about that second question, though. Sorry.

The specials stuff,... I don't really know myself, but you put in Change SubActions and stuff like that. Some specials work really strangely, so you could get rid of everything and make a special from scratch. That's what I did, and it seems to work for me, at least.
 

Alondite

Smash Journeyman
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Syracuse, New York
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Hmm...I don't see anything about frame speed modifiers on the OP. You don't happen to know where it's located in PSA do you?

Thank you though!
 

[TSON]

Hella.
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oTSONo
04070100 set to scalar.

1 is 100%
2 is 200%
1.5 is 150%

EDIT: If you expand the window you open when editing hitboxes, you should see the whole explanation. Weight Knockback and Knockback growth are something like XXXXOOOO where X is growth and O is knockback. I dunno for sure, so expand the popup and that should help you understand.
 

A17

Smash Ace
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Jun 7, 2009
Messages
792
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ON, Canada
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Okrapaeli
if i want CF to say YES if he sweetspots the knee, would i have to do a if else command?

i tried pasting the sfx right after Special collision in the "main" section, didn't seem right to me.
 

Alondite

Smash Journeyman
Joined
Sep 13, 2006
Messages
242
Location
Syracuse, New York
NNID
Exaccus
04070100 set to scalar.

1 is 100%
2 is 200%
1.5 is 150%

EDIT: If you expand the window you open when editing hitboxes, you should see the whole explanation. Weight Knockback and Knockback growth are something like XXXXOOOO where X is growth and O is knockback. I dunno for sure, so expand the popup and that should help you understand.
Ok thank you. I get the thing about knockback...but I don't understand the bit about frame speed. I understand about setting the value to scalar...but where do I even find the value to begin with?

Also, in the command line, the base and weight knockback for what seems like every move is 0, but there are clearly values there when I try to edit them. What is up with this?

I guess my only problem now would be how I'm going to edit DeDeDe and the others that don't open up in PSA...
 

[TSON]

Hella.
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oTSONo
That's broken in PSA lol that's why everything's zero.

And the framespeed, you know that screen that shows you the commands and stuff? Well at the bottom right is a sequence of numbers that shows you the command address; put 07020100 in there.
 

Alondite

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Syracuse, New York
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Ok. I guess I'll just have to write it down in excel or something to keep track.

And yeah, after some messing around I saw that and figured that was probably what you meant. Thanks a lot, I really appreciate it.
 

A17

Smash Ace
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792
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ON, Canada
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Okrapaeli
is there a way for my wii to pick up the ef pac while still having the psa pac?

I changed some effects for ike but i think the psa is overriding it completely, because no new effects are visible.

i would be using a motionetc instead of psa because all I wanted to do was put some win poses in for some taunts. i haven't been sucessful with motionetc because exporting and replacing only covered a portion.


Another question, does anyone know what hexidecimcals go to what colour for sword slash effects? I've only figured out this much:

09 - Marth's regular slash
1A - Marth's DB red
1B - Marth's DB Green
1C - Marth's DB Blue
1D - Marth's Neutral B

04 - Ike's beige slash.
 

[TSON]

Hella.
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oTSONo
PSA doesn't even handle graphics. It just tells the game which to load. As long as you replaced the right effect then it should be fine.
 

Alondite

Smash Journeyman
Joined
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Messages
242
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Syracuse, New York
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Exaccus
That's broken in PSA lol that's why everything's zero.

And the framespeed, you know that screen that shows you the commands and stuff? Well at the bottom right is a sequence of numbers that shows you the command address; put 07020100 in there.
Ok...tried inserting a line using that value and got a freeze. Am I doing something wrong?
 

Alondite

Smash Journeyman
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Syracuse, New York
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Exaccus
If you put it on a special, that will sometimes cause a freeze because they move weirdly.
Ah, well I had it on Falcon Punch so that could explain it. Also you posted two different codes for frame speed modifier, are they both for frame speed or is one of them for something else?

Also, semi-relatedly, is there anywhere to find attack frame data, like all of the frames that each attack hits on for each character?
 

[TSON]

Hella.
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It's 04070100 set to scalar. 1 = 100%, 2 = 200%, etc.

As for attack frame data, that's all in the timers. Asynchronous counts from the beginning, Synchronous counts from the last timer.
 

Machiavelli.CF

Ivy of the West
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Machiavelli.CF
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how do i go about disabling someone at the end of a (customized) Up-B? even better, a state like sonic or snake after up-b

thanks for any help
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
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If you look at this, you're a stalker: NorCal
what would that be? ._. like...the hex number, and are you sure i wouldnt be able to use the move (up-b) again? o.o
The hex number is somewhere in the beginning, like 20 something, and actually you would be able to use up-B again. To disable someone at the end of it you would Change Action to Fall Special (which is also 20 something, I think). If you still want it to be like Sonic's, try looking in his pac.
 
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