pikazz
Smash Lord
no xD but I want to be sure, I will try it soon xDdoes it really freeze if you just remove the whole graphic line?... doesnt sound likely... but did you try that and i froze?
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no xD but I want to be sure, I will try it soon xDdoes it really freeze if you just remove the whole graphic line?... doesnt sound likely... but did you try that and i froze?
ah... well that should work... and if it doesn't psa is behaving highly illogical... but have you actually seen what he looks like under the egg? it looks kinda ********... and fun=)no xD but I want to be sure, I will try it soon xD
I think I have seen it xDah... well that should work... and if it doesn't psa is behaving highly illogical... but have you actually seen what he looks like under the egg? it looks kinda ********... and fun=)
I believe Amazing Ampharos once mentioned that knockback is essentially multiplied by damage. In other words, if you take a 10 damage attack, and reduce it to 9, you have effectively reduced the knockback to 9/10s the original. Similarly, if you reduced the 10 dmg attack to 5 dmg, you'd have to double the knockback values to keep it equal.Unrelatedly, is there any easy to way to figure out how much damage effects knockback so I can change the damage of an attack but keep the knockback the same? Or am I going to have to just test different knockback values until I find some that fit?
Huh. Well now I am super confused and unsure of how it is all calculated. Are you sure though? It sort of seems reasonable for a 10% attack to knock back twice as far if it was made to do 20%.That doesn't seem to make sense.
That seems like that would only be true at 0%.
knockback is calculated after damage.
For example, if an attack does 10 damage to someone at 90%, the knockback is calculated after the person is at 100.
If that attack is doubled in damage, the knockback would be applied at 110% damage, and the person would fly farther. Not two times farther though, AFAIK
# = the first two digits of the event id.
02 so Status Module
03 so Model Module
04 so Motion Module
05 so Posture Module
06 so Collision Attack Module
06 so Collision Hit Module
06 so Collision Shield Module
06 so Collision Shield Module
06 so Collision Catch Module
07 so Controller Module
08 so Ground Module
09 so Situation Moudle
0A so Sound Module
0B so Visibility Module
0C ft<charname>
0D so Anim Cmd Module
0E so Kinetic Module Generic
0F so Link Module
10 so Generate Article Manage Module
11 so Effect Module
12 so Work Manage Module
13 so Combo Module
14 ft Area Module
15
16
17 so Physics Module
18 so Slope Module
19
1A so Camera Module
1B
1C ft Stop Module
1D so Shake Module
1E so Damage Module
1F so Item Manage Module
20 so Turn Module
21 so Color Blend Module
22 so Team Module
23 so Slow Module
64 ft Cancel Module
1. You probably need a non-zero value for either damage or knockback. Also, make sure you have a proper flag -- try copying on directly from a pre-existing hitbox. You should scale your hitbox down to a reasonable size as well.I really need you help guys D:
2 things.
1. I have made a hitbox on my dash attack, it has 600000 large hitbox, the bone is 0. 0 on everything and the hiteffect is C (stun)
but it does not hit the opponent then I tried. no matter what I change on, I still don't hit the opponent
what is the problem?
2. a dumb question xD where can I change yoshi's egg graphics and remove them on his egg roll (special B) attack?
keep in mind that knockback growth scales with damage and is character specific. Base knockback appears to be largely if not entirely unaffected by kbd, so altering damage will have a different effect based on the ratio of kbg to bkb.You're probably just going to have to fiddle with damage/knockback. Obviously, more damage = more knockback, even if you have the same values.
1. what eldiran said...I really need you help guys D:
2 things.
1. I have made a hitbox on my dash attack, it has 600000 large hitbox, the bone is 0. 0 on everything and the hiteffect is C (stun)
but it does not hit the opponent then I tried. no matter what I change on, I still don't hit the opponent
what is the problem?
2. a dumb question xD where can I change yoshi's egg graphics and remove them on his egg roll (special B) attack?
Oh, that would be awesome, because most of this PSA hacking is confusing to learn and this guide isn't doing a lot of explaining on thing. xP Please post this soon. =DI have a "beginner's guide to PSA" I'll just kinda post and see what happens.
psa characters does not harm your wii... they might make it crash, but thats only if the wii dont find the required files the rigt place... and that means there is something wrong with the file you're replacing... as for using them... there should be a thread stickyed saying something like "textures now possible without iso hacking" or something... all you need to know is explained there... cause using psa characters is just like using textures...Hey, this probably isn't the appropriate place to post this; I apologize.
All I want is to just get these new, crazy, PSA Brawl Characters.
But, I don't want to make them or anything, I just want to be able to use them.
I'm not entirely sure how all this downloading works, but if someone could direct me or just explain here, what to do to get these characters on my wii, I'd appreciate it.
*I'm aware not all the characters are in bug-free.
*Could also someone explain/direct me to a link or something explaining the dangers to my wii this may or may not inflict.
Uhm...please?....thanks? @_@
It is? I thought no one could find the answer to that. I haven't seen it in that thread though...I'll look again.there's an event for it, its in the psa list topic
Requirement 0Bwhat is a way that i can say...like...
---
If: "my attack hits the enemy"
Then: blah blah blah
---
what would i do for the If?
thats what i thought, i looked at the falcon Yesz knee .pac but it doesnt seem to work for me :\Requirement 0B
- hit with hitbox
This also triggers on inanimate hittable objects.
that should be possible... but not just with replacing the moveset file... i think the external gfx's is in the motion.pac... or something... if you know what file it is in, i think you can use brawlbox to swap it with with another character's gfx... and then just try calling that in psa... i think...thats what i thought, i looked at the falcon Yesz knee .pac but it doesnt seem to work for me :\
I'll try again. xD i guess i did somthing wrong...
maybe it had to do with timers.
EDIT: might as well make this post more usefull..
is it possible to attach external gfx to a character that doesnt normally posess it?
kinda like taking gannon's...."dark aura" gfx taht envelopes his body in some kind of dark purple flame,
and putting it and its files into Xcharacter's .pac so it can read them and use them without the other character having to be on the field.
if...any of that made sence, it would be usefull to know
Go into BrawlBox and look at the model for the character. Expand it and when you click on each bone, it'll say BoneIndex somewhere on the right side. That's what you put in PSA, but remember that the bone index is decimal and PSA uses hex, so convert first.I need some help!
I'm very new with PSA in terms of editing moves, etc.
Although I have made myself very familiar with the program and even edited some sound effects.
Anywhooo, I need help finding certain bone/id's on a Red Alloy.
I have no idea how to find them since I can't locate these numbers in BrawlBox.
HALP!!
Yea, someone told me that v1.3 doesn't report negative numbers right. 0.2.1 apparantly has the value as -1Your version of PSA is reporting a negative number incorrectly.