WhiteMaiden
Smash Rookie
- Joined
- Aug 23, 2016
- Messages
- 10
Good evening to you all!!
I am sure you receive plenty of these threads or requests, so I apologize if this proves a bother.
I recently began dabbling in modding Melee after discovering Crazy Hand, GCR, Achilles' 20XX, and the DRGN's Melee Mod Manager. Love every single one of those projects/programs!!! Thank you all for such useful tools and all of your hard work :D I am still trying to get used to many of the program's features, especially in crazy hand, and have been reviewing the syntax described in other threads such as Itaru's "New Melee Syntax School", but I am afraid that much of it is over my head at the moment x_x;;; I am sure that I could get the hang of it if I went over it for several hours similar to a school code project xDD And I will eventually! But I still feel as though I need some help on a few things and was hoping for any advice/pointers!
I suppose you could say I am also looking to "rebalance" melee in a way, but it is little more personal and subjective than objective, and I plan on keeping a changelog as well as crediting the proper people/project in case I do end up seeing their version of a character as the most balanced.
Anywho though! The following changes are something I am currently looking into and need help with:
-Having Captain Falcon's/Ganon's Side B tether to the stage's ledge similar to Fox and Falco's Side B. I have gone into subactions and explored anything that might stick out, but no luck so far D:
-Removing L-cancelling. This might seem a little strange at first, but I feel that rather than injecting code to auto l-cancel every aerial, I would prefer to have L-cancelling altogether be removed from the game and manually predetermine the landing lag frames myself. Therefore, is it possible to remove l-cancelling from every character? I assume it would be since some of Mr. Game and Watch's moves cannot be l-cancelled.
-Removing chaingrabbing by having the second[repeated] grab "stale" in a way. Since regular attack moves stale after repeated inputs, I was wondering if it was possible to remove chaingrabbing by having the second grab become "stale", or in reality just allow for the opponent to DI out and escape more easily. This would prevent easily abused chaingrabbing without removing a character's followup options out of throws.
-Removing wobbling. I understand some people enjoy this mechanic, but for me it is just not fun and not something I would like in my version of Melee as I believe it is not fun for either player and even takes away from possible IC hand off plays D; Anywho, is there any possible way to have it so that either Nana will not perform a repeated action after a certain period of time of the opponent being grabbed, or have it so that the opponent can break free instantly after a certain period of time.
There are also other stuff I have in mind, but these are a start more or less! ^^;;;
I am sure you receive plenty of these threads or requests, so I apologize if this proves a bother.
I recently began dabbling in modding Melee after discovering Crazy Hand, GCR, Achilles' 20XX, and the DRGN's Melee Mod Manager. Love every single one of those projects/programs!!! Thank you all for such useful tools and all of your hard work :D I am still trying to get used to many of the program's features, especially in crazy hand, and have been reviewing the syntax described in other threads such as Itaru's "New Melee Syntax School", but I am afraid that much of it is over my head at the moment x_x;;; I am sure that I could get the hang of it if I went over it for several hours similar to a school code project xDD And I will eventually! But I still feel as though I need some help on a few things and was hoping for any advice/pointers!
I suppose you could say I am also looking to "rebalance" melee in a way, but it is little more personal and subjective than objective, and I plan on keeping a changelog as well as crediting the proper people/project in case I do end up seeing their version of a character as the most balanced.
Anywho though! The following changes are something I am currently looking into and need help with:
-Having Captain Falcon's/Ganon's Side B tether to the stage's ledge similar to Fox and Falco's Side B. I have gone into subactions and explored anything that might stick out, but no luck so far D:
-Removing L-cancelling. This might seem a little strange at first, but I feel that rather than injecting code to auto l-cancel every aerial, I would prefer to have L-cancelling altogether be removed from the game and manually predetermine the landing lag frames myself. Therefore, is it possible to remove l-cancelling from every character? I assume it would be since some of Mr. Game and Watch's moves cannot be l-cancelled.
-Removing chaingrabbing by having the second[repeated] grab "stale" in a way. Since regular attack moves stale after repeated inputs, I was wondering if it was possible to remove chaingrabbing by having the second grab become "stale", or in reality just allow for the opponent to DI out and escape more easily. This would prevent easily abused chaingrabbing without removing a character's followup options out of throws.
-Removing wobbling. I understand some people enjoy this mechanic, but for me it is just not fun and not something I would like in my version of Melee as I believe it is not fun for either player and even takes away from possible IC hand off plays D; Anywho, is there any possible way to have it so that either Nana will not perform a repeated action after a certain period of time of the opponent being grabbed, or have it so that the opponent can break free instantly after a certain period of time.
There are also other stuff I have in mind, but these are a start more or less! ^^;;;