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Challenger Approaching: His Prescription? KOs

Rudra

Smash Ace
Joined
Jul 12, 2008
Messages
541
Location
Bahamas
why not use PSA to make him spawn capsules( the item ) use item size mod to make it a bit smaller ( at least appear smaller ) . idk if you can spawn common item with the setting on OFF
Couldnt D3 do that extremely rarely with his Minion Throw? (IIRC, those capsules contained Smashballs too). Not sure if they still show up with Items Off though.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Couldnt D3 do that extremely rarely with his Minion Throw? (IIRC, those capsules contained Smashballs too). Not sure if they still show up with Items Off though.
They do show up. Same with peach's bomb-ombs, mr, saturns, and beam swords.

It's just that, when items are on and the item chance is on high, the chance of pulling out an item instead of the usual is much higher.
 

kciD

Smash Journeyman
Joined
Jan 17, 2005
Messages
225
why not use PSA to make him spawn capsules( the item ) use item size mod to make it a bit smaller ( at least appear smaller ) . idk if you can spawn common item with the setting on OFF
Maybe B can be changed to something like Peach's turnips or Link's bombs, except Dr. Mario pulls capsules out of his ***. Of course, then the damage and knockback of a capsule would have to be reduced by A LOT, and it would have to dissapear with ground/enemy contact. And if it's possible to modify the graphic of the capsule, it could be made smaller with different colors. But even without that, a capsule pull would work (of course as long as items are turned off, so nothing would be in the capsule, unless that can be modified as well)

Couldnt D3 do that extremely rarely with his Minion Throw? (IIRC, those capsules contained Smashballs too). Not sure if they still show up with Items Off though.
Just the other day, I was playing as D^3 and threw a smash ball for the first time (keep in mind I play D^3 quite often). I was on wifi, so I'm not sure how my opponents rules were set, but mine were set as items off plus the frequency of none. Although if it picked my opponents ruleset and his was items on with the frequency of none, I know it's possible for items to be produced by certain characters.
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
im wondering if PSA can make it so that when the capsule spawned, it would spawn as if it has already been thrown ( much like how snake tosses his grenade ) and then make it so that the capsule will never explode ( IIRC, 12.5% chance )
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
When it becomes possible, would it not be better to just change the graphic of the fireball to an actual pill instead of having him spawn a capsule? Capsules don't bounce at all and would have to have a whole lot of stuff edited to make it not like the item. Or we could just wait until we're able to modify props and remove the fire effects, then change the damage and SFX.
 

M-WUZ-H3R3

Smash Lord
Joined
Aug 1, 2008
Messages
1,793
He didn't have the hat in melee. Although without the hat he won't have the stethoscope.

(Why does he have a stethoscope on his hat? :laugh:)
 

kciD

Smash Journeyman
Joined
Jan 17, 2005
Messages
225
change the hat graphics to look like a stethascope and his hair
 

Roxas215

Smash Lord
Joined
Dec 21, 2008
Messages
1,882
Location
The World That Never Was
They do show up. Same with peach's bomb-ombs, mr, saturns, and beam swords.

It's just that, when items are on and the item chance is on high, the chance of pulling out an item instead of the usual is much higher.
Umm no. If the items are off ddd will not throw capsules or anything else besides waddles and gordos.

Bombs,etc are parts of peach's movesets. Items aren't part of ddd's moveset. They only spawn when items are on,
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
you know, can we edit the fire ball on mario's forward smash now? i haven't exactly had a look at mario's script so i'm not sure, so can anyone else confirm?
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
you know, can we edit the fire ball on mario's forward smash now? i haven't exactly had a look at mario's script so i'm not sure, so can anyone else confirm?
Uhh...its a graphic effect...so yes, you can change it...
-DD
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Dr. Mario .PAC File

If Cape has abandoned this project or has other things to do, I would be willing to take over with the help of you other Doc fans. The above is a .PAC file I created using the changelist in Cape's original post, plus a few very minor tweaks to weight, falling speed, and aerial mobility. I still can't edit the damage and hit effects of his neutral and down B in PSA, but those are pretty small things compared the project as a whole. I haven't tested this myself yet, so please give some feedback and things you think ought to be changed. Maybe we can catch up to Roy before too long.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Why'd you change the falling speed and aerial mobility? Doc's weren't any different from Mario's, except for the fact that Doc had higher horizontal top speed in the air, but his mobility in the air was still the same. Maybe that's just what you did, though, I don't know.

I understand the weight at least, Doc's was 100 while Mario's was 98.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Why'd you change the falling speed and aerial mobility? Doc's weren't any different from Mario's, except for the fact that Doc had higher horizontal top speed in the air, but his mobility in the air was still the same. Maybe that's just what you did, though, I don't know.

I understand the weight at least, Doc's was 100 while Mario's was 98.
I know Mario and Doc were attribute-wise almost identical in Melee. I thought the point was not to remake Melee Doc, but update him as he might have been in Brawl. The changes are so tiny you probably won't notice them, as in the hundredths and thousandths digits, but they're there. I can always change it back if it's not a good idea.
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
Dr. Mario .PAC File

If Cape has abandoned this project or has other things to do, I would be willing to take over with the help of you other Doc fans. The above is a .PAC file I created using the changelist in Cape's original post, plus a few very minor tweaks to weight, falling speed, and aerial mobility. I still can't edit the damage and hit effects of his neutral and down B in PSA, but those are pretty small things compared the project as a whole. I haven't tested this myself yet, so please give some feedback and things you think ought to be changed. Maybe we can catch up to Roy before too long.
great job wander, i was considering doing this, but gogo to you
actually, you should be able to make Doc have the Melee tornado for the down b. there's a "starspin mario" or something like that in the downloads section ;)
 

dabridge

Smash Journeyman
Joined
May 21, 2008
Messages
234
Location
El Paso, Texas
Did I mess something up?
I don't know if I'm the only one getting this, but he makes every character's throws go slow, and he simply won't die. It's like he's at 0% all the time. The only way for him to die is a self destruct or getting gimped (and that's pretty hard since it's hard to get him out of the stage even).
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Hmm...I'm not really sure what's wrong. I still haven't been able to test him yet because I'm not able to get to my Wii, but I only just barely tweaked his weight and other attributes. I might have accidentally altered a flag in one of his actions that affects his knockback vulnerability, but I don't know what it is or how to fix it. Give me a little while to tinker with it, and if anyone else wants to try making their own .PAC, go ahead.

EDIT: If no one's fixed it by tomorrow, I'll take another go at it and be more careful about what I edit. Aside from the not dying part, how's he working?
 

dabridge

Smash Journeyman
Joined
May 21, 2008
Messages
234
Location
El Paso, Texas
Honestly the only changes I noticed were upb, dtilt, and fair, and they weren't very different. He's bearly changed from Mario.

I'll test it some more to see what I can find.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
All I did was copy what was in the OP - if something doesn't seem different enough or is broken or something, I'd be happy to take suggestions. This isn't just my project, everyone has input.
 

dabridge

Smash Journeyman
Joined
May 21, 2008
Messages
234
Location
El Paso, Texas
Foward smash's hitbox is Mario's body behind his hand (the hand itself and where the fireball used to be have no hitbox). Also, shouldn't nair be stronger?
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
The hitboxes on the nair are switched, so that it gets stronger instead of weaker over time. And I'm working on fixing the Fsmash.

About his knockback resistance issue, I think I found the problem. When I change his weight to a decimal number, it looks fine. However, if I save and reopen the same .PAC, it shows up as something weird like 5.6295E+14. Does anyone know what I'm talking about and how to fix it?
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Fix one problem, cause another...

I got his weight all worked out, so now it is actually possible to kill him. However, I'm having problems with his Fsmash. Simply by changing the last digit of the fireball hit to 3 to make it an electric attack seems to have made the attack disappear entirely. I didn't change any graphic or external graphic IDs, the fireball is still visually there, but it doesn't make any collisions.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Dr. Mario .PAC V2

That fixes his weight issues and modifies the visuals on his Fsmash a little. In order to get the hitboxes working I had to increase the size of the other hitboxes on his Fsmash, so now the range is about the size of the electric explosion in front of him. However, since hitboxes are circles, it also hits a good distance above and behind Mario. I can't really think of any solutions for this other than to nerf the Fsmash a little to balance it, but does anyone have some other ideas?
 

adrahil

Smash Cadet
Joined
Apr 13, 2005
Messages
25
Location
NC
Thanks for the work, Wander.

I took your v2 pac and reworked Fsmash a good bit. I think I've perfected the graphic, looks almost identical to melee. I changed the hitboxes around and increased the KBG a bit. The first hitbox is still a non elemental hit, while the second two are the strong electric hits. I also added a dramatic hitlag modifier so there is a small pause as you hit them, as in Wolf's ftilt. I also changed the trajectory so low angle sends at 35 degrees, standard is 45, and high angle is 55. So far seems to work pretty good, might kill a little too early, but the low range probably makes up for that.

Feedback welcome.

Doc v3

Edit: Yes, SS, the nair hitboxes are reverse of most characters, with the end of the move being the strongest.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
People here... Don't appreciate Melee terms.

Guys its a sex kick!
It gets weaker as time passes. Dr. Mario is the reverse because he uses Viagra.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
People here... Don't appreciate Melee terms.

Guys its a sex kick!
It gets weaker as time passes. Dr. Mario is the reverse because he uses Viagra.
 

kciD

Smash Journeyman
Joined
Jan 17, 2005
Messages
225
WE HEARD YOU THE FIRST TIME!

Haha, j/k, I'm going to test out Doc v3 pretty soon.

Edit: Ok I have the file...but I haven't used .pac files yet. I don't know how it works...
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
^Name it FitMario.pac, put it in Mario's fighter folder, same as a costume. It will load automatically when you boot through Gecko.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
If we're going to really finish this and get it into an official set, remember that Mario in Brawl has one extra costume more than Doc did in Melee.

Doc -- Mario
White -- Fire
Black -- Black
Green -- Green
Blue -- Jumpman
Red -- Default
???? -- Wario

So we'll need some kind of new costume for Doc to fill the spot.
 
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