• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

I'm having A LOT of trouble with PSA...

supersupersuperguy

Smash Rookie
Joined
Nov 30, 2008
Messages
10
Long story short, I main Toon Link and want to have a custom moveset for him, but can't figure Project Smash Attacks out.

If at all possible, I would like for arrows to explode when shot, deal fire damage and have slightly more knockback. Throws should deal Aura damage, as should his running (but only VERY little), his boomerang should freeze opponents and his smash attacks and air attacks should deal darkness damage. His spin attack (Up B) should unleash a tornado of electrical, Aura and darkness energy on anyone unlucky enough to be caught in it, and anyone in the surrounding area will be pushed back. His Triforce Slash would do the same tornado of effects as the Spin Attack, but with range, power and knockback comparable to Link's Triforce Slash. All of his other moves should deal electrical damage. Overall, he should deal a bit less damage, but have more knockback. Also he should run faster and be slightly more resistant to knockback.

If there is ANYONE who can help me with this, or even make it for me, I would really appreciate it.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
use the guide. have paprika help you. use the guide.


USE THE GUIDE


IT TELLS YOU EVERYTHING ****ING THING YOU NEED TO KNOW


OH MY ****ING GOD

RAAAAAAAAAAAAAAAAAAAAGE


EDIT: making collisions different hit effects:


Nononono. The hitbox element flag is only the last 2 digits. Changing it to that entire thing droughboi listed will change
lots of properties of the hitbox to whatever the original move was that flag set was copy/pasted from.

Element:
------YY

Important
The 2nd to last digit is SHARED with some other flag (possibly part of the SFX flag?), so the 1st digit will be combined with
this other flag's digit. This other flag seems to always either be 0, 4, or 8

This other flag could look something like this:

(Part of SFX?):
------X-
or
-----XX-
or
----XXX-


So considering both of them, it could look like this:
------ZY
or
-----XZY
or
----XXZY

...with Z being the combined value of the 1st digit of the element and the last digit of that other flag. If the last 2 digits on the original
flags are ------45, and the original element of the hitbox is Fire (05), then to make that instead have Darkness (13) the end of the flag would
now be ------53, Normal Hit (00) would be ------40, Aura (15) ------55, etc. If it was originally Fire and the last 2 flag digits were ------85,
Darkness would be ------93, Normal Hit ------80, Aura ------95.


This is an old elements list, but it seems to match what's used here as well for the one's I've seen:

YY
00 Hit
01 ?
02 Slash
03 Electric
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A ?
0B Impale
0C Stun
0E Flower
0F ? (gives hitstun to some moves that don't normally have any)
10 ?
11 Slash 2
12 Hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch

Again, don't overwrite the 2nd to last digit with the element's 1st digit. The 0 or 1 in the element is combined with the 2nd to last flag digit
which is also shared with a different flag.







Throws
D-Throw begins at Sub Action 72. The 1st line there should be the throw's stats:
Parameter 2: Damage
Parameter 3: Angle
Parameter 4: KBG
Parameter 6: BKB
Parameter 7: Element
 
Top Bottom