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Maximum Dash Speed and Grab Release Animation Help?

ness64

Smash Rookie
Joined
Nov 23, 2013
Messages
10
Hey guys,
I'm trying to mod FitNess.pac. How do you change the Maximum Dash Speed in PSA? Also, where do you find the Grab Release animation? Sorry if this is a nooby question.
Thanks! :)
 
D

Deleted member

Guest
At the top-left of the interface, you'll notice that PSA consists of two main tabs: Action Events and Attributes. Click on Attributes, then find "0x01C Run Initial Velocity." (Some of PSA's terminologies can be a little confusing or misleading.) This value is the running speed.

As for grab releases, subaction 96 (CaptureCut) is the ground release, and 97 (CaptureJump) is the air release.

Also, this is an extremely valuable resource for attribute data:
https://docs.google.com/spreadsheet/ccc?key=0Anu49uNKWYhndGVIUUlDRGgzcV9iTGJoREFpYnV3VGc#gid=0

Hope I helped. =)
 

ness64

Smash Rookie
Joined
Nov 23, 2013
Messages
10
At the top-left of the interface, you'll notice that PSA consists of two main tabs: Action Events and Attributes. Click on Attributes, then find "0x01C Run Initial Velocity." (Some of PSA's terminologies can be a little confusing or misleading.) This value is the running speed.

As for grab releases, subaction 96 (CaptureCut) is the ground release, and 97 (CaptureJump) is the air release.

Also, this is an extremely valuable resource for attribute data:
https://docs.google.com/spreadsheet/ccc?key=0Anu49uNKWYhndGVIUUlDRGgzcV9iTGJoREFpYnV3VGc#gid=0

Hope I helped. =)
Thank you so much! I also have one more question. How do you change animation speeds? I want to change the speed of Ness's Dair and FSmash. Where is the FSmash, BTW? Thanks!
 
D

Deleted member

Guest
There are a couple ways you can make an attack faster. If all you're looking to do is reduce the lag of the attack, you can add "Allow Interrupt" (64000000) after the hitbox. This basically functions as IASA. For example, if you had an attack that lasts 40 frames, and you added "Allow Interrupt" at 25 frames, then at any point during the last 15 frames of the attack, you can interrupt the animation and perform another action.

As for straight-up animation speed modification, you'll want "Frame Speed Modifier" (04070100). This is just one value that acts as a multiplier for the frame speed. If, again, you had an attack that lasts 40 frames, but started the animation with the frame speed modifier and set it to 2, then the animation would occur twice as fast, lasting only 20 frames.

Ness's FSmash is subaction 58 (AttackS4S). If you ever need to find any other attacks, this list should be able to help you out:
http://opensa.dantarion.com/wiki/Subactions_(Brawl)

Again, hope I helped. =) I'm always happy to be of assistance whenever possible, so don't be afraid to ask.
 

ness64

Smash Rookie
Joined
Nov 23, 2013
Messages
10
There are a couple ways you can make an attack faster. If all you're looking to do is reduce the lag of the attack, you can add "Allow Interrupt" (64000000) after the hitbox. This basically functions as IASA. For example, if you had an attack that lasts 40 frames, and you added "Allow Interrupt" at 25 frames, then at any point during the last 15 frames of the attack, you can interrupt the animation and perform another action.

As for straight-up animation speed modification, you'll want "Frame Speed Modifier" (04070100). This is just one value that acts as a multiplier for the frame speed. If, again, you had an attack that lasts 40 frames, but started the animation with the frame speed modifier and set it to 2, then the animation would occur twice as fast, lasting only 20 frames.

Ness's FSmash is subaction 58 (AttackS4S). If you ever need to find any other attacks, this list should be able to help you out:
http://opensa.dantarion.com/wiki/Subactions_(Brawl)

Again, hope I helped. =) I'm always happy to be of assistance whenever possible, so don't be afraid to ask.
Thank you so much! These have been really useful! Thanks a lot.
 

ness64

Smash Rookie
Joined
Nov 23, 2013
Messages
10
Sorry for Double Post. The edit button isn't working for me. Anyway, I tried changing the sound effect of Ness's bat to the Home Run Bat. It works, but the Home Run Bat sound plays even when I don't hit anything with my FSmash. Help?
 
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