Jdaster64
Smash Ace
- Joined
- Feb 29, 2012
- Messages
- 668
- Location
- New Donk City
- NNID
- Jdaster64
- 3DS FC
- 4141-3026-8303
- Switch FC
- SW 7540 0069 7907
Basically, I want to make it so that rather than the numbers being somewhat randomly chosen, I want them to cycle from 1 to 9 in order repeatedly.
Part of the Action-113 code (in the endless if On Ground / In Air loop) reads in multiple places:
So I suspect the RA-Basic[0] variable temporarily stores the random number used to determine the proper subaction, or receives it from some external source. At any rate, changing the sub action numbers all to 1D0 made it always do the 1-hammer's hitbox (and damage G&W, etc.), but the numbers actually shown were random.
I figure that rather than calling the subaction there, I could place calls to a subroutine that manipulates some unused Longterm-Access variable as follows:
Would it be sufficient to use some random, arbitrarily-high LA-Basic number (say, 107), or would I need to find a specific one that Game & Watch has, but doesn't use? Also, I presume the variable would be local to each player; is that or is it not the case?
That should make the hammer function as I want it to, as far as I understand, but the graphics won't necessarily be indicative of the actual attack anymore. The easiest fix to that would be to make it so that the hammer model doesn't show, I presume; how would I go about doing that? Also, since I use the Paper Mario textures, how feasible/easy would it be to make and display external graphics that look like the damage numbers in the Paper Mario series, based on the same LA-Basic variable (or some variant thereof)?
Any help would be greatly appreciated. Thanks!
EDIT: Derp, obviously I shouldn't put the increment code in the infinite loop; but putting it beforehand shouldn't be an issue. I'm also curious what the code that has a call to the generate-article subroutine is for; perhaps that's the cause of the randomness?
Part of the Action-113 code (in the endless if On Ground / In Air loop) reads in multiple places:
Code:
Change SubAction: sub action=RA-Basic[0], pass frame = true
I figure that rather than calling the subaction there, I could place calls to a subroutine that manipulates some unused Longterm-Access variable as follows:
Code:
Basic Variable Add: LA-Basic[???] +1
If Compare: LA-Basic[???] < 1D0
If Compare: LA-Basic[???] > 1D8
Basic Variable Set: LA-Basic[???] = 1D0
End If:
End If:
Change SubAction: sub action=LA-Basic[???], pass frame = true/false, as necessary.
That should make the hammer function as I want it to, as far as I understand, but the graphics won't necessarily be indicative of the actual attack anymore. The easiest fix to that would be to make it so that the hammer model doesn't show, I presume; how would I go about doing that? Also, since I use the Paper Mario textures, how feasible/easy would it be to make and display external graphics that look like the damage numbers in the Paper Mario series, based on the same LA-Basic variable (or some variant thereof)?
Any help would be greatly appreciated. Thanks!
EDIT: Derp, obviously I shouldn't put the increment code in the infinite loop; but putting it beforehand shouldn't be an issue. I'm also curious what the code that has a call to the generate-article subroutine is for; perhaps that's the cause of the randomness?