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Moveset Editing Not Working?

Travistyse

Smash Rookie
Joined
Oct 7, 2014
Messages
1
I've been experimenting with PSA (Open Smash Attacks has a UI which doesn't mesh with me) and have had a very hit and miss experience. Note that I'm not at the point where I'm testing and balancing things (and this obviously isn't tourny level competition stuff) but:

1. Making Kirby's Side-B freeze opponents hit by using flags. Worked exactly as intended. I want to add an icy glow or powdered effect to the hammer but haven't really looked into it yet.

2. Make Ness' Baseball bat windup animation faster but match it by having an equal amount of time added to the end before he's able to move. Achieved with the framespeed multiplier and alteration of the asynch variable. (I wanted to give him -reactive- options for returning projectiles to their rightful owners. No balance testing yet.)

3. Make Kirby's Up B faster by disabling the windup time. (ignore)

4. Make Kirby's down B his fireball dash (other changes thereafter pending). All I did was copy-paste the Main/Other/SFX/GFX from his DashAttack (or AttackDash) to his down B. What happens is actually the solution for number 3. It removes the SFX and everything from the windup time. It's just an instant rise and fall which feels great. The problem is that I don't know why it's happening. (Down B causes this but Up B is still the normal Up B with a windup) If I try changing the heavy armor (2) on his Down B to Super Armor (1) without doing anything else this still occurs (instead of a rock he performs his up B without the windup time). I tripled the dash attack asynch timers and the dash attack behaved weirdly (Kirby spun forward for about triple the length and only fireballed for a very brief period at the end. During that period is the only moment when damage would be applied) When I copied the copied dash back to the dash attack the dash attack behaved as it always does. -Not working at all. Reverted back to normal as I didn't understand what was wrong. I figure it's the action events but don't want to get too enveloped in that if someone else already knows and can save me time in understanding :)

5. Make Marth's side-smash generate a Pitfall and then throw it forward 40 frames after he side-smashes (after throwing the Pitfall the Player then regains control of Marth). Generating the item is easy enough. Throwing it is the problem. I can't figure out the parameters for the Throw command as everything I've done seems to have 0 effect and always results in the Pitfall being released at such a high speed that it merely flashes roughly 2 characters forward and one up from Marth. When I set the AI to jump and hit them with the Pitfall the Pitfall was travelling so fast that it deals over 130% in damage on hit. I've tried looking for the sub-action for throwing in order to just call that event but it appears to be only for characters, not items. I'm interested in this for two reasons:
1. Because flagging the attack as Pummel/Pulverize (can't remember which) simply causes it to sound like pummel/pulverize (even pummel2/pulverize2) and the attack deals no damage/flinching.
2. Because I want to experiment with characters automatically using items as a means to crafting a moveset without as much work (and some stuff I fear wouldn't be possible altogether).

For instance one could:
Create a Ray gun (Generate Ray Gun)
Fire the Ray gun once (Fire a shot from the current weapon)
Destroy the ray gun. (Obliterate Held Item) (It was actually consume, not obliterate)

^About to test but I assume it works. Edit: Didn't work with 15 frame Synch timers. Will increase and see if that helps but I'm expecting no change. Edit2: 45 frame Synch timers neither shot nor obliterated the Ray Gun.
Edit3: Testing the fire projectile bit with the Ray Gun Projectile.
Edit4: http://i.gyazo.com/1f784cf141ccf0a529cc12181e5fbc67.png
Didn't work. Can't think of any other way to do this. My last thought is that I may have to allow a different action to take place before the shot is fired but I doubt it. Making that last attempt. If it works I'll make another edit. If not.. I'll just wait for a response D:

Edit5: It turns out the problem is actually the synch timers. Removing them resulted in the proper action. Not sure what this means but it seems that breaking up the Create>Fire>Consume with timers kills it.

Other than that, the Project M team was (seemingly) able to modify projectiles and items (they replaced the Curry with the Turbo) and I'm curious to know how they did so. I looked into it with very little in terms of results. Being able to directly edit projectiles would make balancing some things much easier (or fun).
 
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