• 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!

Moving Costume Effects for Peach? (Help!)

megamanofnumbers

Smash Cadet
Joined
Mar 2, 2014
Messages
60
I'm trying to modify costumes for Peach for PM and I want to know how to move the Alt Costume effects for her.

To extrapolate: There are 10 costumes for Peach (when using the Cbliss Tool). And there are 2 Alt Costumes corresponding to slots 7 and 8; or, according to the actual costumes folder, FitPeach 6 and 7. Both costumes are Fire Peach and Shadow Queen. I want to move Fire Peach (FitPeach07 or Costume Slot 7) to where White Peach (FitPeach04 or Costume Slot 6) would be, and move Shadow Queen (FitPeach06 or costume slot 8) to to where Fire Peach was.

Sounds easy enough right? Problem, Shadow Queen has Dark effects to her attacks, and though I can't quite remember I'm confident Fire Peach has Fire effects too. These effects are locked to their costume slots.

Is there a way to move the effects so Dark Effects show up only for Costume Slot 7 and Fire Effects show for only Costume Slot 6?
 

I Myself

Smash Cadet
Joined
Jan 30, 2013
Messages
37
Yes, though you'll need Smash Attacks in order to modify FitPeach.pac, which is where those visual effects are applied.

For every attack that has a modified effect (I believe they're Up Tilt, Side B, and Up Throw), you'll have to change the line "If Compare: LA-Basic[54] == 6" to "If Compare: LA-Basic[54] == 7" in order to move Shadow Peach's effects to slot 7, and then do the reverse to "Else If Compare: LA-Basic[54] == 7" to move Fire Peach's effects to slot 6. You'll have to do this for the Main, GFX, and SFX Event Lists for each of these attacks.

Those If and Else If statements are just checking that the costume slot your character is using is at index 6 or 7, then modifying the hitbox on-hit element, the produced graphics effect, and produced audio effect when these attacks are executed.

Here's a visual example of the lines of code I'm talking about.

 

megamanofnumbers

Smash Cadet
Joined
Mar 2, 2014
Messages
60
I see. So what are the names of the Animations I have to modify? I guess, more specifically, what are the Sub Actions I have to modify?
 
Last edited:

I Myself

Smash Cadet
Joined
Jan 30, 2013
Messages
37
Sub Actions 54 (AttackHi3), 1D3 (SpecialAirSEnd), and 74 (ThrowHi). I believe these are the only attacks that have altered visual effects.
 
Top Bottom