Magus420
Smash Master
Shield Stuff
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Variable Shield Input
Digital/Max Analog = 1 (140/140)
Z Shield = 0.35 (49/140)
Min Analog = 0.30714 (43/140)
-- Range of analog 0.00-1.00 is analog increments 0-140. 0-42 (0.00-0.30) are ignored
-- If dip under 0.30 while shield remains up, use last > 0.30 amount
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Shield Size
Shield Size = {[(Shield Health * Analog Effect) / 60] * 0.85 + 0.15} * Shield Size Attribute * Model Scale
-- Analog Effect = 1 - {0.5 * [(Analog Shield - 0.3) / 0.7]}
Max Shield Health = 60
Shield Break Health = 30 (does not regen while dazed)
Max Shield Health Scale = 1
Min Shield Health Scale = 0.15
Powershield Reflect Collision Scale = 0.75
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Shield Degeneration/Regeneration
Shield Degeneration = (Analog Effect + 0.1) * 0.14
-- Analog Effect = 1.9 * [(Analog Shield - 0.3) / 0.7]
Shield Regeneration = 0.07
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Shield Damage
Shield Damage = [(floor(Damage) + Shield Damage Param) * (Analog Effect + 0.7)] * X
-- Analog Effect = 0.2 * {1 - [(Analog Shield - 0.3) / 0.7]}
-- X = 1 for Normal, 0 for Powershield
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Shield Stun
Shield Stun = {[floor(Damage) * (Analog Effect + 0.3)] * 1.5} + 2
-- Analog Effect = 0.65 * {1 - [(Analog Shield - 0.3) / 0.7]}
--- Yoshi is unaffected by shield stun
--- NOTE: Due to the way the game calculates the animation speed for the 20 frame stun animation [(Animation Frames + 0.1) / ShieldStun], it causes the actual resulting stun time to be 1 less than calculated shieldstun if:
20.1 / ShieldStun * floor{ShieldStun} >= 20
On full 1.00 shield input that happens with damages of 20,29,40, 49, 58, and 60 for example.
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Shield Knockback
Defender Shield KB = {[floor(Damage) * (Defender Analog Effect + 0.09)] + 0.4} * X
-- Defender Analog Effect = 0.195 * {1 - [(Analog Shield - 0.3) / 0.7]}
-- X = 0.6 for Normal, 1 for Powershield
--- Maximum = 2
Defender (Yoshi) Shield KB = (floor(Damage) * Defender Analog Effect) + 0.4
-- Defender Analog Effect = 0.3 * {1 - [(Analog Shield - 0.3) / 0.7]}
--- Maximum = n/a
Attacker Shield KB = (floor(Damage) * Attacker Analog Effect) + 0.02
-- Attacker Analog Effect = (Analog Shield - 0.3) * 0.1]
--- Maximum = n/a
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Variable Shield Input
Digital/Max Analog = 1 (140/140)
Z Shield = 0.35 (49/140)
Min Analog = 0.30714 (43/140)
-- Range of analog 0.00-1.00 is analog increments 0-140. 0-42 (0.00-0.30) are ignored
-- If dip under 0.30 while shield remains up, use last > 0.30 amount
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Shield Size
Shield Size = {[(Shield Health * Analog Effect) / 60] * 0.85 + 0.15} * Shield Size Attribute * Model Scale
-- Analog Effect = 1 - {0.5 * [(Analog Shield - 0.3) / 0.7]}
Max Shield Health = 60
Shield Break Health = 30 (does not regen while dazed)
Max Shield Health Scale = 1
Min Shield Health Scale = 0.15
Powershield Reflect Collision Scale = 0.75
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Shield Degeneration/Regeneration
Shield Degeneration = (Analog Effect + 0.1) * 0.14
-- Analog Effect = 1.9 * [(Analog Shield - 0.3) / 0.7]
Shield Regeneration = 0.07
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Shield Damage
Shield Damage = [(floor(Damage) + Shield Damage Param) * (Analog Effect + 0.7)] * X
-- Analog Effect = 0.2 * {1 - [(Analog Shield - 0.3) / 0.7]}
-- X = 1 for Normal, 0 for Powershield
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Shield Stun
Shield Stun = {[floor(Damage) * (Analog Effect + 0.3)] * 1.5} + 2
-- Analog Effect = 0.65 * {1 - [(Analog Shield - 0.3) / 0.7]}
--- Yoshi is unaffected by shield stun
--- NOTE: Due to the way the game calculates the animation speed for the 20 frame stun animation [(Animation Frames + 0.1) / ShieldStun], it causes the actual resulting stun time to be 1 less than calculated shieldstun if:
20.1 / ShieldStun * floor{ShieldStun} >= 20
On full 1.00 shield input that happens with damages of 20,29,40, 49, 58, and 60 for example.
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Shield Knockback
Defender Shield KB = {[floor(Damage) * (Defender Analog Effect + 0.09)] + 0.4} * X
-- Defender Analog Effect = 0.195 * {1 - [(Analog Shield - 0.3) / 0.7]}
-- X = 0.6 for Normal, 1 for Powershield
--- Maximum = 2
Defender (Yoshi) Shield KB = (floor(Damage) * Defender Analog Effect) + 0.4
-- Defender Analog Effect = 0.3 * {1 - [(Analog Shield - 0.3) / 0.7]}
--- Maximum = n/a
Attacker Shield KB = (floor(Damage) * Attacker Analog Effect) + 0.02
-- Attacker Analog Effect = (Analog Shield - 0.3) * 0.1]
--- Maximum = n/a
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