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He can? well that makes my life easier. I'll ask how to code them in the PSA thread, unless someone feels like telling me here. Feel free to lock, I got what I needed.You'd also have to make your own crawling animation for him, but yeah, if you coded it yourself, it should work.
EDIT: Same for walljumping. Wait, can't Link already walljump?
I thought only characters that could walljump could tech-walljump... wait, no, you're right. Now that I think about it, I believe I've seen Peach tech-walljump once or twice.I believe all characters have the walljumping animation as part of their walltech. If you could somehow enable that as a regular walljump, you should be set.
Use Change Action, but I can't remember what action Death is. Also, to kill all opponents (which, even with a self-destruct, is incredibly broken), just use a massive hitbox with a lot of damage, high BKB, and high KBG.Also, is there a way to make it so the final smash automatically kills all of his opponents, and also counts a self destruct? You know, for the kamikaze ninjitsu.
Thankyou very much. I guess to fix it I'll make it have a flash for a few frames, during which you can shield or dodge to live.Use Change Action, but I can't remember what action Death is. Also, to kill all opponents (which, even with a self-destruct, is incredibly broken), just use a massive hitbox with a lot of damage, high BKB, and high KBG.
You need to make sure the animation names match up. Most characters use unique naming schemes for their special moves; for example, one might be "SpecialSStart, SpecialSHold, SpecialSEnd" and the other could be plain "SpecialS".Question... I'm trying to give Wario Bowser's (koopa's) moveset, but the specials don't work right. They go into T-stance but some go into other poses and just stop moving.
The FitMotionEtc.pac stuff is done as far as I know, but There's more to do inside the normal .pac... I need to know what to change in the .pac. I've looked at other more successful moveset swaps like Shadow Beast and Manchu as a reference on what to do. I went into Bowser's .pac file typed all the different specials info and sub-actions except the GFX and SFX cause they'd be different any way in note pad and I changed the specials and subactions in Wario's.pac but... Side B and Neutral B attempt to work but Wario either starts flopping on his belly like magicarp or stands there blowing non existing fire infinitely until I'm hit. Up B T-stances and floats up while Down B just T-stances. I'm just wondering how I can get the specials to work correctly, any kind of info would be appreciated. I'm thinking about just emptying the specials and making my own, but I'd like to know how to swap movesets completely for later reference.
Sword Glow
11031400:
1st Parameter: trail to use
2nd Parameter: (Value) duration/length of trail
Parameter 2, 6, and 12: (Value) Bone
Parameter 3, 4, 5: 1st point glow trail offsets
Parameter 7, 8, 9: 2nd point glow trail offsets
Parameter 13: Forward offset of glow
Parameter 14: Sidewise offset of glow
Parameter 15: Z offset of glow
Parameter 16: rotate on forward axis
Parameter 17: rotate on sideward axis
Parameter 18: rotate on Z axis?
Boolean Parameter: Disappear at end of subaction
Last Parameter: (Scalar) size of effect.
Thanks for the replyYou need to make sure the animation names match up. Most characters use unique naming schemes for their special moves; for example, one might be "SpecialSStart, SpecialSHold, SpecialSEnd" and the other could be plain "SpecialS".
Sorry, but that is incredibly vague. I'd like to help, but without any idea when the glitches occur, there's little to no chance I could find it in your files. You may need to try to replicate the glitch and find exactly (or approximately) what causes it before anyone can help.umm, I've been making a Mr.L psa, but whenever I play with him, the game glitches up sometime during the match, I don't know what the problem is, and I've tried fixing things.
.pac http://www.mediafire.com/?jmijzyywegn
motionfit http://www.mediafire.com/?lmnym20mmtu
any help would be appreciated.
You mean in PSA? I don't believe so. I didn't think to press enter though... that's pretty cool. *plays with arrows buttons*Thanks Eldiran. Is there a keyboard shortcut to move the selection up or down? As oppose to clicking those up/down buttons over and over...
I found that after clicking an arrow once you can just hold enter. I would still prefer individual buttons. Or better, be able to paste under the current selection.
Well, I have found one problem with his hi and low side smash: under the GFX tab, it says Goto 8160, but there is no 8160. It should say Goto 1F028, which is your Side Smash's graphics offset.@Eldiran: the game glitches up when i use the side smash hi, sometimes just the side, and sometimes low. all his handjabs glitch it, but I can't figure out what's wrong. also, would adding other character's animatioons glitch the character, because I used some of the other character's moves, specifically mario and zako child's.
If the above two methods don't work, I'm not sure how. I do know that it disappears of its own accord after a very long time.How do I remove effect 45? It's the dirt that appears when you get grounded by DK's side B or a pitfall.
Glad to hear it! If you mean in terms of offset, I'd say 3 or so would be a bobomb. But don't take my word for it -- (*insert reading rainbow here*) the best way to get a hold of the scale is via trial and error with graphic effects.Thanks Eldiran! the attacks work fine now, they don't freeze, and now I can continue with his moves. also, how far is a scalar in reference to a character/item/stage like, is a scalar the width of a bobomb?
Looks like it only goes away after the animation ends.If the above two methods don't work, I'm not sure how. I do know that it disappears of its own accord after a very long time.
You'll want it to be "If Button Pressed" because Ifs only check at that very moment. Alternately, you could loop the If multiple times on multiple frames.As for my question, what is the way to best emulate Link/Toon Link's second hit of the fsmash? First thing that came to my head was in the fsmash subaction, setting an "If Button Press, go to the subaction of the second hit" after a certain point in the animation. Is there an easier way?
I have heard nothin about Samus not working. Try redownloading the pac.For a while, I have wanted to create a Shoop da Whoop moveset using Kirby's B animation. First of all, would it even be possible for me to give that animation the Zero Laser (probably using BrawlBox), and second of all, I can't view Samus' moves in PSA. I know its possible, as I've seen Samus PSAs. Is this some kind of bug with the version I have, or am I doing something wrong? (I can open and view every other character's moves)