[TSON]
Hella.
Darn it, that's the third time I've made that mistake >__>
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Use Pit's Down+B or Over+B. I copied a buncha Defensive collisions from those, and one (or more) of them worked.Okay, I give. I've looked everywhere to find how to use a defensive collision to reflect. I tried copying it from Aang (Ness moveset) on a move I know for a fact reflects, and all I got was a canceled fireball because of the offensive collision. I checked Lucas's fsmash (which can hit projectiles back as if they were baseballs), and it didn't have a defensive collision at all. What am I missing here? Defensive collisions don't have any labeled parameters, or I wouldn't be stuck. ;_;
That's identical to the defensive collision I got from the Aang moveset AND Mario's moveset, neither of which worked. Do offensive collisions disable the defensive collisions or something?Use Pit's Down+B or Over+B. I copied a buncha Defensive collisions from those, and one (or more) of them worked.
Mmmaybe they both have the same ID, and the offensive one is overwriting it? /wild guessingThat's identical to the defensive collision I got from the Aang moveset AND Mario's moveset, neither of which worked. Do offensive collisions disable the defensive collisions or something?
...Which parameter is the ID? x_xMmmaybe they both have the same ID, and the offensive one is overwriting it? /wild guessing
*shrug* Just try not having the offensive collision in there, and see if it works....Which parameter is the ID? x_x
But it's the fsmash.*shrug* Just try not having the offensive collision in there, and see if it works.
The bolded being the differing parametersThose bolded values being the perimeter?
I tried this with Lucario's upB (195D0) and it gave an INSANE momentum boost when aimed upwards. Normally, Lucario's upB uses 12030100. So yeah.I *think* i figured out how upB movement is determined for all characters which allow directional movement.
Set RA-basic[0]=IC-Basic[196 (24004)]
0D00200 0-9, 2-XXXXXXXX where XXXXXXXX is a pointer to a subroutine
In XXXXXXXX:
12040100 5-20000000 (the variable you set equal to IC Basic)
This is entirely untested, but might be a way the game injects joystick measurements into momentum.
I need confirmation from people, though.
How were the filenames collected for these?GFX
This list contains both universal graphics and character specific ones. The character specific at the least is missing certain file #s, and at most is missing some graphics, so those are incomplete.
Code:File #0 01 SYS_HIT_NORMAL 02 SYS_HIT_NORMAL_SHOCK 03 SYS_HIT_FIRE 04 SYS_HIT_ELEC 05 SYS_HIT_CUT 06 SYS_HIT_CUT_SHOCK 07 SYS_LANDING_SMOKE 08 SYS_LANDING_SMOKE_S 09 SYS_CROWN 0A SYS_DASH_SMOKE 0B SYS_DOWN_SMOKE 0C SYS_FLYROLL_SMOKE 0E SYS_ACTION_SMOKE_H 0F SYS_WHIRLWIND_L 10 SYS_WHIRLWIND_R 11 SYS_SMASH_FLASH 12 SYS_SMASH_FLASH_S 13 SYS_DAMAGE_FIRE 14 SYS_DAMAGE_ELEC 15 SYS_SHIELD 16 SYS_SHIELD_SMOKE 17 SYS_SHIELD_DAMAGE 18 SYS_DEAD 19 SYS_BOMB_A 1A SYS_FLAME 1B SYS_RUN_SMOKE 1C SYS_JUMP_SMOKE 1D SYS_TURN_SMOKE 1E SYS_FLASH 1F SYS_JUMP_AERIAL 20 SYS_CLIFF_CATCH 21 SYS_GUARD_MARK 22 SYS_ATK_SMOKE 23 SYS_ERACE_SMOKE 24 SYS_BOMB_B 25 SYS_SPIN_WIND 26 SYS_ACTION_SMOKE_V 27 SYS_SLIP_SPARK 28 SYS_H_SMOKE_A 29 SYS_H_SMOKE_B 2A SYS_V_SMOKE_A 2B SYS_V_SMOKE_B 2C SYS_SCRATCH 2D SYS_PASSIVE 2E SYS_PIYOPIYO 2F SYS_PIYO 30 SYS_SLEEP 31 SYS_DAMAGE_HADOU 32 SYS_STEP_JUMP 33 SYS_SSCOPE_BULLET 34 SYS_BOUND_SMOKE 35 SYS_CATCH 36 SYS_ITEM_GET 37 SYS_RECOVERY 38 SYS_ITEM_ARRIVAL 39 SYS_MBALL 3A SYS_QUAKE 3B SYS_BOMB_C 3C SYS_BOMB_D 3D SYS_FREEZER 3E SYS_KUSUDAMA 3F SYS_HIT_ICE 40 SYS_HIT_ICE_SHOCK 41 SYS_FIREFLOWER 42 SYS_SMOKESCREEN 43 SYS_THUNDER 44 SYS_THUNDER_FLASH 45 SYS_MERIKOMI 46 SYS_SPIN_WIND_S 47 SYS_FINAL_LINE 48 SYS_FINAL_AURA 49 SYS_CLACKER_SHOT 4A SYS_CLACKER_BULLET_S 4B SYS_CLACKER_BULLET_L 4C SYS_CLACKER_BOMB 4D SYS_BOMB_E 4E SYS_SPLASH 4F SYS_RIPPLE 50 SYS_DROWN 51 SYS_HIT_NORMAL_2 52 SYS_DAMAGE_SHIEN 53 SYS_GEKIKARA_AURA 54 SYS_GEKIKARA_FIRE 55 SYS_MATCHLESS 56 SYS_CROWN_COLLISION 57 SYS_S_JUMP 58 SYS_RAYGUN_BULLET 59 SYS_RAYGUN_SHOT 5A SYS_RIPSTICK 5B SYS_STARROD_BULLET 5C SYS_STARROD_SHOT 5D SYS_STARROD_SHIBUKI 5E SYS_DROWN_OUT 5F SYS_SCREW 60 SYS_BOMB_SPARK 61 SYS_HIT_POISON 62 SYS_FLYING_PLATE 63 SYS_BADGE 64 SYS_DEKU 65 SYS_SMARTBOMB 66 SYS_BOX00_BREAK 67 SYS_BOX01_BREAK 68 SYS_BOX02_BREAK 69 SYS_BARREL02_BREAK 6A SYS_DEAD_FLASH 6B SYS_WARPSTAR 6C SYS_PASARAN 6D SYS_DRAGOON_A 6E SYS_DRAGOON_B 6F SYS_DRAGOON_ENTER 70 SYS_DRAGOON_FIRE 71 SYS_DRAGOON_ATTACK 72 SYS_SMASH_BALL 73 SYS_SOCCER 74 SYS_ASSIST 75 SYS_SUPERSTAR 76 SYS_HEART 77 SYS_CD_GET 78 SYS_DRAGOON_FLASH 79 SYS_MISFIRE 7A SYS_ABSORPTION 7B SYS_ASASE_WALK 7C SYS_ASASE_LANDING 7D SYS_SP_FLASH 7E SYS_WARPSTAR_BREAK 7F SYS_JUST_SHIELD 80 SYS_ICE_LANDING 81 SYS_PASARAN_SPARK 82 SYS_CHEWING 83 SYS_SMASHPLATE 84 SYS_SAMUS_CHANGE_FLASH_A 85 SYS_SZERO_ENTRY_FLASH 86 SYS_SZERO_ENTRY_SMOKE 87 SYS_CLING File #1 01 MARIO_FB 02 MARIO_FB_SHOOT 03 MARIO_FB_BOUND 04 MARIO_S_MANT1 05 MARIO_S_MANT2 06 MARIO_S_JUMP 07 MARIO_PUMP_SHOOT 08 MARIO_PUMP_HIT 09 MARIO_PUMP_FADE 0A MARIO_PUMP 0B MARIO_PUMP_MAX File #2 01 DONKEY_HEADBAT 02 DONKEY_GIANTPUNCH 03 DONKEY_GIANTPUNCH_MAX 04 DONKEY_GIANTPUNCH_SMOKE 05 DONKEY_HANDSLAP 06 DONKEY_ENTRY File #3 01 LINK_SWORD 02 LINK_ARROW 03 LINK_ARROW_MAX 04 LINK_BOOMERANG 05 LINK_BOOMERANG_T 06 LINK_KAITEN 07 LINK_KAITEN_S 08 LINK_KAITEN_AIR 09 LINK_KAITEN_AIR_S 0A LINK_BOOMERANG_W 0B LINK_BOOMERANG_H 0C LINK_BOOMERANG_WS 0E LINK_NAVY 0F LINK_ENTRY 10 LINK_BOMB_SPARK File #4 01 SAMUS_JUMP_JET 02 SAMUS_ATK_BOMB 03 SAMUS_CSHOT_BULLET 04 SAMUS_CSHOT_HOLD 05 SAMUS_CSHOT_SHOT 06 SAMUS_CSHOT_MAX 07 SAMUS_MISSILE_STRAIGHT 08 SAMUS_MISSILE_HOMING 09 SAMUS_MISSILE_SHOT 0A SAMUS_SCREWATTACK 0B SAMUS_APPEAL_S 0C SAMUS_GBEAM File #5 01 YOSHI_TAMAGO_KAKERA_A 02 YOSHI_TAMAGO_KAKERA_B 03 YOSHI_TAMAGO_KAKERA_C 04 YOSHI_GOROGOROTAMAGO 05 YOSHI_TAMAGONAGE 06 YOSHI_HIPDROP_STAR 07 YOSHI_TAMAGOUMI File #6 01 KIRBY_ATK100 02 KIRBY_SUIKOMI 03 KIRBY_HAMMER 04 KIRBY_HANMMER_A 05 KIRBY_FCUT_A1 06 KIRBY_FCUT_B1 07 KIRBY_FCUT 08 KIRBY_STONE_S 09 KIRBY_STONE_E 0A KIRBY_FCUT_B2 0B KIRBY_FCUT_B3 0C KIRBY_FCUT_B4 0D KIRBY_STAR 0E KIRBY_FCUT_A2 File #7 01 FOX_ILLUSION_START 02 FOX_ILLUSION_M 03 FOX_ILLUSION_P 04 FOX_ILLUSION_END 05 FOX_REF_FLASH 06 FOX_REF_START 07 FOX_REF_LOOP 08 FOX_FIREFOX_START 09 FOX_FIREFOX 0A FOX_BLASTER_BULLET 0B FOX_BLASTER_SHOT 0C FOX_REF_REF 0D FOX_APPEAL_S File #8 01 PIKACHU_ATK_S41 02 PIKACHU_ATK_S42 03 PIKACHU_DENGEKI 04 PIKACHU_DENGEKI_BOUND 05 PIKACHU_DENGEKI_LOOP 06 PIKACHU_KAMINARI_HIT 07 PIKACHU_KAMINARI_GR 08 PIKACHU_KAMINARI_START 09 PIKACHU_KAMINARI_END 0A PIKACHU_KAMINARI_CLOUD 0B PIKACHU_ZUTSUKI_HOLD 0C PIKACHU_ZUTSUKI_BOMB 0D PIKACHU_ZUTSUKI_SMOKE File #9 01 LUIGI_FB 02 LUIGI_FB_SHOOT 03 LUIGI_FB_BOUND 04 LUIGI_ROCKET 05 LUIGI_CYCLONE File #A 01 CAPTAIN_FP 02 CAPTAIN_FP_HOLD 03 CAPTAIN_FN_H_FIRE 04 CAPTAIN_FN 05 CAPTAIN_FN_AIR 06 CAPTAIN_FK_FLASH 07 CAPTAIN_FK 08 CAPTAIN_FP_FLASH 09 CAPTAIN_ENTRY 0A CAPTAIN_APPEAL_HI File #B 01 NESS_PSI_ATK 02 NESS_PKT_BULLET 03 NESS_PKT_TAIL_A 04 NESS_PKT_TAIL_B 05 NESS_PKT_HOLD 06 NESS_PKT_ATTACK 07 NESS_PKFI_BULLET 08 NESS_PKFI_BOMB 09 NESS_PKFL_BULLET 0A NESS_PKFL_BULLET_ED 0B NESS_PKFL_BOMB 0C NESS_PSIMAGNET 0D NESS_ENTRY File #C 01 KOOPA_BREATH 02 KOOPA_BREATH_M_FIRE 03 KOOPA_SHELL 04 KOOPA_DROP 05 KOOPA_WAIT_BREATH 06 KOOPA_GK_FREEZE 07 KOOPA_GK_SHIEN 08 KOOPA_GK_SMOKE 09 KOOPA_APPEAL_S 0A KOOPA_ENTRY 0B KOOPA_CHANGE_FLASH_A 0C KOOPA_CHANGE_FLASH_B 0D KOOPA_CHANGE_START_A 0E KOOPA_CHANGE_STRAT_B File #D 01 PEACH_BOMBER 02 PEACH_KINOPIO_HIT 03 PEACH_KINOPIO_BULLET 04 PEACH_HIKKONUKI 05 PEACH_ENTRY 06 PEACH_ATTACK_HI3 07 PEACH_APPEAL_S File #E 01 ZELDA_ATK_A 02 ZELDA_ATK_B 03 ZELDA_ATK_HI4_A 04 ZELDA_ATK_HI4_B 05 ZELDA_ATK_S4 06 ZELDA_FLOR_START 07 ZELDA_FLOR_END 08 ZELDA_NAYRU 09 ZELDA_NAYRU_FLASH 0A ZELDA_DIN_START 0B ZELDA_DIN_TAMA 0C ZELDA_DIN_BOMB 0D ZELDA_CHANGE_START 0E ZELDA_CHANGE_END 0F ZELDA_SHIKOMIBARI 10 ZELDA_FUSHIN_START 11 ZELDA_FUSHIN_END 12 ZELDA_ENTRY 13 ZELDA_CHANGE_FLASH_A 14 ZELDA_CHANGE_FLASH_B File #? 01 POPO_ICESHOT_SMASH 02 POPO_ICESHOT_APPEAR 03 POPO_ICESHOT_COLD_A 04 POPO_ICESHOT_COLD_B 05 POPO_GOMJUMP 06 POPO_BLIZZERD_SHOOT 07 POPO_BLIZZERD_BULLET 08 POPO_THAMMER File #? 01 MARTH_SWORD 02 MARTH_S_BREAKER 03 MARTH_COUNTER 04 MARTH_ENTRY File #? 01 FALCO_VISION_START 02 FALCO_VISION_M 03 FALCO_VISION_P 04 FALCO_VISION_END 05 FALCO_REF_FLASH 06 FALCO_REF_START 07 FALCO_REF_LOOP 08 FALCO_FIREBIRD_START 09 FALCO_FIREBIRD 0A FALCO_BLASTER_BULLET 0B FALCO_BLASTER_SHOT 0C FALCO_REF_REF File #15 01 GANON_MAJINKEN 02 GANON_MAJINKEN_HOLD 03 GANON_MAJINKEN_FLASH 04 GANON_REKKIKYAKU 05 GANON_ENGOKUA_FLASH 06 GANON_ENGOKUA_G 07 GANON_ENGOKUA_A 08 GANON_ENGOKUA 09 GANON_ENTRY 0A GANON_ENTRY_AURA 0B GANON_APPEAL_S File #16 01 WARIO_PPE_S 02 WARIO_PPE_M 03 WARIO_PPE_L 04 WARIO_PPE_L_2 05 WARIO_PPE_FLY 06 WARIO_PPE_FLY_2 07 WARIO_KAMITSUKI_OPEN 08 WARIO_KAMITSUKI_BOMB 09 WARIO_KAMITSUKI_BITE 0A WARIO_CORKSCREW 0B WARIO_BIKE_SMOKE 0C WARIO_BIKE_BREAK 0D WARIO_KAMITSUKI_END 0E WARIO_BIKE_SMOKE_S 0F WARIO_02 10 WARIO_03 11 WARIO_04 12 WARIO_05 13 WARIO_06 14 WARIO_07 15 WARIO_CHANGE_FLASH_A 16 WARIO_CHANGE_FLASH_B File #17 01 META_K_ATK100 02 META_K_ATKS3S1 03 META_K_ATKS3S2 04 META_K_ATKS3S3 05 META_K_ATKS4S 06 META_K_ATK_HI4 07 META_K_ATK_LW4 08 META_K_ATK_AIR_B 09 META_K_ATK_AIR_F 0A META_K_ATK_AIR_HI 0B META_K_ATK_AIR_LW 0C META_K_DOWN_ATK 0D META_K_SWORD 0E META_K_DOWN_ATK_D 0F META_K_CLIFF_ATK_Q 10 META_K_CLIFF_ATK_S 11 META_K_GLIDE_ATK 12 META_K_SLIP_ATK 13 META_K_THROW_B 14 META_TORNADO 15 META_DRILL 16 META_MANTLE_START 17 META_MANTLE_END 18 META_SHUTTLELOOP 19 META_DM_ATTACK 1A META_DM_ATTACK_AIR 1B META_DM_ATTACK_F 1C META_DM_ATTACK_B File #18 01 PIT_SWORD 02 PIT_ATK_AIR_N 03 PIT_ATK_AIR_HI 04 PIT_ATK100 05 PIT_FEATHER 06 PIT_PA_HOLD_ARROW 07 PIT_PA_HOLD_BOW 08 PIT_PA_FLY_ARROW 09 PIT_PA_STICK_ARROW 0A PIT_IKAROS_GOKOU 0B PIT_IKAROS_FLARE 0C PIT_IKAROS_WING_FLARE 0D PIT_PA_FLY_ARROW_FLASH 0E PIT_ANGERING 0F PIT_KAGAMI 10 PIT_KAGAMI_REF 11 PIT_ANGERING_START 12 PIT_ANGERING_END 13 PIT_ENTRY File #19 01 SZERO_ATK_LW4 02 SZERO_MUZZULE 03 SZERO_BULLET_S 04 SZERO_BULLET_L 05 SZERO_PL_HOLD 06 SZERO_PL_SHOT 07 SZERO_PL_HIT 08 SZERO_ATK_AIRN 09 SZERO_WHIP_A 0A SZERO_WHIP_B 0B SZERO_ATK_S4S 0C SZERO_PWHIP 0D SZERO_ENTRY_FLASH 0E SZERO_ENTRY_SMOKE 0F SZERO_ENTRY_END File #? 01 PIKMIN_SEIRETSU 02 PIKMIN_HIKKONUKI 03 PIKMIN_ORDER 04 PIKMIN_DEAD_RED 05 PIKMIN_DEAD_BLUE 06 PIKMIN_DEAD_YELLOW 07 PIKMIN_DEAD_WHITE 08 PIKMIN_DEAD_PURPLE 09 PIKMIN_HIT_RED 0A PIKMIN_HIT_BLUE 0B PIKMIN_HIT_YELLOW 0C PIKMIN_HIT_WHITE 0D PIKMIN_HIT_PURPLE 0E PIKMIN_ANTENNA 0F PIKMIN_ANTENNA_01 10 PIKMIN_ANTENNA_02 11 PIKMIN_ANTENNA_03 12 PIKMIN_ANTENNA_04 13 PIKMIN_ANTENNA_05 14 PIKMIN_ANTENNA_06 File #? 01 LUCAS_HOLD 02 LUCAS_PSI_ATK 03 LUCAS_ATK_LW4 04 LUCAS_ATK_HI4 05 LUCAS_PKT_BULLET 06 LUCAS_PKT_TAIL_A 07 LUCAS_PKT_TAIL_B 08 LUCAS_PKT_HOLD 09 LUCAS_PKT_ATTACK 0A LUCAS_PKFI_BULLET 0B LUCAS_PKFI_BOMB 0C LUCAS_PKFR_BULLET 0D LUCAS_PKFR_BULLET_ED 0E LUCAS_PKFR_BOMB 0F LUCAS_PSIMAGNET File #? 01 DIDDY_ATTACKLW3 02 DIDDY_BJET 03 DIDDY_POPGUN 04 DIDDY_POPGUN_BREAK 05 DIDDY_MFLIP_CHOP 06 DIDDY_POPGUN_BREAK_A 07 DIDDY_POPGUN_BREAK_B 08 DIDDY_ENTRY File #? 01 POKETRAINER_CHANGE_THROW 02 POKETRAINER_CHANGE_CATCH 03 POKETRAINER_CHANGE_IN 04 POKETRAINER_CHANGE_OUT 05 POKETRAINER_CHANGE_MBALL 06 POKETRAINER_CHANGE_RETURN File #? 01 POKELIZARDON_TAIL_FIRE 02 POKELIZARDON_ATK_FIRE 03 POKELIZARDON_ATK_HI3 04 POKELIZARDON_MOUTH_FIRE 05 POKELIZARDON_STANDBY_FIRE 06 POKELIZARDON_KAENHOUSYA 07 POKELIZARDON_IWAKUDAKI 08 POKELIZARDON_SORAWOTOBU 09 POKELIZARDON_ATK_LW4 0A POKELIZARDON_ATK_AIRF File #? 01 POKEZENIGAME_ATK_HI4 02 POKEZENIGAME_ATK_WATER_A 03 POKEZENIGAME_ATK_WATER_B 04 POKEZENIGAME_TAKINOBORI 05 POKEZENIGAME_TAKINOBORI_END 06 POKEZENIGAME_MIZUTEPPO_SHOOT 07 POKEZENIGAME_MIZUTEPPO_LIGHT 08 POKEZENIGAME_MIZUTEPPO_FADE 09 POKEZENIGAME_MIZUTEPPO_HIT 0A POKEZENIGAME_MIZUTEPPO 0B POKEZENIGAME_KARANIKOMORU 0C POKEZENIGAME_MIZUTEPPO_MAX File #? 01 POKEFUSHIGISOU_ATK_HI4 02 POKEFUSHIGISOU_ATK_AIR_HI 03 POKEFUSHIGISOU_ATK_AIR_LW 04 POKEFUSHIGISOU_LEAF 05 POKEFUSHIGISOU_ATK11 06 POKEFUSHIGISOU_ATK12 07 POKEFUSHIGISOU_ATK100 08 POKEFUSHIGISOU_ATKS3S 09 POKEFUSHIGISOU_TANEMG 0A POKEFUSHIGISOU_TANEMG_TAMA 0B POKEFUSHIGISOU_TANEMG_HIT 0C POKEFUSHIGISOU_H_CUTTER 0D POKEFUSHIGISOU_TMUCHI_TRACE 0E POKEFUSHIGISOU_TMUCHI_FLASH 0F POKEFUSHIGISOU_H_CUTTER_HA File #? 01 DEDEDE_HAMMER 02 DEDEDE_HAMMER_SPIN 03 DEDEDE_JETHAMMER_HOLD 04 DEDEDE_JETHAMMER_HOLD_MAX 05 DEDEDE_JETHAMMER 06 DEDEDE_JETHAMMER_MAX 07 DEDEDE_SUPERJUMP_RISE 08 DEDEDE_SUPERJUMP_STAR 09 DEDEDE_SUIKOMI 0A DEDEDE_WAD_DEAD 0B DEDEDE_WAD_THUNDER 0C DEDEDE_JETHAMMER_HOLD2 0D DEDEDE_JETHAMMER_HOLD_MAX2 0E DEDEDE_JETHAMMER2 0F DEDEDE_JETHAMMER_MAX2 File #22 01 LUCARIO_HADOU 02 LUCARIO_BFLASH_L 03 LUCARIO_BFLASH_R 04 LUCARIO_HATTACK_A 05 LUCARIO_HATTACK_B 06 LUCARIO_HATTACK_C 07 LUCARIO_HADOUDAN 08 LUCARIO_HADOUDAN_MAX_L 09 LUCARIO_HADOUDAN_MAX_R 0A LUCARIO_SINSOKU 0B LUCARIO_HAKKEI_NEAR 0C LUCARIO_HAKKEI_FAR 0D LUCARIO_KAGEBUNSHIN 0E LUCARIO_KAGEBUNSHIN_SPLIT 0F LUCARIO_KAGEBUNSHIN_APPEAR 10 LUCARIO_HADOUDAN_TAIL 11 LUCARIO_AURA 12 LUCARIO_HAKKEI File #? 01 IKE_SWORD 02 IKE_HUNKA_HOLD 03 IKE_HUNKA 04 IKE_HUNKA_MAX 05 IKE_IAIGIRI 06 IKE_COUNTER 07 IKE_ENTRY 08 IKE_APPEAL_LW 09 IKE_HUNKA_SPIN File #? 01 ROBOT_FOOTMARK 02 ROBOT_NOZZLE_LOOP 03 ROBOT_NOZZLE_END 04 ROBOT_JUMP_JET 05 ROBOT_ATK_JET 06 ROBOT_ATK_N_JET 07 ROBOT_ATK_LW_JET 08 ROBOT_EYE_FLASH 09 ROBOT_ATTACK_S4S 0A ROBOT_ROBOBURNER 0B ROBOT_ROBOBEAM 0C ROBOT_LAMP_S 0D ROBOT_LAMP_M 0E ROBOT_LAMP_L 0F FINROBOT_MAIN 10 FINROBOT_ENDFINROBOT_MAIN2 11 FINROBOT_MAIN3 12 ROBOT_ARMSPINROBOT_ARMSPIN_01 13 ROBOT_ARMSPIN_02 14 ROBOT_ARMSPIN_03 15 ROBOT_ARMSPIN_04 16 ROBOT_ARMSPIN_05 17 ROBOT_ARMSPIN_06 File #26 01 PURIN_UTAU 02 PURIN_KOROGARU 03 PURIN_APPEAL_LW File #? 01 TOONLINK_SWORD 02 TOONLINK_ARROW_MAX 03 TOONLINK_BOOMERANG 04 TOONLINK_BOOMERANG_T 05 TOONLINK_KAITEN_S 06 TOONLINK_KAITEN_AIR_S 07 TOONLINK_BOMB 08 TOONLINK_BOMB_SPARK 09 TOONLINK_ENTRY File #? 01 WOLF_REF_FLASH 02 WOLF_REF_START 03 WOLF_REF_LOOP 04 WOLF_BLASTER_BULLET 05 WOLF_BLASTER_SHOT 06 WOLF_REF_REF 07 WOLF_SCRATCH 08 WOLF_SLASH 09 WOLF_SHOOT File #? 01 SNAKE_ATK_S4S 02 SNAKE_ATK_HI4 03 SNAKE_MORTER_SMOKE 04 SNAKE_ATK_LW4_S 05 SNAKE_ATK_LW4_H 06 SNAKE_ATK_LW4 07 SNAKE_ATK_LW4_BOMB 08 SNAKE_MISSILE_SMOKE 09 SNAKE_REMOTE_MISSILE 0A SNAKE_CYPHER 0B SNAKE_C4 0C SNAKE_ENTRY 0D SNAKE_ENTRY_THUNDER 0E SNAKE_R1 0F SNAKE_R2 10 SNAKE_R3 11 SNAKE_R4 12 SNAKE_R5 File #? 01 SONIC_SPINWIND 02 SONIC_PUNCHTRACE 03 SONIC_ATK_LW 04 SONIC_SPINTRACE 05 SONIC_SPINWIND_L 06 SONIC_SPINTRACE_L 07 SONIC_IDLING 08 SONIC_HOMINGTRACE 09 SONIC_GIMMCKJUMP 0A SONIC_RUNTRACE 0B SONIC_RUNTRACE_01 0C SONIC_RUNTRACE_02 0D SONIC_RUNTRACE_03 0E SONIC_RUNTRACE_04 0F SONIC_RUNTRACE_05
Event:
11010A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_<character> file)
0011111113
Parameters:
11010A00
Graphic
The file from which to call from/The graphical effect to call. Where XXXXYYYY is X=File# Y=Graphic id
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.
Ah I see thanks for clearing that up. Yea I'd be altering some of the digits and finding that I was moving down the list so I thought maybe I'd be able to uncover some more info about the move I was looking at. Thanks for clearing that up xDIf you increase by 10 in hex all you're doing is moving down a tad on the list you were already looking at, lol. Now if you increase by 100, THEN you get some new information usually. But Peach's down special is ITEMS. Not Articles. They are in common3. You won't find anything here at all.
I actually did a lot of testing/checking on those attributes and the two after them. Here are my results:TaroNuke found that the two variables under Initial Run Velcoity affect Run Speed :V (didnt see that one coming)
If Compare: RA Basic[2] <= -1That's not true. Look for yourself. The only thing I could think of the turnip to be would be the article that belongs to Peach with no actions or subactions.
"0x020 is normally 30 for everyone (because speed is determined with animation) but setting it to 0.1 makes the animation play at normal speed but have the character take a while to hit top speed during a dash from the start"I actually did a lot of testing/checking on those attributes and the two after them. Here are my results:
Attributes
0x020 = 30 for ALL characters
0x024 = 3 for ALL characters
0x028 = usually 1
0x02C = usually 1.3 (Falco is 1.1, Luigi is 0.7, Warioman is 3)
I modified them, but didn't find anything changed. Then again I may not have been looking hard enough.
That sounds... really useful for people trying to use Character Momentum to use their characters. Interesting."0x020 is normally 30 for everyone (because speed is determined with animation) but setting it to 0.1 makes the animation play at normal speed but have the character take a while to hit top speed during a dash from the start"
MAYBE MY PSA IS WEIRD CUZ LIKEWTF. Peach's article 2 is Toad, not turnips... o.O? There's a SpecialN animation and SpecialNHit... And even the 'spit' hitboxes..