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The Big PSA List thread *updated 02/16/10*

Eldiran

Smash Lord
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Pennsylvania
Ooh! That looks awesome shanus. I wish you luck in your endeavor. Lemme know how I can help. I'd start scouring Fighter.pac, but OpenSA has been crashing constantly on me lately :/

However, I know that Action 7F is specifically throwing out the air tether in an attempt to hit the ledge. It includes trying but failing.

Basically, whenever you use the tether as Zero, and the spearhead isn't there, that's Action 7F.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
The spearhead will disappear during the first 6 or so frames because odds are the ledge is empty but too far away. That is due to Change Action 80, i think.

I'll talk with Dant and see if we can get a demo working ;-)
 

[TSON]

Hella.
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oTSONo
Wait, so

!Ground-0B! 080B0100 - 0xFF
Edge Sticky - 0x5

Is collision and stick to wall respectively?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I tihnk the Edge sticky makes it so it acts like its on a grounded state, i'm hoenstly unsure of the others. I'm thinking 0C0A has something key in this as well.
 

ChuteTheMessenger

Village's Strongest Hitman
Joined
Feb 19, 2009
Messages
288
Not to be petulant, but no one answered my question. Does anyone have a mirror for AA's list, or should I take my query to another thread?
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
There's an error in the OP, in Kirk's post about hitbox collisions.

11, 30, 31 - Offensive collision bubble will appear regardless of opponent's state.
11 only hits people on the ground.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
If 1C: X,

seems to actually be a way to communicate with an article, in a sense:

If At Limit: 0, is used to determine if olimar can pluck his pikmin (article 0)
If Not At Limit: D, is used to determine if snake pulls a nade or not (article 13)
Used by D3, too.

Will post more to come.

Dantarion helped ^^
 

Eldiran

Smash Lord
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Messages
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Location
Pennsylvania
There's an error in the OP, in Kirk's post about hitbox collisions.

11 only hits people on the ground.
I can confirm this is true.

Also, nice work! That sounds quite useful.

Here's a gem I came along making Ike-:

Delete External Graphic:
11150300: 0-Graphic number, 3-0, 3-1

At least I'm fairly sure that it works. My example was deleting Ike's Eruption flames, graphic 230002. Putting 230002 into parameter 0 removed it, however putting 230001 did not. I'm not sure what the 2nd two parameters do.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
I can confirm this is true.

Also, nice work! That sounds quite useful.

Here's a gem I came along making Ike-:

Delete External Graphic:
11150300: 0-Graphic number, 3-0, 3-1

At least I'm fairly sure that it works. My example was deleting Ike's Eruption flames, graphic 230002. Putting 230002 into parameter 0 removed it, however putting 230001 did not. I'm not sure what the 2nd two parameters do.
If this works, you have my eternal gratitude...as if you don't already =P Testing now.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
I asked pages ago, still looking for a better attributes list than what comes with PSA.


For event list:
0C170100
Tag Arrow Display
Disables or enables tag arrow display for the current subaction.
[sometimes events have a number here, what is it?]

For parameter list:
0C170100
Tag Arrow On/Off
Set Boolean: True = On, False = Off

Found in "other" event list (don't know if that matters).


Looking in the "other" event list. In almost every subaction I see event 18000100 or 18010200 and occasionally 18010300. It would probably be good to know what these are since they appear so frequently. I started to do some testing but couldn't see any differences when I changed parameters or just removed these.

Aaand I just realized these two digits 0000XX00 are the number of parameters that the event has. Not that that matters. That means 18010200 and 18010300 are the same event, the latter just uses another parameter I guess.
 

MaRRoK

Smash Journeyman
Joined
Aug 20, 2009
Messages
207
Location
Los Angeles
hi ppl. 2 questions I have.

Originally Posted by Eldiran
More discovery:

Fire Projectile
1F060100: 0-Power of shot

Examples: 0-0 fires a star in the Star Rod side tilt, whereas 0-1 is the Fsmash. 0-20 would fire a moderately large Super Scope shot.
so for that. I tried it for fire flower. it froze. help? is there a way to do that?

and this is the one i REALLY need help on.
so the soren PSA on marth uses bits 16-19.
with RA bits and LA bits with ganondorf :ganondorf:,
what # bit do I use? i tried 9,10,11,13,16,22,93,92,91,90,97,96,98,99. they all froze. i was informed that if the bit is in use and you try to sommon it, it will freeze. how do i know which ones are free?!?!? i do not feel like trying every #. ive tried a crapload. i need help. lol. please help me?:confused:

im using the bits to make it so ganon can take out/ put away his sword mid battle, thus having diff moves for when sword is out.

im also posting this in the PSA help section. i wanted to put it here tho because i wanted to respond to the fire projectile code.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
hi ppl. 2 questions I have.


so for that. I tried it for fire flower. it froze. help? is there a way to do that?

and this is the one i REALLY need help on.
so the soren PSA on marth uses bits 16-19.
with RA bits and LA bits with ganondorf :ganondorf:,
what # bit do I use? i tried 9,10,11,13,16,22,93,92,91,90,97,96,98,99. they all froze. i was informed that if the bit is in use and you try to sommon it, it will freeze. how do i know which ones are free?!?!? i do not feel like trying every #. ive tried a crapload. i need help. lol. please help me?:confused:

im using the bits to make it so ganon can take out/ put away his sword mid battle, thus having diff moves for when sword is out.

im also posting this in the PSA help section. i wanted to put it here tho because i wanted to respond to the fire projectile code.
Just guessing, but fire flower only has one level of power...maybe setting it to 0 would work?

Also, if you want free variables, use Bit Variable Set: LA-Float [100] or anything above that [ex. 101, 102, etc.]. They're typically free, and work across subactions.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Just guessing, but fire flower only has one level of power...maybe setting it to 0 would work?

Also, if you want free variables, use Bit Variable Set: LA-Float [100] or anything above that [ex. 101, 102, etc.]. They're typically free, and work across subactions.
Uh... of LA_Float[120] and [140], either one of them works, or both don't.

Not very useful, and pretty vague, but try to avoid those two numbers.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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Eldiran

Smash Lord
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Can you copypaste it? I'm using 0.2.1...
In that case, you can only use the Parameters.txt file.

The syntax of that is basically:

Command Number
Parameter Name
Parameter Description
Parameter Name
Parameter Description
...

Here's an example, comprised of three different events:

Code:
00090100
Offset
The offset inside the file to jump to.

000A0100
Requirement
The form of requirement used in evaluation of the if statement.

000A0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
From looking at other attacks, these are some values I see:

10 - Offensive collision bubble will only be in effect if opponent is grounded.
21 - Offensive collision bubble will only be in effect if opponent is in the air.
22 - Offensive collision bubble will only be in effect if opponent is in the air.
11, 30, 31 - Offensive collision bubble will appear regardless of opponent's state.
After looking at/playing with more attacks [while working on a Toon Link .pac], I can safely say that the 5th digit in a collision's flags has little/not much noticeable to do with the collision type.

Only the 4th digit seems to do anything for this scenario.

1 - Offensive collision bubble will only be in effect if opponent is grounded.
2 - Offensive collision bubble will only be in effect if opponent is in the air.
3 - Offensive collision bubble will appear regardless of opponent's state.

Also note that a hitbox flag set with 11 as its 4th and 5th digits cannot actually hit airborne opponents.
 

[TSON]

Hella.
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Momentous gain used by many upBs is stored in a common variable: RA-Basic[0]. A more negative value = more momentum. A higher value = less momentum. So look where RA-Basic[0] is set and mess around with that.
 

ChuteTheMessenger

Village's Strongest Hitman
Joined
Feb 19, 2009
Messages
288
New and slightly improved:

http://www.filefront.com/15361011/EventSyntax.txt

http://www.filefront.com/15361021/Parameters.txt

I improved the throw stuff largely thanks to magus's posting on it, and I added in eventsyntax for the frame speed multiplier (which is very useful and is nice to have a non-garbage value to look at) and the character momentum (just because I was looking at it and noticed it lacked, easy addition).
YEEEEEEEEEEEEEEEEESZ! Leafgreen, you might want to update OP with fixed links
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
I have no clue what this could be, but it looks interesting.

Found in Ike's Side-B [Start, Dash, Attack, and End, NOT Hold] in the Other tab. Start and End have the exact same parameters.

14070900, 9 Parameters [reason enough to be interesting]
Parameter 0: Value, always 0
Parameter 1: Scalar, ranges from 2 to 4 [Dash is 4]
Parameter 2: Scalar, Angle? Numbers like 160, 180, 130, respectively
Parameter 3: Scalar, no clue 0_o Start has 10 but Attack has 300 0_o
Parameter 4: Scalar, ranges from 0.6 - 1
Parameter 5: Scalar, always 0
Parameter 6: Scalar, always 12
Parameter 7: Scalar, always 24
Parameter 8: Scalar, always 24

14040100, 1 Parameter [Found in SpecialSEnd]
Parameter 0: Value, 0

Maybe it has something to do with sliding? Checking the list in the OP, it has something to do with the 'Area Module', whatever that means. It could be useful, I dunno.
 

[TSON]

Hella.
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oTSONo
14070900 starts wind, and is broken down in the first post, but with 10 parameters instead of 9.
14040100 stops wind.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Only the 4th digit seems to do anything for this scenario.

1 - Offensive collision bubble will only be in effect if opponent is grounded.
2 - Offensive collision bubble will only be in effect if opponent is in the air.
3 - Offensive collision bubble will appear regardless of opponent's state.
I can confirm this.
 

DarkDragoon

Smash Champion
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LordDarkDragoon
What do I use to allow a character to go off the edge of a stage during a move?

>_>; I can't find it, making suicide kirby throws not-made.

-DD
 

[TSON]

Hella.
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What do I use to allow a character to go off the edge of a stage during a move?

>_>; I can't find it, making suicide kirby throws not-made.

-DD
I doubt it'll work but >_>

Set Air/Ground: Air and 08000100 0-1 should be useful to you
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Are the Sword Glow parameters in the OP? I couldn't find them...
Updating old info.

Whatever's in green has been tested and 100% confirmed. Everything else is based on Untouch's and Eldiran's findings. Will update after more testing is done.

Sword Glow: 11031400

Parameters:
0 - Color [didn't test it, but it's probably right]
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the sword trail follows
3 - X offset of the sword trail
4 - Y offset of the sword trail
5 - Z offset of the sword trail

6 - Value, calls for a bone reference.
7 - Scalar
8 - Length of the glow trail, i.e. halving this value will make it half the sword's length.
9 - Scalar
10 - Boolean, set whether glow disappears after action is complete. True = Yes, False = No.
11 - External Graphic Effect reference.
12 - Bone the sword glow follows
13 - X offset of the sword glow
14 - Y offset of the sword glow
15 - Z offset of the sword glow

16 - Scalar
17 - Scalar
18 - Scalar
19 - Length of the sword glow, i.e. halving this value will make it half the sword's length.
 

Eldiran

Smash Lord
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Pennsylvania
Updating old info.

Whatever's in green has been tested and 100% confirmed. Everything else is based on Untouch's and Eldiran's findings. Will update after more testing is done.

Sword Glow: 11031400

Parameters:
0 - Color [didn't test it, but it's probably right]
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the sword trail follows
3 - X offset of the sword trail
4 - Y offset of the sword trail
5 - Z offset of the sword trail

6 - Value, calls for a bone reference.
7 - Scalar
8 - Length of the glow trail, i.e. halving this value will make it half the sword's length.
9 - Scalar
10 - Boolean
11 - External Graphic Effect reference.
12 - Bone the sword glow follows
13 - X offset of the sword glow
14 - Y offset of the sword glow
15 - Z offset of the sword glow

16 - Scalar
17 - Scalar
18 - Scalar
19 - Length of the sword glow, i.e. halving this value will make it half the sword's length.
Good work. However, the first few values could use a bit of clarification/correction:

0 - Color [didn't test it, but it's probably right]
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the 1st point of the sword trail follows
3 - X offset of the 1st point of the sword trail
4 - Y offset of the 1st point of the sword trail
5 - Z offset of the 1st point of the sword trail
6 - Bone the 2nd point of the sword trail follows
7 - X offset of the 2nd point of the sword trail
8 - Y offset of the 2nd point of the sword trail
9 - Z offset of the 2nd point of the sword trail
10 - Boolean; if set to true, glow/trail disappears at the end of the subaction.

The trail itself is generated between the two points given.

Also, I believe that these parameters

16 - Scalar
17 - Scalar
18 - Scalar

deal with the Rotation of the sword glow external graphic.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Good work. However, the first few values could use a bit of clarification/correction:

0 - Color
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the 1st point of the sword trail follows
3 - X offset of the 1st point of the sword trail
4 - Y offset of the 1st point of the sword trail
5 - Z offset of the 1st point of the sword trail
6 - Bone the 2nd point of the sword trail follows
7 - X offset of the 2nd point of the sword trail
8 - Y offset of the 2nd point of the sword trail
9 - Z offset of the 2nd point of the sword trail
10 - Boolean; if set to true, glow/trail disappears at the end of the subaction.

The trail itself is generated between the two points given.

Also, I believe that these parameters

16 - Scalar
17 - Scalar
18 - Scalar

deal with the Rotation of the sword glow external graphic.
Haha, I was just testing this. =) Also, what does color do? Does it edit the glow, the trail, or both?
If you made this clearer in your KCMM posts months ago, I wouldn't have so many headaches today ^-^ So, how does this look as a complete list?

Sword Glow: 11031400

Parameters:
0 - Color
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the 1st point of the sword trail follows
3 - X offset of the 1st point of the sword trail
4 - Y offset of the 1st point of the sword trail
5 - Z offset of the 1st point of the sword trail
6 - Bone the 2nd point of the sword trail follows
7 - X offset of the 2nd point of the sword trail
8 - Y offset of the 2nd point of the sword trail
9 - Z offset of the 2nd point of the sword trail
10 - Boolean; if set to true, glow/trail disappears at the end of the subaction.
11 - External Graphic Effect reference.
12 - Bone the sword glow follows
13 - X offset of the sword glow
14 - Y offset of the sword glow
15 - Z offset of the sword glow
16 - X rotation of the sword glow
17 - Y rotation of the sword glow
18 - Z rotation of the sword glow
19 - Length of the sword glow, i.e. halving this value will make it half the sword's length.
 

Isatis

If specified, this will repl[0x00000000]ce the
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Would one of these parameters be able to actually rotate the hitbubble behind the character so that you can still see the character itself, only with the hitbubble behind him/her so you can see the parts?
 
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