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

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Which version of PSA should I be using? Are there a more complete event, parameter, and attributes lists than what's in the OP?
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Actually, this is more updated than what is in the op:

http://www.smashboards.com/showpost.php?p=9316574&postcount=540

I use the most recent version of PSA, and it's not bad. If you intend to save when using it though, only use the "Load" feature immediately after starting the program and never again (close the program and re-open it if you want to edit another file). That older version should be fine too I guess; you have to worry less about file corruption, but it can't multi-instance which is slightly inconvenient.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
I think the real question then is "when are we going to get an update for PSA?" Thanks guys.

Maybe there should be a thread dedicated to events, parameters, attributes, and the like. Whenever someone finds out what an event does or what it's parameters affect, they post it there and the OP gets updated. Sound like a plan?
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
I know that. But events and parameters don't get updated frequently. That list is OLD.

Specifically, the sword glow event. I know people know what the parameters are for this, but I keep forgetting to put it into my parameters list every time I want to use it. I have to go find that again... somewhere.
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
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Suburbs of Philadelphia, PA
Event 02000401 appears to be prioritized change action. The first parameter is a priority ID, for example if you have
PrioritizedChangeAction(Priority=2700, ActionID=28[Utilt],Requirement=Button Pressed: 00)
PrioritizedChangeAction(Priority=2700, ActionID=114[UpB],Requirement=Button Pressed: 00)

And the player presses A, it will Utilt and not Up B.

Event 02080100 appears to register a priority ID as some sort of cut-off. For example, the Dash action has actions like this:
Code:
Priority: Action
    2710: Idle
    2719: Run
   ≥271A: All other actions including dash attack, grab, jump, etc
Normal actions appear to have a priority of 0. For example, I added a reglar action to the Dash subroutine and after dashing the animation would complete but the character would never return to idle and never be able to run out of a dash.

Further testing is required to confirm this. Also, there may be other equivalent events for the other forms of Change Action with less parameters, for example 02000201.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
@Wind Owl: knowledge of that Change Action would be incredibly, incredibly useful. Many of my plans have been foiled by the fact that Dash subactions outright resist and Change Action and Change Subactions -- if I could set a higher priority for my Change Actions, that'd be awesome.
 

Wind Owl

Smash Lord
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Suburbs of Philadelphia, PA
Well, currently I'm doubting my hypothesis, as my code isn't behaving quite like I expected. I'll have to test further. Also, the Run action uses 02000601 change actions. Weird.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
I know that. But events and parameters don't get updated frequently. That list is OLD.

Specifically, the sword glow event. I know people know what the parameters are for this, but I keep forgetting to put it into my parameters list every time I want to use it. I have to go find that again... somewhere.
Well, the confirmed sword glow event list was posted only two pages ago [50 posts each page for me], and leafgreen486 hasn't gotten around to updating the OP. Otherwise, anything before three pages back is in the OP, I think.
 

Eldiran

Smash Lord
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Messages
1,707
Location
Pennsylvania
Well, currently I'm doubting my hypothesis, as my code isn't behaving quite like I expected. I'll have to test further. Also, the Run action uses 02000601 change actions. Weird.
By the way, thinking about it more, this:

Event 02000401 appears to be prioritized change action. The first parameter is a priority ID, for example if you have
PrioritizedChangeAction(Priority=2700, ActionID=28[Utilt],Requirement=Button Pressed: 00)
PrioritizedChangeAction(Priority=2700, ActionID=114[UpB],Requirement=Button Pressed: 00)

And the player presses A, it will Utilt and not Up B.
Isn't a good test. The reason Utilt occurs is because it is first; the first Change Action whose requirements are fulfilled is called, even with normal Change Actions. If you could give what is suspected to a be a higher priority to the later Change Action, then we can deduce if this is really priority.

Either way, this is a good avenue of study -- I would very much like to overcome the limitations set by Dash and other similar Actions.
 

Wind Owl

Smash Lord
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Isn't a good test. The reason Utilt occurs is because it is first; the first Change Action whose requirements are fulfilled is called, even with normal Change Actions. If you could give what is suspected to a be a higher priority to the later Change Action, then we can deduce if this is really priority.

Either way, this is a good avenue of study -- I would very much like to overcome the limitations set by Dash and other similar Actions.
That actually wasn't a test, it was an example. I haven't tested this very thoroughly at all except for trying to get taunts to cancel dashes.

BTW, if anyone wants to help test this, open PSA and clear out a character's Neutral B, give them a subaction (something long, like a taunt) and throw some of these actions in there. For reference, here's a dump of Dash and Run in Fighter.pac (courtesy of Dantarion's OSA2 Dump GUI). I added the Event ID's, which OpenSA2 annoyingly omits.
[COLLAPSE=Dash]
Code:
Action 0x3
@C814
Dash, 
-----------|START|--------------------------
07000000	!Controller-00!	
02010200	Change Action(2)	ID=0xE, Requirement=In Air
02000401	Change Action(EXT)	Unknown=0x2772, ID=0x113, Requirement=Button Pressed, Variable=0x1
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[113]
02000401	Change Action(EXT)	Unknown=0x2783, ID=0x9B, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x277F, ID=0x9C, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000301	Change Action(EXT)	Unknown=0x2781, ID=0x9B, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000301	Change Action(EXT)	Unknown=0x2782, ID=0x9C, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000601	Change Action(EXT)	Unknown=0x277A, ID=0x38, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x1, Variable=IC-Basic[58]
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2779, ID=0x36, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2786, ID=0xA0, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[50]
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x278D, ID=0xA4, Requirement=20, Variable=0x2
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x2768, ID=0x2A, Requirement=Button Pressed, Variable=0x0
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[50]
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x278A, ID=0xA3, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000401	Change Action(EXT)	Unknown=0x2763, ID=0x26, Requirement=Button Pressed, Variable=0x0
02000301	Change Action(EXT)	Unknown=0x277D, ID=0x96, Requirement=21
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not 19
02000301	Change Action(EXT)	Unknown=0x277E, ID=0x97, Requirement=22
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000601	Change Action(EXT)	Unknown=0x2740, ID=0x7, Requirement=Compare, Variable=IC-Basic[244], Comparison=0x4, Variable=IC-Basic[50]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[9], 0x0, IC-Basic[247]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[0], 0x1, IC-Basic[248]
02000601	Change Action(EXT)	Unknown=0x273C, ID=0x3, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x4, Variable=IC-Basic[50]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[9], 0x0, IC-Basic[247]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[0], 0x4, IC-Basic[249]
02000401	Change Action(EXT)	Unknown=0x2736, ID=0x1F, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[17]
02000401	Change Action(EXT)	Unknown=0x273B, ID=0xA, Requirement=Button Pressed, Variable=0x2
02000601	Change Action(EXT)	Unknown=0x273A, ID=0xA, Requirement=Compare, Variable=IC-Basic[250], Comparison=0x4, Variable=IC-Basic[69]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[10], 0x0, IC-Basic[251]
02040100	Additional Requirement	Requirement=Not 25
02000600	Change Action		Unknown=0x2719, ID=0x4, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x4, Variable=IC-Basic[54]
02080100	!Status-08! 02080100	0x2719
02000300	Change Action		Unknown=0x2710, ID=0x0, Requirement=Animation End
02000400	Change Action		Unknown=0x271A, ID=0x8C, Requirement=Not 14, Variable=0x2
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[19]
00070100	Subroutine		Offset=@A6E4
04000100	Change Subaction	Dash
----------------------------|END|-----------
[/COLLAPSE]
[COLLAPSE=Run]
Code:
Action 0x4
@CD4C
Run, 
-----------|START|--------------------------
02010200	Change Action(2)	ID=0xE, Requirement=In Air
02010500	Change Action(2)	ID=0x8B, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
02040200	Additional Requirement	Requirement=Not 14, 0x1
020A0100	Selective IASA		0x1
02000401	Change Action(EXT)	Unknown=0x2783, ID=0x9C, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000301	Change Action(EXT)	Unknown=0x2782, ID=0x9C, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000601	Change Action(EXT)	Unknown=0x277A, ID=0x38, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2779, ID=0x36, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x278A, ID=0xA3, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000401	Change Action(EXT)	Unknown=0x2763, ID=0x26, Requirement=Button Pressed, Variable=0x0
020A0100	Selective IASA	0x6
02000401	Change Action(EXT)	Unknown=0x273B, ID=0xA, Requirement=Button Pressed, Variable=0x2
02000601	Change Action(EXT)	Unknown=0x273A, ID=0xA, Requirement=Compare, Variable=IC-Basic[250], Comparison=0x4, Variable=IC-Basic[69]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[10], 0x0, IC-Basic[251]
02040100	Additional Requirement	Requirement=Not 25
02000601	Change Action(EXT)	Unknown=0x273F, ID=0x8, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
000A0200	If			Requirement=Bit is Set, Variable=LA-Bit[10]
02000600	Change Action		Unknown=0x279D, ID=0x5, Requirement=Compare, Variable=IC-Basic[245], Comparison=0x0, Variable=IC-Basic[45]
000E0000	Else	
02000600	Change Action		Unknown=0x273D, ID=0x5, Requirement=Compare, Variable=IC-Basic[245], Comparison=0x0, Variable=IC-Basic[54]
000F0000	End If	
00070100	Subroutine		Offset=@A6E4
04000100	Change Subaction	Run
----------------------------|END|-----------
[/COLLAPSE]
EDIT: Oh, and here's subroutine A6E4, which is called at the end of both actions.

[COLLAPSE=Subroutine @A6E4]
Code:
Subroutine @A6E4
-----------|START|--------------------------
2010300	Change Action(2)	ID=0x65, Requirement=Hit Wall, Variable=0x2
2040100	Additional Requirement	Requirement=Facing Left
2040400	Additional Requirement	Requirement=Compare, IC-Basic[232], 0x5, IC-Basic[187]
2040100	Additional Requirement	Requirement=On Ground
2010300	Change Action(2)	ID=0x65, Requirement=Hit Wall, Variable=0x4
2040100	Additional Requirement	Requirement=Facing Right
2040400	Additional Requirement	Requirement=Compare, IC-Basic[232], 0x5, IC-Basic[187]
2040100	Additional Requirement	Requirement=On Ground

----------------------------|END|-----------
[/COLLAPSE]
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I think I've found a big find:

The elusive 0D000200 0-9, 2-Pointer command.

I think its an animation pointer loop command which loops the pointer throughout the entire animation or action of interest.

I'll post more information on my logic behind this later, but I *think* this is how it works. Needs testing!
 

Eldiran

Smash Lord
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Jan 8, 2008
Messages
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Pennsylvania
@Wind Owl: Ah, I gotcha.

I think I've found a big find:

The elusive 0D000200 0-9, 2-Pointer command.

I think its an animation pointer loop command which loops the pointer throughout the entire animation or action of interest.

I'll post more information on my logic behind this later, but I *think* this is how it works. Needs testing!
I don't know what that means, but it sounds awesome!
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
@Wind Owl: Ah, I gotcha.



I don't know what that means, but it sounds awesome!
If im right its basically letting youl run an infinite loop/subroutine concurrently with a subaction.

Basically its like how a subaction runs during an action, but you can do that to run concurrently in a subaction too
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
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Playing melee and smash ultimate
Holy...

Amazing find, shanus. I'll be updating this thread tonight with everyone's findings. I actually forgot about this thread until now when I needed it for my own project. This isn't a section of the forum I check frequently. =p
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
It works, awesome. Definitely one of the most useful (and used) functions out there, and now we finely know how to use it!
 

Eldiran

Smash Lord
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Messages
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Pennsylvania
Nice! That will be _excellent_. No more infinite loops with 1-frame timers if I understand correctly! Out of curiousity, any idea what's up with the first parameter?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Nice! That will be _excellent_. No more infinite loops with 1-frame timers if I understand correctly! Out of curiousity, any idea what's up with the first parameter?
Nope, no idea. Well the best part is that you can basically have >2< infinite loops running at the same time if you wanted to, doing different things. Should be pretty sweet.


Edit: Basic utility for this is that you can have an infinite loop running while using asynchronous timers during your subactions. Save space and efficacy :D
 

leafgreen386

Dirty camper
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Playing melee and smash ultimate
Amazing. Expect an update shortly as I look over the posts since the last update for stuff.

And I guess this would be a good place to ask... does anyone know if it's possible to make a hitbox that spawns at a certain point relative to the character, but not does not move from that point even if the character moves? Maybe in the flags or something on a SOC? The only way I know of that this would be possible is using an article... but that isn't really an option when working with alloys.
 

Eldiran

Smash Lord
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Messages
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Pennsylvania
Amazing. Expect an update shortly as I look over the posts since the last update for stuff.

And I guess this would be a good place to ask... does anyone know if it's possible to make a hitbox that spawns at a certain point relative to the character, but not does not move from that point even if the character moves? Maybe in the flags or something on a SOC? The only way I know of that this would be possible is using an article... but that isn't really an option when working with alloys.
Unfortunately, an article is your only choice -- unless you go the crazy route and try to keep track of where your character moves to, and adjust the hitbox's location correspondingly.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Amazing. Expect an update shortly as I look over the posts since the last update for stuff.

And I guess this would be a good place to ask... does anyone know if it's possible to make a hitbox that spawns at a certain point relative to the character, but not does not move from that point even if the character moves? Maybe in the flags or something on a SOC? The only way I know of that this would be possible is using an article... but that isn't really an option when working with alloys.
I would suggest using the ThrowN bone, but it runs into similar problems like Eldiran's suggestion.

~EDIT~

Also, I think the OP is in need of a little spring cleaning; i.e. deleting all the unnecesary comments among the codes. For example:

There are codes missing from the newest code list.

0C090100
Allow Ledgegrab [can be used in subactions, can be activated at a specific frame]
Parameter 0: Value: 0 = No, 1 = Yes

10010100
Generate Article
Parameter 0: Value = Article

Also, now that we [ALL] know what 18000100 is, what do its parameters mean?

[These are all in Ike]
- 18000100: 0-0
- 18000100: 0-2
- 18000100: 0-6
- 18010200: 0-0, 0-3 [Found in GuardOn]
- 18010200: 0-0, 0-6 [Found in DownBackU]
- 18010200: 0-1, 0-3 [Found in DownBoundU]
- 18010200: 0-1, 0-6 [Found in DownSpotU]
- 18010200: 0-2, 0-3 [Found in EscapeF]
- 18010200: 0-4, 0-3 [Found in EscapeB]
- 18010200: 0-6, 0-3 [Found in EscapeF]
- 18010200: 0-6, 0-6 [Found in GuardOff]
- 18010200: 0-6, 0-C [Found in DownStandU]
- 18010300: 0-1, 0-6, 3-1 [Found in DownWaitU]


^ These are all I've found.

EDIT:
17070000...code I've never seen before. No parameters, found in DownEatU.
This should be removed from the OP, because it provides no...important or decisive information.

However:

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.
Is rather important, but wasn't added to the OP. =)

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.
This should be added too, in correction of Kirk's post in the OP.
 

leafgreen386

Dirty camper
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Messages
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Playing melee and smash ultimate
Ah, I guess I missed those. Adding now.

And I included posts that were interesting from a research perspective so that people interested in discovering new things can look at them. That's why I included your post in there, even if it didn't have any new concrete info.

As for cleaning it up... I think I'm just gonna put all the old stuff in a hide/show tag for now (whatever windowl used) to make the OP a bit less of a monster (and gonna remove the code tags around the really old stuff while I'm at it). If you or someone else would like to go through and weed out all the useless or repetitive stuff in there, I'd be glad to send you a copy of the post. Currently, the post is well over smashboard's normal 60k character limit, which as far as I can tell is only being bypassed due to the use of quotes.

And what makes the ThrowN bone any more desirable than any other bone? I've just been using bone 0 (I think it's TopN) for attacks that hit at a certain location relative to the character.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Ah, I guess I missed those. Adding now.

And I included posts that were interesting from a research perspective so that people interested in discovering new things can look at them. That's why I included your post in there, even if it didn't have any new concrete info.

As for cleaning it up... I think I'm just gonna put all the old stuff in a hide/show tag for now (whatever windowl used) to make the OP a bit less of a monster (and gonna remove the code tags around the really old stuff while I'm at it). If you or someone else would like to go through and weed out all the useless or repetitive stuff in there, I'd be glad to send you a copy of the post. Currently, the post is well over smashboard's normal 60k character limit, which as far as I can tell is only being bypassed due to the use of quotes.

And what makes the ThrowN bone any more desirable than any other bone? I've just been using bone 0 (I think it's TopN) for attacks that hit at a certain location relative to the character.
If you can, send me a copy. I just might clean it up...not sure if I have time tho =P

But yeah, ThrowN is just a spare bone, not used anywhere but in throws and I think shielding. It doesn't move the character whatsoever, and with Brawlbox editing makes projectiles easy.
 

Wind Owl

Smash Lord
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The tag you're looking for is [COLLAPSE ].

EDIT: Scratch that. Someone make a page on SmashWiki for PSA commands, seriously. I'll do it later if no one wants to start it.

EDIT2: Use the OP of this thread and this as a base, but note that Dantarion says that that page is outdated.

EDIT3: Sigh, I'll do it.
 

leafgreen386

Dirty camper
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Ok, either I'm too unorganized to find it in my own thread, or we haven't found the basic variables that store a character's coordinates yet.

Also, has the simultaneous code function been tested if it can run multiple subroutines in a subaction? So you could do like three different infinite loops running at once in addition to what's going on in the subaction?

Nice windowl.
 

Wind Owl

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Yo leaf, the page really needs people to add to it. Can you put it in the OP and request that people transfer information from this thread to the page? I think once it's complete it'll be a much better resource than the OP, just because anyone can add to it.
 

.Fade

Smash Journeyman
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Messages
345
Yo leaf, the page really needs people to add to it. Can you put it in the OP and request that people transfer information from this thread to the page? I think once it's complete it'll be a much better resource than the OP, just because anyone can add to it.
...I don't get it.

How and where do you add commands?
 

Wind Owl

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Location
Suburbs of Philadelphia, PA
You don't have to join the site, but I recommend you do first, so your name appears on your edits and you can store preferences and watch the page and whatnot.

Then click "Edit This Page" at the top, and scroll to the Commands section. Just reference the rest of the table to get a feel for the format (or Google it or something, idk) and then add in more.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
You don't have to join the site, but I recommend you do first, so your name appears on your edits and you can store preferences and watch the page and whatnot.

Then click "Edit This Page" at the top, and scroll to the Commands section. Just reference the rest of the table to get a feel for the format (or Google it or something, idk) and then add in more.
I think you should add another command [with more than one parameter] to the page, as an example. =3
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
OK, I made a crappy template for the parameters. It can be changed later, but for now it works decently.

EDIT: OK, I added the data from Events.txt, but Parameters are left blank at the moment. I'll have to write a program to parse Parameters.txt tomorrow, but until then feel free to add or edit commands, just don't touch the parameters.

http://super-smash-bros.wikia.com/wiki/Brawl_Moveset_File_Format#Events
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Alright. I added the wiki to the OP.

I'd also like to ask... couldn't we have been running up to four things in a subaction concurrently already and it's just that no one thought of putting mismatching commands in the different parts of the subaction?
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Wind Owl.
No. No. No.

Keep my stuff off that wiki please.
I don't want my stuff on some ad-supported website making someone else money.
The info you copied is already availible online, on a wiki where anyone can sign up and add to it....but no one is going to add to it, because NO ONE other than me and PW have actually decoded the moveset file structure.
 
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