AMKalmar
Smash Ace
Which version of PSA should I be using? Are there a more complete event, parameter, and attributes lists than what's in the OP?
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v0.2.1, and nope. =PWhich version of PSA should I be using? Are there a more complete event, parameter, and attributes lists than what's in the OP?
Priority: Action
2710: Idle
2719: Run
≥271A: All other actions including dash attack, grab, jump, etc
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.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.
By the way, thinking about it more, this: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.
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.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.
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.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.
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]
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]
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|-----------
I don't know what that means, but it sounds awesome!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!
If im right its basically letting youl run an infinite loop/subroutine concurrently with a subaction.@Wind Owl: Ah, I gotcha.
I don't know what that means, but it sounds awesome!
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.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?
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.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.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.
This should be removed from the OP, because it provides no...important or decisive information.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.
Is rather important, but wasn't added to the OP. =)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.
This should be added too, in correction of Kirk's post in 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.
If you can, send me a copy. I just might clean it up...not sure if I have time tho =PAh, 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.
...I don't get it.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 think you should add another command [with more than one parameter] to the page, as an example. =3You 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.