standardtoaster
Tubacabra
I actually don't have the time right now to take a picture of each and every graphic. I can, however, record your replay, AMKalmar.
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The Special Offensive Collisions is missing the last two parameters - hitbox loop and 'special flags' I guess. I would add them myself, but I don't know how to phrase it.Updated Events with the missing parameters.
1: First Hitbox Active
2: First Hitbox Active
3: First Hitbox Active
4: First Hitbox Active
5: First Hitbox Active
6: Terminate First Hitbox, Second Hitbox Active
Magus said:On the 1st set of Special Offensive Collision flags, it sets the refresh time of the hitbox (to not refresh it has 00000000). If for example it's set to 8, the hitbox will refresh itself 8 frames after the last time it hit the target and be able to hit them again as long as the collisions haven't yet been terminated. If the hitbox were out from frame 10-36 and hit them on frame 10 to start, it would hit on 10, 18, 26, and 34. If it 1st hits them on 14, it'd hit on 14, 22, and 30.
On the second set of Special Flags, I know that xx4FFFC0 allows reversible KB as normal, but xx4FFFC3 and xx4FFFC4 don't.
If you were responding to me, I meant what move. Sorry.The first undefined on the special offensive collision
ouchies owl relax pal :sI think I'll just yell at you. And tell you to go find the FAQ thread. And point out that very few of the attributes are actually known, and that the ones that are known are already labelled in PSA.
0x210 Zoom Camera Size Front
The zoom boundaries on the character in the front.
0
0x214 Zoom Camera Size Back
The zoom boundaries on the character in the back.
0
0x218 Zoom Camera Size Top
The zoom boundaries on the character on the top.
0
0x21C Zoom Camera Size Bottom
The zoom boundaries on the character on the bottom.
0
Requirement 1C is "article available," which requires an additional parameter (article ID) to check.EDIT: No, I believe youre wrong.
That part of Snake's code is for choosing between high throw and low throw animations.
Action 112 controls weather to generate a grenade or not.
You have found something new, a Requirement that takes two params, but it doesn't check the amount of grenades, we already have a Requirement that does that, 1C
OK well I decided to be helpful.
Try those.Code:0x210 Zoom Camera Size Front The zoom boundaries on the character in the front. 0 0x214 Zoom Camera Size Back The zoom boundaries on the character in the back. 0 0x218 Zoom Camera Size Top The zoom boundaries on the character on the top. 0 0x21C Zoom Camera Size Bottom The zoom boundaries on the character on the bottom. 0
Sorry, still learning to use dropbox.
Here's a mediafire link.
http://www.mediafire.com/?yzxnwy5vyk5
10 glyph
This...I believe I found a "dice roll" event in PSA. Meaning, an event that rolls a dice with a specified number of sides, and if it rolls a 1, it performs an action (that's the best I can describe it).
It's an If block. Use the second If block on the list of events. Set the Requirement parameter to 2B. Then, change the Variable parameter to a Value parameter, and put in a number (this is how many sides the dice has). Example: setting a dice with 4 sides means it has a 1-in-4 chance of happening. If you set a dice with 1.5 sides, that makes it have a 2-in-3 chance of happening.
I'm sure someone can find a good use for this...
(By the way, I found this by looking at the sound effects for Jigglypuff's smash attacks. They all have a 1-in-2 chance of making a certain sound effect.)
lolz, I notice, but it's not on psa format likeThe quoted text does describe it with an example O.o