Wind Owl
Smash Lord
*mutters something about TSON not updating the wiki*
EDIT: Do you mean Param 12? The one before SFX?
EDIT: Do you mean Param 12? The one before SFX?
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Actually, PSA is dumb and only supports actions up to 0x80. You have to use a hex editor.do you put that in as a value or what
If Not Bit Is Set LA-Bit[0]
Sword Trail Code Here
End If
I got it. I was being lazy by making the boolean sword trail parameter false instead of true. This caused the sword trail to continue after the animation was done. This also lead to the desired effect of having a sword trail on almost every animation. I changed it back to true and added the sword trail code to many of the SubAction's GFX sections. Works like a charm now .You only checked it once.
Honestly I don't really know how to trigger it every time you die, because you can only ever check it at a certain point (or in an infinite loop or change action). You'd have to put it in every action or something (lol don't)
There's probably a "death" action somewhere that triggers the SFX etc, but no one knows where it is.
1st Digit: PriorityI was thinking of making one. Can you throw one together from Magus' posts and whatever, and I'll format it?
BLAHBLAH
[COLOR="Red"]Change Action(Priority) - Priority=0x2719, ID=0x4, Requirement=Compare, Variable=IC-Basic[1011], Comparison=0x4, Variable=IC-Basic[3126],
!Status-08! 02080100 - 0x2719, [/COLOR]
Change Action(Priority) - Priority=0x2710, ID=0x0, Requirement=Animation End,
Change Action(Priority) - Priority=0x271A, ID=0x8C, Requirement=Unknown(0x2714), Variable=0x2,
Additional Requirement - Requirement=Not Bit is Set, Variable=RA-Bit[19],
Subroutine - Offset=@A6E4,
Change Subaction - Dash
Exactly. Imagine these as a new form of Bit variables, which might even be smart variables (that clear or set on their own depending on situations).Waaaiit wait wait wait. Wait. ...wait.
...I don't think I get it. <.<
What exactly does the status influence? Does having a "status" cleared means it doesn't Change Action until it is later "set"? I can see that in many instances, the status is cleared immediately after the corresponding Change Action, though sometimes it occurs later in the action.
An example I see is in Link's Up+B, there is a Change Action 117 (the special hi charge action) that activates on Animation end with "status" 27A2. Then, later in the same action, if Link is not on the ground, it clears 27A2, thus disabling the ability to change action to 117, I take it.
Am I properly understanding this?
Good work though! Even if I'm kind of dense at the moment.
Ah! Excellent! This is going to go a long way clarifying previously obscure and confusing code. Nice find!Exactly. Imagine these as a new form of Bit variables, which might even be smart variables (that clear or set on their own depending on situations).
We'll need to learn more about each one in a case by case basis.
P.S. Where is fighter.pac? (At first I thought you were talking about generic Fit<Character>.pac, but it seems that is not the case.)
I made a mistake. Apparently there is a copy of Fighter.pac within common3*.pac, and the one in the /fighter/ directory is never actually used by the game.It's its own file in the fighter directory of the Brawl ISO. It can only be read with OpenSA2 and can only be modified via GCT codes.
Thanks a lot! I looked at neighboring action IDs, and I was able to figure some stuff out from that.
C7 is being grounded. C8 is the idle state for while you're grounded. C9 is exiting the grounded state. The general change action commands show that C7 goes to either C8 or C9 depending on situation (like it goes right to C9 in the air), and C8 goes to C9 so I'm just concluding this is how it works based on what I know from elsewhere. A fighter.pac injection should best target C7 for reliable results.
CA is indeed the main frozen action. CB appears to be exiting the frozen state since CA leads into CB.
In both cases, requirement 2E is used to determine the transitions. That requirement must be "timer is at zero" or something to that effect.
I see nothing obvious linking to or out of EC; EC itself has five lines of code, four of which are undocumented (the last being item visibility). This would have been all but impossible to find just looking at fighter.pac.
I'll go update the action ID topic with these (and the other day, I updated it with the teetering on edge actions; I think someone previously had found them, but I stumbled on them myself in a failed search for freezing and grounding). The list is kinda cobbled together in a lot of ways; if anyone has any improvements, I'd be happy to implement them.
http://www.smashboards.com/showthread.php?t=239768