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I suggest using Change Action with that requirement. Ifs have never worked with it for me.If I use Requirement 0B (Hit with Hitbox), do I need to use the first, second, or third If statement?
Do I need to refer to the hitbox ID at all?
Would I put it before or after the Terminate Collisions?
Why don't you just swap the ground action with the air action.I'm having trouble with event 08000100. I want to make it so that Toon Link's up-B is the same on the ground and in the air (that is, he rises off the ground if he uses it on the ground), but when I tried to set event 08000100 to 5 in both the action and the sub-action, and then added momentum to lift upwards (using event 0E010200), he was still stuck to the stage. Any ideas?
It effects all of them.If you slow down the frames with the Frame Speed Modifier, does that apply to Main, GFX, SFX, and Other all at once, or only the sections that you put it in?
Also, if you use the Frame Speed Modifier and slow the frames down to half speed but change the timers to 0.5 frames instead of 1, does it happen every one frame with half speed animation?
P.S. Kind of strange discovery - LA Bit[0] controls if you're alive or not or something. Setting it to true will kill you. You just disappear and then appear on the respawn platform.
thanks ryokoI figure this would be useful for people across the board.
As you may know if you ever played with hitbox bubble mode in Melee, an appreciable number of attacks and actions have selected body parts invulnerable (actually, intangible) during execution. This essentially gives some moves more effective range and priority by temporarily disabling one or more of a charcter's hurtboxes from being hittable by other hitboxes. This same mechanic exists in Brawl and has been sitting rather obviously in PSA, although it is currently not in the list of premade events.
Each unique "event" in a PSA line has an 8-digit code. PSA simply has a premade list of events in plain English for our convenience, but is still using an 8 digit code that is particular to an event if you look at the text boxes while scrolling through them. The box next to the OK/Cancel button can be used to call upon an event manually via entering the 8-digit code.
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The 8-digit code for editing a "Bone Collision" is 06080200. Upon entering this line, you will see the numerical code itself and not a text-named event as it is not recognized by PSA's premade list of events. The line will appear as such with 2 parameters to edit, "06080200: 0-XX, 0-Y" where XX is the bone of interest, and Y is the type of body collision. I personally have not seen any Y values set to anything other than 2, which is the intangible bone collision.
06060100: 0-0, is the command that resets all bone collisions to normal. One can also reuse the Bone Collision code and set parameter 2 to a normal bone collision to revert individual bones. These should be used in conjunction with Synchronous/Asynchronous Timers just like offensive collisions.
Example attacks that can be observed in PSA of having such an effect are Zelda/Sheik's Dsmash, Peach's Usmash/utilt, Fox and Falco's Usmash and Dsmash, etc.
To expand on this, 0E040100 with a value of 1 seems to add horizontal momentum, but it isn't a continuous thing. It instead magnifies what you already have somewhat. 0E050100 cancels this. When 0E04 is set to 2, it accelerates instead of boosting. Again, you need 0E05 set to 2 to cancel this.It effects all of them.
And yes.
Shanus and I discovered another two offsets.
0E060100 seems to enhance any upward momentum you have by continuously adding a fixed amount when the value is at 1. It creates a kind of a Fox's fair type of effect without the stall at the end. However there's a downside, you can't stop it.
At value 2, this prohibits any horizontal influence on your character while the move is playing.
0E070100 stops 0E060100 lol. You have to make sure you set them to the same value or else this won't do anything.
Normally 0E060100 wouldn't really be noticeable unless you gave it like 30 frames, but I've found it's still somewhat realistic and noticeable at 5. So uh, yeah, maybe that'll be useful to you :V
Unfortunately, you just disappear. Nothing else happens. You just disappear, lose a stock, and then some down from the heavens.Nice find JoeGrandma. Do you make death sounds or just dissapear?
Aw. It doesn't seem to be useful for detecting if you have died either.Unfortunately, you just disappear. Nothing else happens. You just disappear, lose a stock, and then some down from the heavens.
Lol, I could imagine.Could be cool for a FS lol.
It cancels all active gravity and momentum, meaning you restart with 0 momentum and slow acceleration downward.When you use the code to set gravity and momentum to zero, when does your gravity become normal again?
Frame Speed Modifier slows down or speeds up everything. So, if you have GFX, hitboxes, sounds, whatever, attached to particular parts of an animation, they'll still show up at the right point in the animation. However, the sounds and graphic effects themselves will not be speeded up or slowed down.If you slow down the frames with the Frame Speed Modifier, does that apply to Main, GFX, SFX, and Other all at once, or only the sections that you put it in?
Also, if you use the Frame Speed Modifier and slow the frames down to half speed but change the timers to 0.5 frames instead of 1, does it happen every one frame with half speed animation?
P.S. Kind of strange discovery - LA Bit[0] controls if you're alive or not or something. Setting it to true will kill you. You just disappear and then appear on the respawn platform.
Fun fact: code on ThrownX subactions are what executes for your opponent. So if you put a Change Action: BD (Death) or a LA-Bit[0] = true... >DNice find, by the way. This'll take suicide moves to a whole new level.![]()
There's actually a bone on the character that the person being thrown follows. It's why no matter what, if you swap a throw animation with another animation, they'll be stuck in the ground or whatever.On the subject of throws, what determines the way your opponent flies during a throw?
Hmm... can you elaborate? What would I change to make someone move like Ness' back throw?There's actually a bone on the character that the person being thrown follows. It's why no matter what, if you swap a throw animation with another animation, they'll be stuck in the ground or whatever.
Sorry, but that isn't going to help you. That was mine, and all I did was copy Meta Knight's back throw into his ThrowB action. I'm not sure exactly how it works, half the time I try copying someone else's throw, it either freezes or does something really weird. That was one of the lucky ones, and I don't think he really teleported behind them in any event. He just disappears, the opponent moves to the stuck-in-the-ground position (which is behind the grabbed position, so it looks like they're moving backwards), then he reappears and kicks while they go flying out the back. Strung together, it creates a nice illusion but there isn't really any movement going on.I think there was a Shadow PSA whose back throw was warping in front of the opponent and kicking them backwards...
Can you say, "self destruct?" That would be sooooo awesome. Just have Captain Falcon do his (up taunt?) and tense up and then go POOOOOOOOWWWWWW and kill everything in a fiery Armageddon including himself.P.S. Kind of strange discovery - LA Bit[0] controls if you're alive or not or something. Setting it to true will kill you. You just disappear and then appear on the respawn platform.