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Help & Tutorials => Help => Topic started by: Hilmy091 on January 11, 2016, 05:22:48 AM



Title: Noob question about movesets/psa
Post by: Hilmy091 on January 11, 2016, 05:22:48 AM
Hello im new here but im not a complete noob, i know how to load the hacks and all that.

So i want to ask how increase/decrease endlag in smash attacks or others?
I tried to increase the frame before the command allow interupt but it didnt work
I know how to edit some basic things in psa attacks but i cant find how for this 1

I cant find the solution i tried googling.
Sorry if this is troubling you



Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 11, 2016, 10:56:27 AM
If increasing the Frame before the Allow Interrupt command didn't work, then chances are you're editing a different Timer command, rather than the one directly above the Allow Interrupt command.

Example:
Code:
Asynchronous Timer: Frames=14
Offensive Collision
Synchronous Timer: Frames=3
Terminate Collisions
Asynchronous Timer: Frames= 27
Allow Interrupt

In this example, the hitbox appears on Frame 15, terminates 3 Frames after, and can interrupt on Frame 28.

Why am I adding +1 to the Asynchronous Timers? Because in Brawl, events occur one Frame after the set Frame. So in this case, an Asynchronous Timer command set to Frame 14 would in fact occur on Frame 15.

Since you want to increase/decrease the time before being able to interrupt, you would edit the Asynchronous Timer command that's directly above the Allow Interrupt command.

Example:
Code:
Asynchronous Timer: Frames=14
Offensive Collision
Synchronous Timer: Frames=3
Terminate Collisions
Asynchronous Timer: Frames= 23
Allow Interrupt

With this example, the coding has been updated to allow interrupt on Frame 24.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 11, 2016, 08:34:07 PM
Yes, i tried that before and after your message, but it didnt seems to work,
I can still interupt the action altho i've set the frames to 100 (scalar) (for testing)
I'm editing Sonic's forward smash if that helps

I have no problems editing landing lags, (because it's simply placed in attributes, easy to edit)
another problem is that i cant open final smashes with smash attacks.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 11, 2016, 08:45:31 PM
...That's not how it works.

If you set the Allow Interrupt Frame on Frame 100 within say a 45 Frame animation, the move will automatically end when the animation ends (unless you set the Sub Action to Loop).

You have to look at the Frame count of the Sub Action's animation, then adjust as need be.

If we use my 45 Frame animation example, your Asynchronous Timer command can be set to no higher than Frame 44.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 11, 2016, 08:59:02 PM
Thats what i thought so, im just going to leave the end lags for now,

now proceed to my other problem : cant open some final smashes,

Smash attacks says "bad file" "error reading file"

i tried using a floating point editor, but whenever i opened a file,
it just shows blank like i didn't even open anything.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 11, 2016, 10:36:18 PM
You can't open Final Smash files with PSA.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 11, 2016, 11:53:24 PM
Then do i open it with brawlbox? i want to edit some damage/knockback in the final smash,
How to do so with brawlbox? if not is there any other tool?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 12, 2016, 08:03:23 AM
The Final Smash moveset data is in the FitFighter.pac. The FitFighterFinal.pac only contains Final Smash-specific effects.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 12, 2016, 07:36:31 PM
But in the Fit----.pac FS there is no damage/knockback/offensive collision,
I wanted to nerf the final smash by editing some values, is it possible to do so?

(Sonic's fs if this helps)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 12, 2016, 08:11:50 PM
In the case of Sonic's Final Smash, Super Sonic's hitboxes are located in Sub Routines. To access a Sub Routine in PSA, go to the Sub Routines Tab, enter the Sub Routine in the text box, then click Go.

To save you the trouble, I've gotten the Sub Routines of Super Sonic's hitboxes for you.

FinalStart/FinalAirStart: 1B8D8

FinalWait/FinalAirWait/FinalMoveEnd: 1B9C0

FinalMoveStart/FinalMove/FinalTurn: 1B9F8


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 13, 2016, 09:42:34 PM
Woah thx man! I didn't know some moves are from sub routines!
But where did you get that? It'll be great if i can know the sub routines/final smash
for every character. Maybe a link for those?

My problems is solved for now, if i have more i'll post more here.

EDIT : Now i want to make this special attack can only be used once and need to stand
on ground to reload, is there anyhow to do that? (sonic neutral special)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 14, 2016, 09:22:14 AM
There's unfortunately no link for a repository of Sub Routines. I had to get the Sub Routine myself.

So you want a Special that can only be used once in the air? What you need to do is set a Bit Variable when used in the air, and use an Invert Action Status command when that Bit Variable is set. After that, you would clear the Bit Variable upon landing.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 14, 2016, 08:41:58 PM
So basicly i set the bit variable set type to requirement, choose the requirement "in air"
then made a "end if on ground"? Can you give me an example of that?

I also dont know how to do an invert action command, is it the "change action"?
I have no clue.




Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 14, 2016, 08:54:35 PM
In the Air Sub Action of the Special, you would set the Bit, then in every Air Sub Action that can be acted out of, you would place an If Bit is Set string that disables the Air Special. You would then clear the Bit on the Landing and Damage Sub Actions.

When using Variables, make sure you know which Variables you can use and which ones are already in use.
http://forums.kc-mm.com/index.php?topic=74266.0 (http://forums.kc-mm.com/index.php?topic=74266.0)
http://tinyurl.com/p4ojsod (http://tinyurl.com/p4ojsod)

For the Invert Action Status command, it has two Parameters. Parameter 1 uses the same Values from the Allow Specific Interrupt command, while Parameter 2 uses Status IDs. http://tinyurl.com/znawgke (http://tinyurl.com/znawgke)

Example:
Code:
If Bit is Set: LA-Bit[31]
Invert Action Status ID: Interrupt ID=Air Special, Status ID=10100
End If
With this example coding, Down Special won't be able to be used in the air when LA-Bit[31] is set. If using PSA, you would convert the Status ID into Hex.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 22, 2016, 09:20:19 PM
I can't seem to find an "invert action" so i used disable action.
I cant find interrupt ID too, is this going to work fine?
(http://i.imgur.com/8lpyccq.jpg)
Also is it possible to make damage values below 1? ( 0.9, 0.8 etc.)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 22, 2016, 09:23:56 PM
The Command "ID" is 02090200.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 22, 2016, 10:08:15 PM
Is that the interupt id? If so then what is the invert action's "id"?
Ok, i filled the status id in "register interrupt?" with 00002771,
But what do i fill the interrupt id with?

This is a question you might not notice in my last post
"Is it possible to make damage values below 1? (0.9 0.8 etc)"


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 23, 2016, 05:25:30 AM
I said the Command, not the Interrupt. When changing the command into something else, a window will pop up with a text box in the lower right. Insert 02090200 into the text box and click Okay.

As I said before, there's two parameters. Parameter 1 uses the same exact values as Allow Specific Interrupt, while Parameter 2 uses the Status ID.

For Damage, you can't use decimal values.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 26, 2016, 11:55:06 PM
Oh sorry i meant to say about these
If Bit is Set: LA-Bit[31]
   Invert Action Status ID: Interrupt ID=Air Special, Status ID=10100
End If

What i was saying is the interrupt id and the invert action status id that you put above.
I DID insert the numbers but it came out with interrupt id and status id, i only know to put
the status id, so what do i fill the interrupt id with?

another problem is, when i try to buff sonic's up grab "ThrowHi"'s knocback (both base and growth), it become weaker. before : kills jigglypuff at 154%. after : kills at 188%  (on animal crossing's stage)
if you need, growth + 10,base + 27 (decimal)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 27, 2016, 09:51:19 AM
Like I said before, the Interrupt ID uses the same exact Values that the Allow Specific Interrupt command uses. So in this case, you would use B for the Interrupt ID.

For your other issue, did you make sure to use Hex values for Damage, Base Knockback, and Knockback Growth?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 27, 2016, 05:13:31 PM
Yes, i used hex for all. i edited both throw attack collisions, i also
know that in my psa version, element is actually base knockback.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 27, 2016, 05:32:59 PM
What were the values that are used before and after your buff?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 27, 2016, 06:39:04 PM
I think i figured it out, he's grab apparently uses the special offensive collision
instead of a throw attack collision for the knockback.  It works now.

Back to neutral B, so if i fill the status id with 2771, i fill the interrupt id with 2771 too?
(http://imgur.com/Suvs0Cw)
This is the status id and interrupt id that i mean for this post.

Can you give me the picture of the exact command in psa?
I'm beat  :-\


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 27, 2016, 07:07:26 PM
You use B for the Interrupt ID and 2771 for the Status ID. I told you this already.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 27, 2016, 08:55:55 PM
I know but i thought you'd say "B" for a neutral special, and then i got confused,
I know about the 2771 part.

Also i meant to say the whole command-set of a once in air neutral,
not just the "register interrupt".

Sorry for being such a noob.  :-[


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 28, 2016, 06:53:50 AM
For the once per air state, set the Bit Variable that's associated with the command in the Special you want to disable, then in a Sub Routine, place the coding we talked about and reference that Sub Routine in every air Sub Action that can be acted out of.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 29, 2016, 12:13:15 AM
Screenshots? (barely understand that)
Also sonic's subroutine when he hops after charging side B?

Plus any animating tips?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 29, 2016, 07:37:12 AM
You need to make a new Sub Routine, not use an existing one.

I'll just go by this step by step for you.

Start by going to the Sub Routine tab before clicking on Create New, then insert your coding to disable the Special. It's very important to watch the Offset that's above the coding, as that will change when coding is added. When done, make sure the Offset in the text box matches the Offset above the coding. If you don't keep this in mind and change to the Sub Actions tab, your Sub Routine will be gone.
(http://i.imgur.com/dCYC7Ib.png)

Next, you're going to make a Sub Routine command and use the Offset of the Sub Routine as its Pointer before copy + pasting it in every aerial Sub Action that you can act out of (i.e. Jumping, Falling, etc).
(http://i.imgur.com/gDajhuV.png)

For aerial Sub Actions with an Allow Interrupt command in them, you would place the Sub Routine before the Allow Interrupt command.
(http://i.imgur.com/og31mfE.png)

After that, you're going to place a Bit Variable Clear command to clear the Bit you set when the character lands on the ground or gets hit.
(http://i.imgur.com/9hpAJNC.png)

To finish things off, you'll now place a Bit Variable Set command in the associated aerial Special Sub Action that you want to have a once per airtime usage. In this case, your Special is Neutral Special.
(http://i.imgur.com/L5sx1jh.png)

If you did everything correctly, the Special will be disabled until landing if used in the air.

For animation tips, start off by making simple actions and look at existing animations on how to go at your animation. You should also look for critique whenever possible.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 29, 2016, 05:13:51 PM
Ohhh thank you so much and sorry for all that trouble!
I thought i had to put the sub routine in the neutral special action. (not sub)
I was using another psa version, now using psa 2.36.

Also where can i get Sonic's short-hop after charging side B's sub routine?

And when i modify an animation, it looks really glitched in 1/4 speed,is there a fix?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 29, 2016, 05:43:43 PM
I think the short hop is a Floating Point, not a Sub Routine. To edit that, you need Article Floating Point Editor. https://www.dropbox.com/s/hkdziza5o2ec6b4/Article%20Floating%20Point%20Editor.zip?dl=0 (https://www.dropbox.com/s/hkdziza5o2ec6b4/Article%20Floating%20Point%20Editor.zip?dl=0)

There are four different Float types (show in the top right of the window). Make sure you know which Float type the Floating Point uses before editing. Edits will automatically save into the EditedFiles folder.

With the 1/4 speed animation issue, I'm assuming you're using Maya. What you need to do is select bone after baking, open the Graph Editor, and apply a Euler Filter.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 30, 2016, 04:12:28 AM
Maya? I'm using brawlbox V0.76b
And with the floating article, I want to make his short hop falls faster for a sec while keeping his jump height, I'm assuming that's not possible


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 30, 2016, 05:58:29 AM
In that case, I don't know what's wrong then, as that's usually an issue involving Autodesk Maya.

For your second question, there's no Floating Point for Side Special's gravity.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 30, 2016, 08:36:57 PM
In brawlbox the glitch isnt visible, only in game, in 1/4 speed.
It would look like the bone spins everywhere for a sec then it goes back to normal.
Though that's probably because my animation wasnt smooth enough.

If its not possible for the side b then is there anything similiar that work just like it?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 30, 2016, 09:00:52 PM
If the animation were made with Maya, then it would be an easy fix. Though since it's made in BB, I wouldn't know what to do.

For what you want, you could apply an Add Momentum command and subtract vertical momentum.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 31, 2016, 04:15:30 PM
Yeah i know i can add momentum, but i dont know which sub action is his short hop.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 31, 2016, 04:20:09 PM
I believe it's Sub Action 1D9.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 31, 2016, 07:21:29 PM
I tested the 1d9, the momentum only applies after you touch the ground then fall.
It didnt apply when he hops, so i guess its impossible.

And is maya friendly enough for beginners? I'd like to try it.

For brawlbox, is it possible to edit a specific bone movement stays for more than 1 frame?
(other than copy paste, its really buggy)
 e.g i wanna edit a leg that's from the left, change it to the right, but when i go to next frame it resets to the left.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on January 31, 2016, 07:34:51 PM
I wouldn't know how friendly Maya is.

For bone placement, you mean static? You need to have the Frame you want + 1 with the same rotation values until you get to the Frame you want to stop static on - 1.

Example.

You want to static the knee on Frame 5 until Frame 20. You would have the bone keyframed on Frames 5, 6, 19, and 20.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on January 31, 2016, 11:55:31 PM
Ehhh how/what is keyframe? XP

But I accidently did the trick without noticing, and I think what you meant to say is
to PASTE the knee's rotationg/translation/scale on frame 5,6,19,20. I tried pasting instead of this "keyframe"
Still works tho.

Is there a way to copy/paste multiple bones at once currently? (brawlbox)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 01, 2016, 12:07:10 PM
Keyframing is basically a set movement for something from Frame A to Frame B and so forth.

Say for example, you have an idle pose on Frame 1 and a kicking pose on Frame 5. Frame 1 and 5 will have a set pose, while Frame 2 through 4 will be transitioning Frames.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 01, 2016, 04:10:33 PM
How can i keyframe? i can't right click or modify the keyframes.
And once more, is it possible to copy/paste multiple bones at once? if so, how?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 01, 2016, 04:42:34 PM
Doing anything basically keyframes it. Manually rotate a bone? Rotation keyframed. And so on and so forth.

In BrawlBox, it's either one bone or all bones you can copy + paste at once.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 02, 2016, 05:15:13 PM
Huh? i think i replied here but its gone?
Ok thx for the answer, i still tend to have problems tho :/

When i want to make sonic's down smash animation to something without his spinball,
the spinball still appears, i tried deleting gfx event for "AttackLw4" but still no luck.

Wanted to change sonic's spring after it touches enemy to bounce like
when it hits ground rather than disappearing instantly, any how?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 02, 2016, 05:19:32 PM
For the Down Smash stuff, you need to remove the coding that relates to model changers.

For the spring, that's not possible without some sort of module editing that I know nothing about.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 02, 2016, 06:26:40 PM
So is it possible if someone knows about editing module?
I worked out about the down smash and found the sub routine to change model, thx.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 02, 2016, 06:44:18 PM
Pyotr Luzhin found out how to do it, though they're still ironing out some bugs and stuff, so we're gonna have to wait until then.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 02, 2016, 07:24:30 PM
Incase you misunderstood i want to switch the spring state to when it touches ground,
so it'll work the same (doesnt give damage after 1st hit, and dissapears after a few sec)
Not like after it hits, bounces and hits other too.

How do i delete a specific bone's keyframe tho?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 02, 2016, 08:23:30 PM
I'm not sure how that would be done.

Removing a keyframe is as easy as adding one. Just delete the rotation, translation, and scale values you have for a given Frame.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 04, 2016, 05:10:03 AM
Any news from Luzhin?

Can maya edit the same animation i modified in brawlbox just for the euler filter something
to make my animation smooth?

Is there any particle that looks like a straight line? (any colour)
(http://imgur.com/fRM3NRf.jpg)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 04, 2016, 07:02:10 AM
I'll have to ask him later.

As for exporting a BB animation for use with Maya, there was a plugin that was in development for it, but it was never finished nor released.

The closest thing to that I can think of is Captain Falcon's Side Special GFX, which uses both a model and particles.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 04, 2016, 06:30:14 PM
Hmm your right, is there a way to copy the gfx into the system gfx? or atleast a specific character's gfx. How do we set up the graphic id that'll be used in PSA?

btw where's captain falcon's side b gfx? I can only find his falcon punch in ef_captain.pac and
fitcaptain.pac c:


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 04, 2016, 07:17:06 PM
The "system GFX" is in the common3.pac, which is very strict about editing, so I wouldn't recommend it. Instead, you would add the GFX (models and particles) of the effect you want to the ef_fighter of your choice..

Though for Side Special, the GFX is PtcCaptainFNMain, I believe.

Take a look at this post on how to get a general idea on how to add GFX to an existing ef_fighter.
http://forums.kc-mm.com/index.php?topic=75849.msg1352827#msg1352827 (http://forums.kc-mm.com/index.php?topic=75849.msg1352827#msg1352827)


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 05, 2016, 06:29:11 PM
I did all those and it seems to work, but the particle just randomly switch to a different
particle constantly (red dots, red rectangels), instead of falcon's straight line :/

Is there really none system particle that looks like a straight line???


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 05, 2016, 07:28:20 PM
Did you make sure to insert the ptc_captain_fire texture from the REFT section of the ef_captain into your own ef_fighter?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 05, 2016, 11:05:17 PM
Yes, I imported the reft to my character. Do I open FitFigher.pac or ef_fighter.pac?
I used FitFighter.pac

Theres 3 ef_fighter, 1 inside the FitFighter, 1 in the effects folder, and 1 inside ef_figher.pac
Now replaced the 1 in ef_figher.pac, but theres still the random particles.

Update : Just notice there were 2 reft folders, imported the image but now it looks
like a weird blue-red flare


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 06, 2016, 07:24:15 AM
You add it to the ef_fighter inside the FitFighter.pac.

Are you sure you're not confusing REFF with REFT?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 06, 2016, 04:16:13 PM
Are you sure you're not confusing REFF with REFT?

Oh ....... But yea i put PtcCaptainFNMain in the reff,placed the texture in reft. in  FitFighter.pac,
 it no longer shows  the randomly changing particle, but instead shows a red and blue flare
(http://i.imgur.com/dyjFL4Q.jpg)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 06, 2016, 04:37:15 PM
Did you make sure to export the sub REFF entries? Including PtcCaptainFNMain, there's 4 REFF entires that relate to it. Since you have PtcCaptainFNMain, export the three REFF entries that are under it from the ef_captain.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 06, 2016, 06:03:40 PM
Oh, the FNSmoke, FNTsubu and FNMainFlare?  Why didnt you say that earlier XP
It seems to work now, thx again.

Currently I'm interested if I can actually find a sm4sh's FitFighter.pacs, If you found it,
Please tell me the link.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 06, 2016, 06:31:44 PM
It was explained in the post briefly.

Smash 3DS and Wii U's moveset formats are drastically different from Brawl's moveset format.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 07, 2016, 02:23:26 AM
Hmm...Is it possible to open it with other programs such as text editors?
Or is it completely un-openable with any program at all?

I'm really looking forward for this thing
By the way you cant rotate 2d gfx right...?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 07, 2016, 06:19:54 AM
There's an in progress editor for Sm4sh moveset files called AnimCmd (which is based off the name of the moveset format for Sm4sh). https://github.com/Sammi-Husky/Sm4sh-Tools (https://github.com/Sammi-Husky/Sm4sh-Tools)

You can get the moveset files here. http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z (http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z)

Though I wouldn't recommend trying to edit anything yet, as things are still new and not user friendly. You'll also have to find someone who has the unreleased Wii U exploit to test your edits.

For rotating 2D GFX, it depends, I think. Some of them can be rotated with the rotation parameters of a GFX command while others can't.



Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 07, 2016, 04:39:29 PM
Don't worry I just want to view the files for a sm4sh project then edit the old FitFigher.pac.

I need tutorial for making sweetspots too, whenever I make a special offense collision, It just counts
it a lower priority than the normal offense collision, or even no collision at all.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 10, 2016, 01:04:43 AM
Ummm bump?

I need tutorials for sweetspot/special offensive collision like i stated above.
Another question, what is the necesary time to bump a thread? (cant find this in rules)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 10, 2016, 07:49:07 AM
Sweetspots are just Offensive Collisions with relatively high damage and knockback values, but placed and sized in a way that makes it rather difficult to hit with.

For Special Offensive Collisions, they're mostly the same as Offensive Collisions, except Special Offensive Collisions introduce Rehit Rate and Special Flags.

Take a look at this page to know more about what they do. http://tinyurl.com/gtqmrsy (http://tinyurl.com/gtqmrsy)

If you don't get any replies for maybe a few days, then that's when I could consider bumping your help thread. If you bump it too frequently, people could see you as desperate.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 10, 2016, 05:15:07 PM
When I make a sweetspot either special offense or normal, it just dont hit at all or hit the
other hitbox that isnt a sweetspot or ignores the sour spot, what do I do with that?

Also is there a way to make a 0% attack that works? usually 0% attacks doesnt even hit
at all.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 10, 2016, 06:20:11 PM
You can make your sweetspot whatever you like. If you want to get a general idea on how to place your sweetspots, look at moves like Captain Falcon's Knee or Zelda's Forward/Back Air.

You can easily make an attack that does 0 damage. Just give it some knockback to make it "work".


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 11, 2016, 04:53:50 AM
Yes I did took examples, but the sweetspot overrides my sour spot (or non sweetspot)
and made the sour spot not working at all or vice versa.

Wow I forgot to add a knockback to the 0% damage.....
Also Is there a sound flag that sounds like a clap?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 11, 2016, 06:38:56 AM
Did you make sure to give your sweetspot a different hitbox ID?

For Sound Flags, the closest thing would be the Paper hit SFX.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 11, 2016, 03:57:14 PM
Yeah I definitely made a different hitbox id.

Oh man I messed up, it should've been an sfx, not flag :/ sorry (found it tho)
Also need a punch flag, I know 1, but it sounded very low and yes this time, flag.

Is there anyway to increase an sfx volume?
Update : figured it, for those who want help, put 2 same sfx and it should work.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 11, 2016, 04:54:09 PM
Is your sweetspot hitbox noticeably smaller than your sourspots?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 12, 2016, 01:11:17 AM
yes, its 3.5 size, the non sweetspot's size is 6.2.
The sweetspot also has a different offset.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 12, 2016, 08:45:52 AM
Try making the sweetspot a bit smaller, as a size 3.5 hitbox is pretty average. Sweetspot hitboxes are purposely placed or sized to be difficult to hit with.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 12, 2016, 05:02:34 PM
Changed the size to 1, but it still acted like there was no sourspot hitbox at all.
This should be a common problem shouldn't it?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 12, 2016, 05:05:27 PM
Does the sourspot have a different hitbox ID? How many hitboxes do you have?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 12, 2016, 05:08:44 PM
ID 0 sourspot, ID 1 sweetspot, the sour spot has 6.3 size, sweetspot is currently size 1.
^ Btw yeah it has different ids. Another thing worth mentioning, the sour spot works
on ground enemies, because the sweetspot is a meteor smash.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 12, 2016, 05:10:21 PM
What are the hitbox flags for both hitboxes?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 12, 2016, 08:06:01 PM
Sweetspot : 39820440
Normal : 39810440

Recently changed the normal spot to 39820440 and now it works, but it seems like the
sweet spot fails now.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 13, 2016, 05:44:47 AM
It seems like you have both your hitboxes set to only hit aerial foes. Hitboxes set to air only will of course only hit foes that are in an air state.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 13, 2016, 06:10:45 AM
But it seems like the normal spots works for ground enemies?
My problem is, either sweetspot or normal only works, it cant keep both.

Any solutions?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 13, 2016, 06:22:07 AM
Try setting both your hitboxes to hit both grounded and aerial foes.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 13, 2016, 05:14:42 PM
Did that, set both hitbox to air & ground, but only 1 works. set sweetspot to only aerial,
still got overriden by the normal spot.

If your asking i did that correctly or not, I followed the flag link you gave (page 5),
and I'm positive I did it correctly

Is there still no news for the Up b spring?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 13, 2016, 07:59:46 PM
What are your updated Hitbox flags?

No, nothing new with the Article thing.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 14, 2016, 11:00:49 PM
Normal spot : 39830440
Sweet spot : 39820440

So the article thing is impossible?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 15, 2016, 07:03:23 AM
Could you post your coding in general for your move?

Just be patient for the Article stuff. I don't know how long it's gonna take.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 15, 2016, 04:07:49 PM
Code : (In psa 2.65)
(http://i.imgur.com/8izuGdp.jpg)

I just wanted to know if its possible or not (article).


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 15, 2016, 06:09:16 PM
By the looks of it, there's nothing wrong. It's just that your sourspot comes out 3 Frames before your sweetspot.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 16, 2016, 04:20:13 AM
I wanna make sure the sweetspot doesnt hit too early so i put it there.
Is my solution to change the sweetspot to a later frame?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 16, 2016, 06:38:33 AM
If you want, on the Frame the sweetspot activates, insert a Delete Hitbox command to delete the sourspot hitbox.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 16, 2016, 04:55:54 PM
I prefer not to do that, is there no way to fix it?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 16, 2016, 04:59:11 PM
You're gonna have to play around with hitbox placements and timers until you get your desired result.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 19, 2016, 04:37:18 AM
Alright i've decided to use the same id for the sweetspot so it hits easier (aka give up).

For now, is there a way to edit Sonic's spring to a different trajectory/damage/knockback?
If so, how?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 19, 2016, 06:58:35 AM
The spring's hitbox will be in Sub Routine 1B5E8.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 29, 2016, 05:32:42 AM
bump

I've been not replying these few weeks because I have no troubles.
But now I have 1.

How do you find sub routines for final smashes (or specials).
By the way I'm searching for mario's final smash sub routine.


This is off topic, but wheres a sm4sh's character attribute located at?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on February 29, 2016, 06:14:21 AM
You can find those Sub Routines like you would find any other Sub Routine. With Mario's case, his Final Smash produces an Article.

Main: 17D90

GFX: CFF8

For Sm4sh character attributes, those are currently in the process of being defined.



Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on February 29, 2016, 08:58:04 PM
How I would find any other sub routine is the problem :/
Is it located somewhere in sub actions?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 01, 2016, 06:25:42 AM
The easiest way to find Sub Routines is to open your character in BrawlBox, but don't edit or save anything, just look in either the Sub Routines section or the Articles section and convert the offsets to Hex.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 05, 2016, 07:14:46 PM
This is a similiar question before.
Can I make a 0% attack that has a hitlag?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 05, 2016, 07:52:01 PM
Yes. You just need to make it have knockback.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 05, 2016, 10:26:55 PM
I forgot to say I put the knockback, still no hitlag. Does it not work for special offensive collision?

Is it possible to make an offensive collision that will set a bit variable if it hits the enemy?
Currently It sets the bit without confirming the hit.

Also I heard brawl- has removed hitstun cancelling, can I remove it without
using brawl-?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 06, 2016, 07:59:26 AM
Did you put a BKB or a KBG? You need to at least have a BKB or a WKB (Weight Knockback).

To do that, you need to put in an If + Loop string that'll activate a Variable if the hitbox connects.

X=Frame Hitbox starts on.
Y=How many Frames the Hitbox lasts for.
Z=Variable you want to activate.

Code:
Asynchronous Timer: Frames=X
Set Loop: Y Times
If: Hitbox Connects
Bit Variable Set: LA-Bit[Z]
EndIf
Synchronous Timer: Frames=1
Execute Loop

There's a code that removes the ability to Air Dodge out of hitstun.
Code:
No Air Dodge in Tumble [Phantom Wings, spunit262]
* C2781310 00000006
* 80980000 2C040021
* 40A20020 8097007C
* 80840034 2C040042
* 41A00010 2C040049
* 41A10008 38600000
* 39610040 00000000


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 06, 2016, 09:19:45 PM
Yes I tested all knockbacks (growth, base, weight, everything) Its probably affecting flags/special flags.
And because of it doesnt hitlag, it doesnt counts as hitbox hit

Is it ok to make an if block in an if block?

Thx for the code

Also, How do I edit mario/luigi's up special height? It doesnt have the descriptions in floating point editor.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 07, 2016, 06:31:39 AM
Take a look at the vBrawl cast to see if anyone has a 0% move that has knockback.

What do you mean by that?

All you would need to do to increase the Up Special's distance with those two is by increasing the distance the TransN travels in their animation(s).


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 07, 2016, 07:00:30 PM
vbrawl cast?

I mean the If command in PSA tool.

How do I know if a bit variable isn't already used by some
other subactions/actions/sub routine?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 07, 2016, 07:13:24 PM
The characters that are in the unedited version of Brawl.

You want to put an If string inside an If string? Yes, that's possible.

You're gonna have to check throughout your moveset to see for yourself.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 07, 2016, 07:32:58 PM
I dont think anyone deals a 0% damage execpt for jiggly's puff up (which has no hitlag).

Also, about how to find sub routines, I have to open FitChar.pac right?
All sub routines i found here are empty or invalid event list something.
(http://i.imgur.com/he7MDW1.jpg)

(converted to hex btw)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 07, 2016, 07:34:35 PM
Those are GFX. You need to open it in v0.68b, and you'll see what I mean.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 07, 2016, 07:41:09 PM
Thanks.
How come newer brawlbox versions actually removes important stuff?

However, Is mario/luigi's fireball offensive collision not located in sub routines' section?
Update : Found a link for sub routines, in case anyone need it :
http://smashboards.com/threads/floating-point-collab-thread-now-all-floats-not-just-articles-homing-attack.257755/


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 07, 2016, 08:22:14 PM
Moveset editing was removed from later BB versions because it was unstable.



Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 09, 2016, 04:38:10 AM
How do I edit Luigi's (or mario's) up special gravity?
When I try the add momentum command, it only works for the start of
up special's fall. I wanted to make it work for the fall loop.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 09, 2016, 06:22:00 AM
You wanted to increase the Gravity of Special Fall via momentum? Did you make sure to put it in a loop?

Alternatively, you can use a code that adds PSA commands which can change Attributes on the fly.

http://forums.kc-mm.com/index.php?topic=75336.0 (http://forums.kc-mm.com/index.php?topic=75336.0)


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 09, 2016, 11:43:02 PM
Sorry for being not clear, I mean when I add the momentum it only works for the start
of his up special fall. So I want to make it works not just at the start.
If possible I'd do the gravity without momentum command.

I don't prefer to use codes. But if its the only way then I'll try.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 10, 2016, 06:37:57 AM
In that case, you don't have much of a choice then. You'll have to use the code + new commands.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 10, 2016, 04:47:00 PM
Lets say I use that code for my project then upload it, would the guy that downloads it need to use that code too?
If they do, this is the main reason I didn't want to use the code.



Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 10, 2016, 05:13:46 PM
Yes, the new PSA commands require the inclusion of the code into one's gct. There's no other way to get around it.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 13, 2016, 07:52:24 PM
Oh thats a pity, I'm just gonna keep things the way they are now.

Is it possible to set/clear a bit variable when an animation ends/interrupted?
And also, making landing lag for air dodge? (could use an existing animation)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 13, 2016, 08:07:45 PM
You would have to place the Bit Variable Clear command into the Sub Actions that correspond to the current Action ending or being interrupted.

If you wanted to make landing lag for an air dodge, I believe you would need to make Air Dodge go into a different custom Action upon landing.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 16, 2016, 09:04:57 PM
Theres a sub action with no offset, animation or commands at all (main/other/sfx/gfx)
I could use that for a custom subaction/animation right?

Also how can I make an If command that last for an entire animation?
(the if command has a sub routine)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 17, 2016, 07:21:44 AM
Yes, you can use empty Sub Actions for custom moves.

To make an If string loop for the entire animation, put it into an Infinite loop.

Example:
Code:
Set Loop: Infinite
*If coding*
Synchronous Timer: Frames=1
Execute Loop


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 17, 2016, 05:43:00 PM
Oh nice, however after I placed the loop, it ignores every command that's infront of the execute loop command.

Where can I stay up to date with sm4sh scripts?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 17, 2016, 06:19:06 PM
Did you make sure to use a Sub Routine command, and not a Goto command?

For Sm4sh scripts, this link has every patch from v1.0.0 all the way to v1.1.5. http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z (http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z)


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 17, 2016, 07:30:06 PM
Yes i did, it was a sub routine.

I mean a website for sm4sh script, I'm not just gonna ask you everytime a new patch come out. so is there a website for it?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 17, 2016, 08:07:57 PM
What's the coding for it?

For the Sm4sh script editor, pay attention to this page. https://github.com/Sammi-Husky/Sm4sh-Tools/releases


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 21, 2016, 06:18:39 AM
Oh I mean the script, not the tools. Though theres most likely no website for it.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 21, 2016, 07:42:39 AM
I already linked you to the most recent Sm4sh character scripts.

For Sm4sh scripts, this link has every patch from v1.0.0 all the way to v1.1.5. [url]http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z[/url] ([url]http://www.mediafire.com/download/pgvx8t8a42x8o5f/SSB4U-CharacterScripts.7z[/url])


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 22, 2016, 05:21:12 PM
Yes I know, I was asking if theres a website that'll put a link when there's a new patch
so I don't have to ask you everytime a new sm4sh patch comes out.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 22, 2016, 05:25:57 PM
Whenever a new patch comes out, I'll ask RTB if he can update that download link if he doesn't already do it.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 24, 2016, 05:45:10 AM
k, sounds good.

Is there a hitbox flag which it's knockback can completely overwrite another knockback?
Or vice versa/similiar.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 24, 2016, 07:18:11 AM
I don't know what you're talking about with that.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 24, 2016, 05:53:43 PM
I don't know how to explain it either...
so forget that for a while.

How do I change diddy's up special's maximum turning angle?
(when he charges up special, he can turn a little left/right)
And making him able to move a bit when he boost upwards?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 28, 2016, 06:54:30 PM
bump, questions above ^

Editing would prevent spam, but no one would notice that.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 28, 2016, 07:13:22 PM
You would do that by editing the Floating Points that are used for Turning Response and Launch Arc Curvature. There might be other related Floating Points, though the rest of them haven't been identified yet.

http://tinyurl.com/ha6jufc (http://tinyurl.com/ha6jufc)
(Link leads to the OpenSA Wiki page on Floating Points)


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on March 29, 2016, 07:29:01 AM
That doesnt explain the manual curve of his boost
(http://im2.ezgif.com/tmp/ezgif-2944335205.gif)
Thats probably extremely hard to do though.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on March 29, 2016, 07:42:44 AM
I don't think that's even possible to do in Brawl. You can try fiddling with the Turning Response Floating Point though.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on April 23, 2016, 08:40:55 AM
bump (better than making a new thread ri8?)

I read that pikachu's thunder is 4 projectiles combined, how do I change the amount of it?
Also looking forward to edit it's gfx.

About the brawlbox sub routines. I'm sorta confused with it, theres' alot of folders
and offsets. When i checked the subroutine 0/1/2/3/4 folder, I couldn't find the sub routines
I was looking for. (projectile hitbox etc)



Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on April 23, 2016, 09:49:28 AM
Projectile hitboxes are under the Articles folder, not the Sub Routines folder.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on April 23, 2016, 07:43:45 PM
Ah I see now.
However I still can't find the action where it generates the thunder article.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on April 23, 2016, 07:45:08 PM
Look under Articles in their Action/Sub Action sections.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on April 23, 2016, 09:26:22 PM
Alright.

Does auto link trajectory actually works in brawl?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on April 24, 2016, 07:03:21 AM
Angle 366/16E? I think I tried it before, but it just spiked the foe. Try angle 363/16B


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on April 26, 2016, 12:04:51 AM
Ah i see now, the wiki mislead me. (I've edited it to 362)

Where do I find common item hitboxes? (Ones to be opened with psa program)
If possible I want to see sm4sh's item hitboxes.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on April 26, 2016, 07:24:33 AM
Brawl's items are inside the common3.pac, you'll have to export the ItemParam files and open them with PSA 1.3.

For Sm4sh items, I don't know what the fire directory is nor do I think AnimCmd can open it.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on April 26, 2016, 07:22:14 PM
I'm getting errors opening the items file. And i'm using psa 1.3
erros such as bad file, error parsing file, bad pointer list size.

The common 3 file in the system directory right?
In the common3_en.pac there's 2 param named files, 1 ItmParam
1 ItmCommonParam.

The 1 I extracted is ItmFireFlowerParam and ItmFireFlowerShotParam.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 01, 2016, 06:03:59 PM
Bump,  this post above ^


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 01, 2016, 06:44:10 PM
The Param files that can be read and edited are under ItmCommonParam section. If you've already extracted from there, I wouldn't know what's wrong, as the files are being read on my end. Did you try closing BB after exporting the Param files?


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 02, 2016, 07:14:21 AM
Yeah, tried those but still didnt work.
Maybe my common3_en.pac is corrupted.

Would you mind telling what brawlbox version you use?


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 02, 2016, 07:25:45 AM
I used v0.68b to quickly export the param files. I would recommend re-downloading the file.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 04, 2016, 04:34:07 AM
Yeah I guess you're right. I don't want to download a 7gb file however,
so I'll do that later.

Where's a good place to ask stuff about sm4sh movesets?
(Such as animcmd, extended hitbox etc.)

I would say gbatemp, but I prefer not to register
another account.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 04, 2016, 06:23:18 AM
Currently, no, as Sm4sh modding is still in its infancy. The best you can do is compare the commands to similar commands and edit accordingly.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 08, 2016, 01:06:39 AM
I see.

It's been pretty long, so I came to ask news about the spring article.


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 08, 2016, 07:11:32 AM
You mean not having it disappear upon hitting someone? Still no word on that.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 09, 2016, 05:46:23 PM
Well, I guess I'll talk on that later.

I have a problem on animating in brawlbox, when I saved an animation
and use the animation in-game, the animation wont show at all.
However it still displays correctly in brawlbox.

Version 0.76b

Update : I fixed this, turns out I tested the wrong file, and it was a shortcut
directing to the right file.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 27, 2016, 06:40:34 PM
bump. got some few questions

Is there a code for hitstun cancel modifier?

I know there is a hitstun modifier code, but how do i modify it to decrease overall hitstun by 1 frame? it only how to modify with percentages.

what will happen if 2 hitboxes got the same id? (even if it has same damage/knockback/flags all that but offsets)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 27, 2016, 06:58:53 PM
Not sure about the hitstun code stuff, but if two hitboxes share the same ID, then only one of them will be read. Every hitbox must have its own ID.


Title: Re: Noob question about movesets/psa
Post by: Hilmy091 on May 28, 2016, 02:20:13 AM
About the item stuff few weeks ago,

I still get some errors when opening common3.pac items with psa 1.3
after redownloading it.
(not really common5.pac, but the files inside of it)


Title: Re: Noob question about movesets/psa
Post by: KingJigglypuff on May 28, 2016, 06:35:24 AM
I wouldn't know what the issue is then. Did you try updating your NET Framework?