on the charging (or in this case, [censored]ing the bow.) subaction, put an "if" "else" command. if R button pressed (look around. theres a list of command lines. i know they exist), if L button pressed _____ else (lead to norm subaction.)
on the norm subaction, add a dice effect where theres a 1% chance of light arrow.
keep da bombz fool!
I just checked the Essential PSA info thread, and it said that R, L and Z are mapped to the same variable =/
I think i have a better idea for the arrows. Whilst charging the arrow, you can press R or L to change the arrow type. Light arrows could have a small chance of popping up when you press L or R.
Now that is a good idea, but I don't know how to do that.........could you help me? Or at least guide me in the right direction?
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.
Yeah, Kirby's FS eyes stretch =p
AND! On the subject of FS's, might we expect one for Fighter Kirby?
Fighter Kirby's FS: *Insert witty title that'll make everyone jizz their pants before even reading the description* - Kirby pulls off a super combo using all of his moves (And yes, C. Falcon does approve)
1st attack: Kirby does a flip kick that starts the combo, launching the char. straight up in the air a small distance (About as high as first jump)
It works like Ike's FS, if you miss, then the combo doesn't even start
Deals 3% damage
Has a set knockback
Uses USmash animation
Transition: Kirby then follows the characters that were launched up
Deals no damage
Uses the missed grab animation, just like the Rising Break
2nd attack: Kirby throws a mini hadouken in to the enemy(s)
==OPTIONAL ATTACK== Skip if you want I just thought that a hadouken should be implemented in his FS
Deals 5% Damage
Uses regular Hadouken animation
3rd attack: Kirby begins beating on the enemy(s) with different attacks at blazing speeds
Deals 40% Damage
Uses many different animations as he moves around the enemies still in the air at VERY fast speeds. I'm thinking that it should be 20 attacks that deal 2% each
Final Blow: Kirby jumps back from the enemies who are still hovering and charges in the air for a moment, and then slams back into them with a blazing kick that leads into an explosion, knocking back any enemies near Kirby even if they weren't caught in the FS combo.
Is just like Ike's final blow
Deals 10-30% Damage (I'm thinking only 10, but it IS the final blow, so I think it should be alot more than 10, but you should be the judge of that)
Jumping back uses Grabbed =>Escape animation. Charge uses ________ animation (I can't think of anything that'd look good like that DX) Blazing kick uses the animation you used for the Dive Kick
i was thinking neutral b be bow and arrow (changing between normal 75% fire arrow 12% ice arrow 12% and 1% light arrow) side b be skull hammer up b be deku leaf and down b for lack of a better idea iron boots (basically it's exactly like kirby's stone)
THANK YOU for giving the kind of feedback I wanted to hear ^^
*Ahem* Yeah, the boots aren't a bad idea, but I don't think it'd be nearly as useful on the ground....and I was considering the interchangeable arrows, although I honestly have no idea how I'd do that....maybe a dice roll event to decide which subaction it uses, but that would split all chances evenly, making a 1% chance of using a light arrow, 25% [Normal (25%) Fire/Ice (25% each) Light (25%)]
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.
Yeah, Kirby's FS eyes stretch =p
AND! On the subject of FS's, might we expect one for Fighter Kirby?
There's a lot of stuff going on that I can't see in PSA. I just found the line that triggers it at the right time. If I trigger it at a different time, it either freezes or does nothing.
EDIT: I'm trying to get someone who understands editing characters beyond what PSA can do to help me. In the meantime, I'm going to try making the textures. Wish me luck. (:
Yeah I do have a PAL game. When I play with NTSC ones, I usually get another characters voice. This happens because the sound files are located in different places in the ISO on PAL and NTSC.
Its still cool, even though its kinda glitchy. lol