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Author Topic: Damage and Taunt Activated Multi-Moveset Making guide XD(Updated)  (Read 2263 times)
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DoctorFlux(Mariodk)
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    « Reply #15 on: October 12, 2011, 12:42:46 PM »


    also the same with GFX as i said with hitboxes:
    dont do 2x of
    Asyncronus Timer: frames=12
    and
    Syncronus Timer:Frames= frames=4
    for adding a GFX mode like kaioken it is alittle more harder and you needing to add subrotions in almost any subactions(it take like 10-20KB filesize)
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    « Reply #16 on: October 12, 2011, 08:55:09 PM »


    I feel retarted, but I have to ask
    How would you code if you want the taunt to be able to activate the change at a predicted damage? =.
    « Last Edit: October 12, 2011, 08:57:28 PM by Volt_Storm_7 » Logged

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    « Reply #17 on: October 13, 2011, 06:16:33 AM »


    I feel retarted, but I have to ask How would you code if you want the taunt to be able to activate the change at a predicted damage? =.
    So your saying you want the Damage activated moveset to only activate after doing a certain taunt?
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    « Reply #18 on: October 13, 2011, 02:53:03 PM »


    Si
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    « Reply #19 on: October 13, 2011, 05:44:57 PM »


    Si
    Hmm ive never tried that be for but try doing it like this
    If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
                If Compare:IC-Basic[2]>= (Your damage value)
                Asyncronus Timer: frames=12
                Offensive Collision:(Fire flag)
                Offensive Collision:(Fire flag)
                Offensive Collision:(Fire flag)
                Offensive Collision:(Fire flag)
                Offensive Collision:(Fire flag)
                Syncronus Timer:Frames= frames=4
                Terminate Collisions
                Allow Interruppt
    Else:
    (This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
                Asyncronus Timer: frames=12
                Offensive Collision:(Normal default Slash flag)
                Offensive Collision:(Normal default Slash flag)
                Offensive Collision:(Normal default Slash flag)
                Offensive Collision:(Normal default Slash flag)
                Offensive Collision:(Normal default Slash flag)
                Syncronus Timer:Frames= frames=4
                Terminate Collisions
                Allow Interruppt
    End If:
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    « Reply #20 on: October 13, 2011, 07:22:21 PM »


    Thank you so much, shadowmarth. Hopefully this will help out future psas for everyone.
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    « Reply #21 on: October 13, 2011, 07:37:16 PM »


    Thank you so much, shadowmarth. Hopefully this will help out future psas for everyone.
    Did it work?
    And thanks im hoping it does help XD
    Cuz thats what i want, to help as many as i can
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    « Reply #22 on: October 13, 2011, 08:17:21 PM »


    Hmm...

    Would this work for Final Smashes as well? Having the character's FS change their moveset, sort of like how R.O.B.'s Diffusion Beam is out on all animations, or how Super Sonic works?

    ...Err...But also changing them back to their default moveset after the FS wears off? (Lasting for X amount of seconds?)
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    « Reply #23 on: October 13, 2011, 08:46:42 PM »


    Hmm...

    Would this work for Final Smashes as well? Having the character's FS change their moveset, sort of like how R.O.B.'s Diffusion Beam is out on all animations, or how Super Sonic works?

    ...Err...But also changing them back to their default moveset after the FS wears off? (Lasting for X amount of seconds?)
    Yes its possible i havnt looked into it but ive seen it done on some psas
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    « Reply #24 on: October 16, 2011, 11:24:35 PM »


    Unfortunely, it didnt work. The if bit is set // ic basic 2 = 100 isn't either. Can you please elaborate this please. I apolgize about the hassle
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    « Reply #25 on: November 05, 2011, 04:35:05 PM »


    Hey can someone help me? I'm working on a SM64 Mario PSA/motion hack, and  I thought about making it so after taking at certain amount of damage, Mario's wait animation changes to one kind of like the one of Mario being tired in Super Mario 64, when he has two or one wedge of health left, and I can't get this to work. When I make it so it'll change subactions, it crashes(Thank God I can only hack Brawl on an emulator!), and it won't goto to the subaction that I made from an empty one(NONE). The only time its worked is when I changed one of the wait subactions, but it loads when it would normally load, the damage percent doesn't matter. So some one help me out please!!!
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    « Reply #26 on: November 07, 2011, 12:59:19 PM »


    Hi, I would apply your tuto on Neutral B, and I have made this :

    1D4 is the same as 1D0, but with another animation.
    there are anything for the moment in 1E8 and 1EA.
    In Game, the Ike do 1D0 animation, but after he stop on the first frame of the wait1 (if on ground) or falling animation (if not on ground). I can't move him, and I have to wait something hit me to move again.
    what is wrong with my PSA ?

    ---->Damn, I'm stupid, i have inverted subactions in neutral B !
    « Last Edit: November 08, 2011, 09:19:32 AM by Yorsh » Logged


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    « Reply #27 on: November 09, 2011, 06:24:15 AM »


    Hi, I would apply your tuto on Neutral B, and I have made this : 1D4 is the same as 1D0, but with another animation. there are anything for the moment in 1E8 and 1EA. In Game, the Ike do 1D0 animation, but after he stop on the first frame of the wait1 (if on ground) or falling animation (if not on ground). I can't move him, and I have to wait something hit me to move again. what is wrong with my PSA ? ---->Damn, I'm stupid, i have inverted subactions in neutral B !

    Wait so... did you figure it out or what?
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    « Reply #28 on: November 09, 2011, 10:59:48 AM »


    Yeah, it working now.
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    « Reply #29 on: November 09, 2011, 04:00:40 PM »


    Yeah, it working now.
    Sweet! i hope this help alot of ppl! XD
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    PSA 2.35:
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    Competitive play Official thread:
    http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

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