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Author Topic: How to do Custom Stamina Wait/WaitDamage in PSA.  (Read 3386 times)
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Anivernage
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    « on: September 13, 2012, 11:29:01 PM »


    My first tutorial Grin
    Today ill show you how to make a new wait animations that can be used for stamina waits or damage waits like pokemons.

    You need:
    -PSA(any version) or BrawlBox.67b


    Instructions:
    You only have to add this code. Tongue

    This code needs to be on Wait animation (the original)
    If you know very well the psa stuff jump to the yellow text to the end of post. If not read from this to the end of post.



    Step 1. Add a Synchronous Timer Event its the first one
    Click Frame ->*Choose Scalar and the number you want to be the Frame.


    Step 2. Add a Basic Variable Set Event its the 12000200 event.
    -Click on Value
    Type: Value
    Value: XX
    *XX This is the amount of damage u want your new Wait execute at.*

    -Click on Variable

    This must be the set up u see:

    Type: Variable-->(Drop down arrow)

    Memory Type:
    Runtime Longterm-->(Drop down arrow)

    Type: Basic-->(Drop down arrow)

    Variable #: Y-->(Drop down arrow)
    *Y can be 151,100 or 101 (it doesn't have to be those I'd recommend something over 100 though)*



    -Step 3. Add a If and for the parameters this is what u put:
    Requirment
    Click requirement and in the area to the right for the
    Type:Requriement--(Drop down arrow)[Leave as it is]
    Requirement:
    00--(Drop down arrow)[Change to "Compare"]


    Variable
    Type: Variable-->(Drop down arrow)

    Memory Type:
    Internal Constant-->(Drop down arrow)

    Type: Basic-->(Drop down arrow)

    Variable #: 0-->(Drop down arrow)

    This is what u need to change it to

    Type: Variable-->(Drop down arrow)

    Memory Type:
    Internal Constant-->(Drop down arrow)

    Type: Basic-->(Drop down arrow)

    Variable #: 2-->(Drop down arrow)

    Comparison Meathod

    Just put "4" for the "Value"

    2nd "Variable"
    This is the amount of damage u want ur 2nd moveset to execute at.
    Change it to Variable
    Memory Type:
    Runtime Longterm-->(Drop down arrow)

    Type: Basic-->(Drop down arrow)

    Variable #: Y-->(Drop down arrow)
    *Y is the value you put on Step. 2 *



    Must look like this in PSA
    Synchronous Timer: frames=X
    Basic Variable Set: LA-Basic[Y] = XX
    If Compare: IC-Basic[2] >= LA-Basic[Y]
                    Change Subaction: sub action=(Stamina/Damage Wait.)
    End If


    *
    X This is any frame you want to change the animation.
    XX This is the amount of damage u want your new Wait execute at.
    Y can be 151,100 or 101 (it doesn't have to be those I'd recommend something over 100 though)


    So the example code:
    Synchronous Timer: frames=1
    Basic Variable Set: LA-Basic[151] = 150
    If Compare: IC-Basic[2] >= LA-Basic[151]
                    Change Subaction: sub action=WaitDamage
    End If


    Notes:
    -The new waits doesnt need the Loop Event.
    -You can have more waits based on different dmg by using different Y values.



    Proof it works:
    Pic full credit to StupidMarioFan1



    Ill test how to make for modes and will update with the method.

    Credits:
    -Full credit to LeafBarret, the creator of Kari PSA
    PSA/BrawlBox: Kari final version (Download in description)
    (another proof this works).
    -Credit to StupidMarioFan1 for the example code text, his picture above and to both StupidMarioFan1 and Alses for finding this PSA and his cool code.
    -Credit to ShadowMarth, i used some of his text from his tutorial (lazy me xD )

    Hope it helps upcoming PSA´s  Happy Face

    My next tutorial is something awesome i discovered myself  Awesome Face But need to fix a couple of things before make the tut.
    « Last Edit: September 13, 2012, 11:46:19 PM by Anivernage » Logged


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    « Reply #1 on: September 13, 2012, 11:38:36 PM »


    It was leafbarret that made Kari. Wink
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    Anivernage
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    « Reply #2 on: September 13, 2012, 11:40:34 PM »


    It was leafbarret that made Kari. Wink
    Fixed, thanks Grin
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    jrush64
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    « Reply #3 on: September 14, 2012, 07:51:17 AM »


    Awesome. I am so using this on Squall and Roxas. Thanks for this.
    « Last Edit: September 14, 2012, 08:33:14 AM by jrush64 » Logged

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    « Reply #4 on: September 14, 2012, 03:16:18 PM »


    me gusta
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    « Reply #5 on: September 14, 2012, 06:36:09 PM »


    Might or might not use this on my King Cold PSA. Grin
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    « Reply #6 on: September 14, 2012, 06:41:06 PM »


    I'm glad you credited me for telling you about those commands, and I see you played around with them a bit more than I did, I am trying to see if using these commands work with specials, so far I haven't had much success with the second B Up attack for SM64 Moveset v5.0, I'm trying to have it so when Mario has atleast 120% he does the hidden triple jump you get from talking to Yoshi after getting all 120 stars, I keep having problems though. Like Mario not going upward, just horizontal, or Mario doing the jump and he gets stucvk in his falling aniamtion, and so on.
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    « Reply #7 on: September 14, 2012, 09:44:46 PM »


    I'm glad you credited me for telling you about those commands, and I see you played around with them a bit more than I did, I am trying to see if using these commands work with specials, so far I haven't had much success with the second B Up attack for SM64 Moveset v5.0, I'm trying to have it so when Mario has atleast 120% he does the hidden triple jump you get from talking to Yoshi after getting all 120 stars, I keep having problems though. Like Mario not going upward, just horizontal, or Mario doing the jump and he gets stucvk in his falling aniamtion, and so on.
    Good luck with triple jump.

    Yup i think this coding i mean the Basic Variable Set: LA-Basic[X number] is the key for new and incredible codes, this works for special grabs, new waits and who knows we can discover something epic Grin
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    « Reply #8 on: December 01, 2012, 02:44:44 AM »


    So, would this code allow animations, such as ThrowN to last indefinitely or at least the specified amount of time you set?  Does that make sense?  Essentially, can one edit how long a character is grabbed regardless of the current damage percent?
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