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Author Topic: Shulk PSA - Continued progress on V1.5  (Read 51074 times)
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Erico9001
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    « Reply #120 on: May 28, 2014, 07:24:10 PM »


    Been a while since I posted here. I did do up Monado speed for the most part, but the thing is that I want the mode to end on its own after a certain amount of time. I'm currently unsure if it's possible so monado speed might not actually work out.

    Just today I finished a new animation for a side tilt. Have yet to psa it or see how it looks in game, but it looks decent in brawlbox.

    Oh yes and the up b does give some knockback now. Currently deciding between giving it a trip rate of 100% or continuing to use the opponent on back special hitbox flag.

    Mm, also almost forgot about the changes I did to the down b. I ended up using the actual sound effects from the game for that. The thing is that they are a little quiet.

    Also, is there anyone interested in doing a new model for Shulk? The model currently being used has a spot on its face that kind of bugs me. I could release the model with the next version. Proper credit given, of course. I could do the alternate colors unless you want to.
    If not, that's coo'
    « Last Edit: May 28, 2014, 07:31:18 PM by Erico9001 » Logged

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    « Reply #121 on: May 29, 2014, 07:47:06 AM »


    I can't do model things but I can help you out with PSA related things again. There are a few ways to simulate Monado speed having a time limit, some more tedious than others.
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    Erico9001
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    « Reply #122 on: May 30, 2014, 09:42:55 AM »



    Yeah, KingofChaos explained it to me in the help thread I made but its a little more complex than I would have expected. Help would be appreciated Smiley
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    « Reply #123 on: May 30, 2014, 09:58:27 AM »


    I haven't done a time activated mode, but I believe it'd go something like this:

    Subaction ActivateMode

    Bit Variable Set LA Bit X = 100

    Then, make a subroutine

    If Float Variable LA Float X > 0
    Bit Variable Increment LA Float X --
    End If*
    If LA Float X = 0*
    Clear Bit LA Float X
    End If
    Execute Loop

    *You could probably use an Else If (or If Else, don't remember what it's called) statement to "shorten" your coding, iirc.

    Then in the subaction for all the affected attacks/moves

    If LA Float X > 0
    (Insert what you want to change in the mode. For example, if you want it to speed up the attack, add a Frame Speed Modifier)
    Else
    (Insert the original coding in the subaction)
    End If

    That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.
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    « Reply #124 on: May 31, 2014, 09:54:13 PM »


    That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.

    and this part I know how to do
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    « Reply #125 on: May 31, 2014, 10:04:54 PM »


    Wouldn't you just add a

    Float Variable Set LA XX = 0

    in the death action override?

    And then in the run you could probably just add a FSM or a change subaction command.
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    « Reply #126 on: June 01, 2014, 05:00:47 PM »


    Pretty much yeah.

    If Comparison compare: IC Basic, 20001, comparison method 2, second variable 190
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    « Reply #127 on: June 01, 2014, 05:42:22 PM »


    Wait, Ike doesn't have Action Overrides

    Whoops.
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    « Reply #128 on: June 02, 2014, 10:09:16 PM »


    What? that code I used on Ike and it works fine. Just check out Brawl Minus Ike since I made him and all that. He activates a mode based on sword damage output. And when he dies he loses that mode.
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    « Reply #129 on: June 02, 2014, 10:17:51 PM »


    No, I was thinking of something else. Don't worry about it.
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