Simple amazing. *Studies your pacs*
Thanks =3
From all those hitbox modifictaion codes Brawl+ uses I already knew what most of the parameters do.
The rest was mostly trial and error and looking at PMario's pac for referrence.
But really the Flame Wave is the result of hell lot of tinkering around with values. I had the basic concept layed out when I started and simply looked for moves that had effects I could use.
The flames for example have the gfx and hitboxes (values adjusted of course) of his neutral B explosion. That actually gave me a funny bug where the flames would almost instantly break a shield cause I forgot to tone the knockback growth down.
The scripting for the special actually isn't as complicated as I thought, at least if you're doing something as simple as the Flame Wave. Technically just consists of one If Else command, if you're in the air it goes to the subaction of my modified aerial version else it goes to the ground version.
After those subaction calls you simply have to specify into which action the character is send after the move. Stuff like 'Change action to standing once animation ends'.
At the moment all I've really done is give Luigi a flaming ass attack. ;_;
Hey that's already something, better than all of those 'olololol all moves do 999% movesets'
That's pretty clever 0_o
Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?
Yeah that's precisely what I tried to do. But again I only wanted a tiny window for the hitbox and the values I tried where so low that the hitbox got terminated without having any effect.