Oh, come to think of it, the only way that really makes sense is for it to be a 1/value chance, so value is #sides.
While I'm asking you random things you have no good reason to know, what's the difference between "Sound Effect," "Other Sound Effect 2," etc.?
By the way, "Sounds 05" is just another type of sfx call. Right now v0.67b calls the value Undefined, but it's just an SFX ID like with all the other ones. I knew that. I wanted to know what set up the sides and chances. Since there is only a single value in that event, I'm pretty sure you can only do a "1 in X" chance.
Roll a Die event works like this:
You always roll a Die from 1 - "Value or Scalar" So if you roll a die 1 - 1.25 (80% chance) 1 - 2 (50% chance) 1 - 6 (16.666667% chance) 1 - 10 (10% chance) 1 - 12.5 (8% chance)
I use scalar, it works for decimals, but you can always use whole numbers
item movesets, if we can actually make it so when a pokemon finishes an attack does another one randomnly would be pretty cool. Might not be as hard probably, change actions to turn around and such, giving them requirement's by chance to make em more random.
I might be interested on modifying items when I get the chance Post Merge: August 20, 2012, 02:50:34 PMAlso, the duration of items depend on the common.pac or something (common 3 I think) idk, I can't recall as, I never edited items before.
But if some specific items end by the item's themselves then, terminating them late/earlier by giving it specific variables in them and such, would actually make them really interesting.
1. Under Attack11, press the + next to Main. 2. Press the + next to the first event that pops up in the list under Main. 3. Highlight the Offset parameter. 4. ??? 5. Profit
Edit:
I pasted the raw data from another sub routine into the new one, but it still did not point into the sub routine, nothing happened after changing the Raw Offset
I meant have hex values for the sub routines aswell. So we can point with an offset or by actually pointing it. Flags work the same way, we can do the flags via hexvalues (like we always did in PSA) or now with the easy to use feauture implemented in brawlbox, selecting what will flags do with mouse browing.
Sub routines don't have this, and would be good. (In the previewer or the main window in the moveset edit table I cannot do this value thing. Or are you talking that I can do this if I open the ("main", "gfx", "sfx" & "other") folder tabs and edit it there?
EDIT:
Nope, I cannot see anything in the main, gfx, sfx, other folders of the sub actions. Let me read what you meant cause I kinda got lost -_-"
Also remember what we talked about the "copy and pasting" sub routines don't copy at all?
I know a way that you can leave it like it is (not being able to copy - paste) but add the hex value like you did with the flags. Flags can be selected with mouse, clicking options and on top it has the hex value. Copy pasting the hex value would benefit the feature even more.