Thread is Self Explanatory.
This is a guide for those of you who want to know how to make multi movesets.
Ok! this is a guide to making Taunt activated Multi-Movesets
Useful link: http://opensa.dantarion.com/wiki/Variables#References (http://opensa.dantarion.com/wiki/Variables#References)
1.The 1st thing you need to do is go to the taunt that u want to activate the secondary moveset. Taunt Sub action id's are; Up taunt:(Facing right:1BC,Facing left:1BD)
Down Taunt:(Facing right:1C0,Facing left:1C1)
Left or right taunt FACING RIGHT(1BE)
Left or right taunt FACING LEFT(1BF)
2.Click Add then double click the Nop/No Action/No Event (Depends on which version u have.)
3.Click change and change The Nop/No Action/No Event to a "Bit Variable Set"
4. In the window you will see a Box Called "Parameter:" with the word "Variable" in it
Click on "Variable"
This should be the set up u see:
Type: Variable-->(Drop down arrow)
Memory Type:
Internal Constant-->(Drop down arrow)
Type: Basic-->(Drop down arrow)
Variable #: 0-->(Drop down arrow)
Now! We will use the "LA-Float" Bit Variable here. i dont think it matteers whitch one u use; The RA, IC ,or LA( Basic,Float or Bit).
5.Ok! so, Now we will set the Variable to access the second moveset
I normally use the "LA-Float" when making secondary movesets but u can use The RA,or IC( Basic,Float or Bit) to.
To start you off with this we will just use LA-Float.
This is what u need to change the set up to:
Type: Variable-->(Drop down arrow)
Memory Type:
Runtime Longterm-->(Drop down arrow)
Type: Float-->(Drop down arrow)
Variable #: 74-->(Drop down arrow)
(Note: u can use any Variable number [1-999] but there are some numbers that already have a function such as LA-Float variable #'s;(3,4,7,8) theses u dont use for multi movesets. here i just put 74 for an example)
When you click done it should look like this: Bit Variable Set: LA-Float[74]=true
^^^
(the number should say wut ever you put for the Variable #)
Ok now that thats done this is what u need to do:
in each move you need these 3 events
- If:Bit is Set: LA-Float[74]
- Else:
- End If
The code for your second moveset goes in between the If:Bit is Set: LA-Float[74] and the Else:
EX:
If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
Asyncronus Timer: frames=12
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
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:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
End If:
6.Say if u wanted Marths Down tilt to have a fire Flag on the second moveset this is wat u would do:
If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
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:
And finaly, the last thing U can do is accessing a diffrent subaction for a secondary moveset. for an example, taking Ikes Up-Smash and puting it for his secondary moveset,over his
Up-tilt.
What u do is put this in Ikes up tilt(Sub Action 54):
If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
Change SubAction: sub Action=5D
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:
Now this is what you put in the taunt u want to use to return to your default moveset:
Bit Variable Clear:LA-Float[74]=false
Damage activated movesets
This is a bit easier to do.
Step 1. Add a If(The third 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 Scalar
Coding Example:
If Compare:IC-Basic[2]>= 100 <-------------------------(Secondary movset code)
Asyncronus Timer: frames=12
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
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:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
End If:
Thats all XD if you have any questions PM me XD
This is a download able text file of it just in case ur internet is down and u need a glance at this:
http://www.mediafire.com/?x7d2bycauwwpcdd (http://www.mediafire.com/?x7d2bycauwwpcdd)
i was doing something like this to make Lucario and mewtwo but i got a problem i was out of subactiions to replace :S i mean mewtwo animations are all diferant then lucario :S is there any way to make the name of the animation change in the code? i can put them all in but i cant acess them all due to subactions limit :S
I dont think you can add subaction space to an PSA file
Quote from: Carnage on September 21, 2011, 03:30:21 PM
i was doing something like this to make Lucario and mewtwo but i got a problem i was out of subactiions to replace :S i mean mewtwo animations are all diferant then lucario :S is there any way to make the name of the animation change in the code? i can put them all in but i cant acess them all due to subactions limit :S
You shouldn't have reached a limit of subactions. That almost never happens. There are loads of subactions that say "NONE". Just use those. Subactions 3 and 4 are examples.
Quote from: SiLeNtDo0m on September 21, 2011, 08:52:34 PM
You shouldn't have reached a limit of subactions. That almost never happens. There are loads of subactions that say "NONE". Just use those. Subactions 3 and 4 are examples.
thats the ones that i used i think lucario had like 14 or 15 with noone but mewtwo needed way more thant that just the running walk walk slow turn rtc taked a few then side B down B another subaction then down smash up smash aerials tilts and etc how im i supposed to replace all that without taking subactions from lucario? i used like all that had noone :S i still have it saved with some changes
Hey ShadowMarth! Could you add to this how to make it so that if you recieve a certain amount of damage, you can use it. I need this!
yeah ill add how to do that when i get home. im at school.
Great job man, this'll be useful for two PSA's I'll be working on
Thanks and ur welcome
Thank you!!
No prob! XD
btw for save alittle filesize do this insteand if just charge dmg/hitboxes if in a other mode:
Asyncronus Timer: frames=12
If bit Set:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Else:
Offensive Collision:
Offensive Collision:
Offensive Collision:
End If:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
just so you dont have 2x of:
Asyncronus Timer: frames=12 at start
and 2x of
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
at end
that can save much filesize if you going this to all attacks (like Goku moveset´s Kaioken)
Quote from: Mariodk on October 11, 2011, 05:44:39 PM
btw for save alittle filesize do this insteand if just charge dmg/hitboxes if in a other mode:
Asyncronus Timer: frames=12
If bit Set:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Else:
Offensive Collision:
Offensive Collision:
Offensive Collision:
End If:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
just so you dont have 2x of:
Asyncronus Timer: frames=12 at start
and 2x of
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
at end
that can save much filesize if you going this to all attacks (like Goku moveset´s Kaioken)
Thanks i didnt know you could do that XD
same thing applies when you want to show with a graphic effect when it's available, correct?
Quote from: Volt_Storm_7 on October 12, 2011, 12:53:11 AMsame thing applies when you want to show with a graphic effect when it's available, correct?
Yes. that is correct.
For gfx you still would do this
If Compare:IC-Basic[2]>= (Which ever damage value/number you have)<-------------------------(Secondary movset code)
Asyncronus Timer: frames=12
Graphic Effect:
Graphic Effect:
Graphic Effect:
Syncronus Timer:Frames= frames=4
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
Graphic Effect:
Graphic Effect:
Graphic Effect:
Syncronus Timer:Frames= frames=4
End If:
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)
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? =.
Quote from: Volt_Storm_7 on October 13, 2011, 02:55:09 AMI 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?
Si
Quote from: Volt_Storm_7 on October 13, 2011, 08:53:03 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:
Thank you so much, shadowmarth. Hopefully this will help out future psas for everyone.
Quote from: Volt_Storm_7 on October 14, 2011, 01:22:21 AM
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
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?)
Quote from: Thany on October 14, 2011, 02:17:21 AM
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
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
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!!!
Hi, I would apply your tuto on Neutral B, and I have made this :
(http://i.imgur.com/ILnel.jpg)
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 !
Quote from: Yorsh on November 07, 2011, 07:59:19 PMHi, I would apply your tuto on Neutral B, and I have made this : (http://i.imgur.com/ILnel.jpg) 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?
Yeah, it working now.
Quote from: Yorsh on November 09, 2011, 05:59:48 PM
Yeah, it working now.
Sweet! i hope this help alot of ppl! XD
Does this not work for articles?
I'm trying to use this moveset swap tutorial to give samus's Charge beam different hit boxes but it doesn't work.
I tried doing the exact same method for her down tilt and it DID work.
Is there a way to get this to work for article hitboxes? =[
Quote from: Matryoshka on November 17, 2011, 05:21:17 PM
Does this not work for articles?
I'm trying to use this moveset swap tutorial to give samus's Charge beam different hit boxes but it doesn't work.
I tried doing the exact same method for her down tilt and it DID work.
Is there a way to get this to work for article hitboxes? =[
i also tryed that with luigi fireball and i coudlnt get it to work i tryed to make the ball have 5 charges with labits and it didnt work it would just ignore them if anyone finds a way to make this happen let me know
Question! Working on a new moveset and was wondering, can I use this same concept but to work for the B button instead of a taunt, and have it have about 4 altering sets? I realize it's alot but, is it possible?
Quote from: Epic Pervy on November 18, 2011, 04:27:36 PM
Question! Working on a new moveset and was wondering, can I use this same concept but to work for the B button instead of a taunt, and have it have about 4 altering sets? I realize it's alot but, is it possible?
you can use it anywhere they are la bits just need some ifs and tyour good to go xD
Quote from: Carnage on November 18, 2011, 04:52:23 PMyou can use it anywhere they are la bits just need some ifs and tyour good to go xD
Am I able to make it rotate between sets, or will it change randomly?
you can make it rotate for example everytime a certain move ies used one labit gets activated and one gets deactivated and so on
So say I'm having four sets which need to switch with the down B, and each set needs a different attack line up besides the Smash's final smash, and down/up B, and I want it to rotate in the same order. How would I code that exactly?
well i hope they dont got many animations or you will be out of subactions xD but i think this would work out so 4 Sets lets use labit 101-104 for example on the entry left and right you diactivate 102-104 (bit variable clear) and then on the atak you want to rotate you do this if labit101 is set(if bit is set) labit101clear(bit variable clear), bit variable 102 is set(bit variable set) ,attack code and end if and then repeat this process hope it helps you
I think I got it. I'll come back if I have any troubles
I have a question, where do I put the damage activated movesets? Just asking, treat me like a n00b, cuz I am one.
Well lemme give an EX:
you goto the move you want and put this at the start of your second moveset code:
If Compare:IC-Basic[2]>= (XXX)
Then at the end of it(Not the end of the whole attack but and the end of you SECOND moveset code.)You put an "Else"
If Compare:IC-Basic[2]>= (XXX) <-------------------------(Secondary movset code)
Asyncronus Timer: frames=12
Body collison:Intangible
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
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:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
End If:
Is there a certain place where I put the secondary movement that's damage activated.
No, because you don't need to set the variable to activate it. That's why its "Damage Activated"
Ok, one more question, do I have to add them to every attack?
only if you want certain code to take effect in That move. you dont need it on every move unless u want specific events to occur when the "set damage" is reached.
Another Question, why does it freeze sometimes when I attack with the altered move, but it's not activated yet? This keeps happening to me, and I don't know how to fix it.
Hey how do I make a moveset for how much total damage a character has? I tried to get my SM64 Moveset v3.0 to have it so when Mario takes like 100% or 150% his wait animation would change, but it kept crashing. I've gotten it to not crash instantly in v5.0, but it's not because of his total damage, its activated by how much damage a single attack has. DX KnightMario suggested to make the Up B change from the Triple Jump into the Special one you get from Yoshi after collecting 120 Stars, and said to have that change when he has 120%, but I can't get it to work. It should be possible unless Lucario was made a different way, because his attacks get stronger the more total damage he has, but I diddn't see anything though I might've overlooked it. Please help me. :|
Ok I figured out what went wrong on the PSA, I put consume item, but no item. -derp-
Quote from: StupidMarioFan1 on April 14, 2012, 02:18:38 PM
Hey how do I make a moveset for how much total damage a character has? I tried to get my SM64 Moveset v3.0 to have it so when Mario takes like 100% or 150% his wait animation would change, but it kept crashing. I've gotten it to not crash instantly in v5.0, but it's not because of his total damage, its activated by how much damage a single attack has. DX KnightMario suggested to make the Up B change from the Triple Jump into the Special one you get from Yoshi after collecting 120 Stars, and said to have that change when he has 120%, but I can't get it to work. It should be possible unless Lucario was made a different way, because his attacks get stronger the more total damage he has, but I diddn't see anything though I might've overlooked it. Please help me. :|
I didnt quite catch what you ment by how much "total" damage a character has.
please clearify
Quote from: ShadowMarth on April 16, 2012, 02:28:17 AMI didnt quite catch what you ment by how much "total" damage a character has. please clearify
Okay I meant that at the bottom of the screen by Mario's image, the damage percent will be 100%, that what I meant by total damage. Because what this edits is how much damage Mario'll take in one attack, in which it'll basically won't activate unless he takes 100 damage in one hit. Now I had gotten it so it won't crash instantly, but it'll crash whenever a subaction has the Change Action: 0 command, because of the Wait1 changing. I want help but I always want something that appearantly hasn't been figured out yet or hasn't been done yet. DX
Thanks for the info S.M, this would be nice for the X PSA im gonna try to do.
Now If you would just make a PSA tutorial for beginners like you said you would in the chat ;D
Would this also work for changing movesets with something like Down-B?