Hey everyone, drogoth here with a tutorial on how to make your character reflect projectiles.
The credit for finding this gem doesn't go to me (although I don't remember where I found it...) and I hope everyone can find use for it as I have
Defensive Collision:
Parameter 1: 3
Parameter 2: 0
Parameter 3: 2
What happens is that your character will reflect a projectile and a "clang" sound will play. Similar to when you Shield against a projectile perfectly and it gets reflected back.
I looked around in the Guard subactions (GuardOn, GuardOff, GuardDamage, and Guard) and wasn't able to find any references to it. So instead of having newbies and others search around the forums for hours to find it, here it is for anyone who needs it.
Enjoy!
DISCLAIMER
Quote from: Eternal Yoshi on February 10, 2014, 11:56:00 PM
What you're referring to is a defensive collision. If a character has no such thing, this won't work properly.
It's not possible to make a character reflect projectiles, unless that character is over someone with a reflector or something that collides with projectiles.
The only way you can really do it is with Hex and Module editing.
What you're referring to is a defensive collision. If a character has no such thing, this won't work properly.
Quote from: Eternal Yoshi on February 10, 2014, 11:56:00 PM
What you're referring to is a defensive collision. If a character has no such thing, this won't work properly.
Well isn't that just tragic.
Ill add that to the op.
jsut a question, how many character does this work with? can someone name all? cause if its inside modules, I might find a way to make it so everyone can use defencive/Reflective moves like that Special Throw/Transforming
I know Link and Toon link works with it on their wait!
Quote from: pikazz on February 11, 2014, 01:50:20 PM
jsut a question, how many character does this work with? can someone name all? cause if its inside modules, I might find a way to make it so everyone can use defencive/Reflective moves like that Special Throw/Transforming
Fox, Falco, Wolf, Pit, R.O.B., Ness, Lucas, and Zelda.
AKA Characters that have existing defensive Collisions.
I haven't a clue on how to add defensive collisions to a character file properly.
I THINK they may be viewed in Brawlbox, which labels it HitDataList#.
Quote from: Eternal Yoshi on February 11, 2014, 03:48:12 PM
I haven't a clue on how to add defensive collisions to a character file properly.
I THINK they may be viewed in Brawlbox, which labels it HitDataList#.
Didn't the PMBR do module editing for Mewtwo to have one?
Lucario has a defensive Collision (was originally used on Double Team)that was modified to work with Confusion. Can't add one to my knowledge.
and there, I am pretty sure I found where Defencive collusion is in Modules! should be easier to give the information that doesnt have it
edit: found out information of it if someone want to know
http://forums.kc-mm.com/index.php?topic=44101.msg1225818#msg1225818 (http://forums.kc-mm.com/index.php?topic=44101.msg1225818#msg1225818)
So here's a wild thought.
Powershielding can reflect projectiles. At least, in P:M.
...Anything we can do to abuse that feature to achieve the same effect?
I looked in the Guard subactions for anything related to defensive collisions, etc and found nothing.
Maybe it's in actions or something, but pikazz is on it.
According to Leon Exodio, this should work on anyone...
According to my own personal experience, it didn't work on Ganondorf.
However, I only tested it in Training Mode, and sometimes TM doesn't properly register PSA edits.
...But even so, if it did work on every character, I seriously doubt that we'd be discussing this in 2014. Almost everyone with any basic knowledge of moveset editing would know about it by now, and it'd be mentioned in every major PSA FAQ.
Quote from: Amarythe on March 04, 2014, 12:46:09 AM
According to my own personal experience, it didn't work on Ganondorf.
However, I only tested it in Training Mode, and sometimes TM doesn't properly register PSA edits.
...But even so, if it did work on every character, I seriously doubt that we'd be discussing this in 2014. Almost everyone with any basic knowledge of moveset editing would know about it by now, and it'd be mentioned in every major PSA FAQ.
Leon said that he tried it on Wario, Diddy, and other people and it worked.
Which is why I'm kinda skeptical about it.
Quote from: Zack Fair on March 04, 2014, 12:37:02 AM
According to Leon Exodio, this should work on anyone...
it works on everyone, but the problem is that the defensive collision calls up Franklin Badge item reflection if the character doesnt have Absorbing/Reflecting in their Modules and really buggy!
it work like 1 of 10-20 and once it works it will not work again!
Quote from: pikazz on March 04, 2014, 09:01:20 AM
it works on everyone, but the problem is that the defensive collision calls up Franklin Badge item reflection if the character doesnt have Absorbing/Reflecting in their Modules and really buggy!
it work like 1 of 10-20 and once it works it will not work again!
Ah, okay. Makes sensse.
There is a perfect Mario over Pikachu. (Not .rel) and the creator managed to get the cape to work correctly. Also you forgot a few things in the code I believe. You need a special offensive collision with certain flags.
I've gotten projectiles to be reflected on my Zero over Diddy PSA using the same defensive collision as in the OP. It always works.
There is something that kinda works.
You can set the Bit that the Franklin Badge uses. LA-Bit[53]. But it doesn't wear off until you die or get an actual Franklin Badge and have it wear off, despite the command to clear the bit being set.
Quote from: KingEvilpuff on March 09, 2014, 06:15:45 PM
There is something that kinda works.
You can set the Bit that the Franklin Badge uses. LA-Bit[53]. But it doesn't wear off until you die or get an actual Franklin Badge and have it wear off, despite the command to clear the bit being set.
Can you force the La-Bit[53] to terminate on a certain timer. I'll post my code in my PSA on here when I get off work. Even Leon Exodio's new shadow over Wario has a reflector.
I found out exactly why the defensive collisions work inside the FitChar.pac
every character that can reflect has a special Param folder (like the name Ness Bat or ExtraParam) which contains stuff like Sizebubble, reflection speed, X offset, Y offset ect! as soon the defensive collisions is on, it using the information inside! if the file doesnt have it, the FitChar.pac is pretty much screwed and have a glitchy franklin badge
so in theory, to get a perfect defensive collision, you need to edit the module together adding the extra param into the file with the right information!
I tried adding the extra param but it much harder than adding the stuff for glide/multijump/crawl D:
Quote from: OmegaS3 on March 09, 2014, 06:34:17 PM
Can you force the La-Bit[53] to terminate on a certain timer.
That's what I did.
Quote from: pikazz on March 09, 2014, 06:37:19 PM
I found out exactly why the defensive collisions work inside the FitChar.pac
every character that can reflect has a special Param folder (like the name Ness Bat or ExtraParam) which contains stuff like Sizebubble, reflection speed, X offset, Y offset ect! as soon the defensive collisions is on, it using the information inside! if the file doesnt have it, the FitChar.pac is pretty much screwed and have a glitchy franklin badge
so in theory, to get a perfect defensive collision, you need to edit the module together adding the extra param into the file with the right information!
I tried adding the extra param but it much harder than adding the stuff for glide/multijump/crawl D:
I don't think it should matter if it's difficult or not (I'd attempt the tutorial, regardless). Reliable reflection would be a bit of a breakthrough.
Quote from: OmegaS3 on March 09, 2014, 05:49:09 PM
Also you forgot a few things in the code I believe. You need a special offensive collision with certain flags.
I want it to reflect projectiles, not turn an opponent around or anything. I used this same code with my Link PSA and didn't need any collisions.
Quote from: KingEvilpuff on March 09, 2014, 06:15:45 PM
There is something that kinda works.
You can set the Bit that the Franklin Badge uses. LA-Bit[53]. But it doesn't wear off until you die or get an actual Franklin Badge and have it wear off, despite the command to clear the bit being set.
What about summoning, consuming, and then destroying the badge? Haven't tested it, but it sounds like it should.
Quote from: pikazz on March 09, 2014, 06:37:19 PM
I found out exactly why the defensive collisions work inside the FitChar.pac
every character that can reflect has a special Param folder (like the name Ness Bat or ExtraParam) which contains stuff like Sizebubble, reflection speed, X offset, Y offset ect! as soon the defensive collisions is on, it using the information inside! if the file doesnt have it, the FitChar.pac is pretty much screwed and have a glitchy franklin badge
so in theory, to get a perfect defensive collision, you need to edit the module together adding the extra param into the file with the right information!
I tried adding the extra param but it much harder than adding the stuff for glide/multijump/crawl D:
Doesn't matter how difficult, we'll all be trying to do it pikazz :)
look again a closer look, it appears that ROB is fully capable of reflecting stuff back with defensive collision. but the wierd is that he doesnt have that Reflecting Params thats needed for it, also he doesnt have it inside its module like I found with the others!
so here is the thing, if I found it, it would make reflecting stuff possible on a high success rate.
but i said IF I found it! I dont know where to look D: it can be anything!
EDIT: scratch that, its params is on HitDatalist13 D:
Quote from: pikazz on March 15, 2014, 04:19:57 PM
look again a closer look, it appears that ROB is fully capable of reflecting stuff back with defensive collision. but the wierd is that he doesnt have that Reflecting Params thats needed for it, also he doesnt have it inside its module like I found with the others!
so here is the thing, if I found it, it would make reflecting stuff possible on a high success rate.
but i said IF I found it! I dont know where to look D: it can be anything!
EDIT: scratch that, its params is on HitDatalist13 D:
I started reading this and I got excited, I completely forgot about ROB being able to reflect stuff with his Side B.
Then I read the edit D:
Well I think the first step would be finding out how to give a Defensive Collision to a character that doesn't have one and work from there.
Quote from: Zack Fair on March 10, 2014, 12:22:28 AM
What about summoning, consuming, and then destroying the badge? Haven't tested it, but it sounds like it should.
I've tested this. It looks shoddy, sounds amateurish (equip/drop SFX are maintained), and... it doesn't even work. (But I was testing it in Training Mode, and Training Mode doesn't test PSAs right most of the time >_>)
Point being, it's just not worth it. Unless you want to release a wonky looking/feeling hack, at any rate.
Quote from: KingEvilpuff on March 15, 2014, 05:22:37 PM
Well I think the first step would be finding out how to give a Defensive Collision to a character that doesn't have one and work from there.
I do the reverse, I find out how it works on a character with it and trying to make it not being able to reflect stuff, that means I hit the head on the nail
Quote from: pikazz on March 15, 2014, 06:02:18 PM
I do the reverse, I find out how it works on a character with it and trying to make it not being able to reflect stuff, that means I hit the head on the nail
Oh.
Have you tried removing the collision from a character? If so, does it work?
Quote from: KingEvilpuff on March 15, 2014, 06:10:10 PM
Oh.
Have you tried removing the collision from a character? If so, does it work?
I tried to remove the "Params" thats used for reflection. but Brawlbox dont want actually do that and freezes when stages is loading due often corrupted files.
but I have more ways to test that which I am actually doing atm
Quote from: pikazz on March 15, 2014, 06:16:17 PM
I tried to remove the "Params" thats used for reflection. but Brawlbox dont want actually do that and freezes when stages is loading due often corrupted files.
but I have more ways to test that which I am actually doing atm
Oh. Alright then.
Like I said before on a different thread, I'm sure you'll figure it out.