I've found a code that will let me put in separate Pokemon, but all it does is remove their Down Specials. If I try to load the Project:M Pokemon PSA over it the game freezes. Does anyone know how I can fix this?
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Show posts MenuQuote from: A Bloody Canadian on September 16, 2013, 08:01:42 PMThe generate item command seems to always generate the item in the character's hand. When I do this, and use said special, I get the "pickup item" sound effect and the cracker launcher shot appears in my character's hand. It can not be thrown and it will not explode
What were to happen if you used a Generate Item Event in PSA to call on the cracker launcher shot? (0E)
Quote from: A Bloody Canadian on September 15, 2013, 06:43:03 AMCorrect. 2.70. No, it's not an External GFX. It should be a universal GFX. Modifying subaction 66. Changing "Graphic Effect" From Graphic = 13 to Graphic = 12. It really does not like this.
I think you're editing an External GFX. Since Pikachu uses them. But you didn't specify exactly what kind of Event it was. Not entirely sure though cause GFX 13 is Electric. 12 Being an Explosion. I haven't messed with Pikachu alot, so that's my fault there.
You using PSA, right?
Quote from: A Bloody Canadian on September 04, 2013, 08:54:32 PMI'm sorry maybe I'm not making any sense. I'm aware that you can edit actions in Brawlbox and PSA, but from a programming standpoint it would only make sense that there would have to be a file that runs in the PAC before an action gets called. Basically said file would check for button input and then once it figures out what button is pressed it would call the appropriate action and the action would be performed. Sort of like how Actions call Sub-Actions, only I'm looking for the code that's called before an action can happen. It doesn't make any sense to me how an action can just be performed out of thin air - you have to know which action you're performing. Make sense? Or am I just too new to Brawl mods to understand how the functions are performed?
Every Character has Actions for their own Special Attacks. And you can easily modify them with PSA or BrawlBox. But if you're talking about common actions that every character has, then I think that's another file that every character reads... Only a guess...
Quote from: Chaoszard on September 05, 2013, 04:57:06 AMI don't know I saw someone who claimed to modify fighter.pac with Ocarina or something. They made each character go into dizzy state upon jumping, but exit dizzy state on landing. But come to think of it, this is probably not that hard to do normally, so it's probably just someone trying to make a wild claim.
Fighter.pac contains every common actions for each characters. Modifying this file would allow to make awesome stuff.
Sadly for now editing this file can be done by a hex editor only, but you can see what's inside this file with brawlbox. Also it seems that file patch codes don't allow this file to be loaded by wii. I tried a modified one and it didn't load in game.
So for now waiting is the only option. There is a program in development called Ikarus that would allow this file to be modified. I dunno when it would be done.
A lot of people have waited for ages (me included) to get access to this file.
Quote from: A Bloody Canadian on April 01, 2013, 02:56:58 PMI have the Article Floating Point Editor already actually, and I tried looking at it, but all I could find was odds for the item-based "turnips" (Beam Sword, Mr. Saturn, Bob-Omb, et cetera.)
The Action for the Helpless fall for all characters is 10. If you want it to go to the helpless state after a set period of time, add a variable to her Parasol Float SubAction, then in the action where she does that, have a change action event that allows her to go into the helpless state when that variable is reached. Also, if you want her to not be able to pull up her umbrella during the helpless state, I find that the parasol is involved in doing that, so you'd want to remove the parasol article which is Article 0.
I have a tutorial on how to make Special Attacks if it can help...
As for the Turnip thing, That is controlled by Article Floating Points. You can alter them by using the Article Floating Point Editor.
Quote from: libertyernie on March 22, 2013, 04:32:34 PMNo I'm getting a different link, somehow. Maybe I clicked the wrong one or something?
Is this the link you're downloading? http://www.mediafire.com/?06u1dgbfc57344v
I haven't downloaded it, but the file on my computer with the same name and filesize does have the P:M version.
If your projectm.xml works, could you post it here?
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