PSA: I can make weightknockback/knowbackgrowth ---> "Variable instead of Value" (or even use scalar)
Brawlbox: I cannot change "Value" to Variable or anything inside it.
Not a major bug, nothing that many might be interested in but... On the stuff I'm working this is very important. I'm trying to make complex stuff to see brawlbox potential and it really has promising potential, just need to be sure if in 0.68 you can add the ability to change "Value" to other stuff in the baseknockback and knockback growth
This also applies to "Bone/Id" and "Flags" but in there I have no need to put a variable. In damage, trajectory, offsets, tripping rate, Directional influence etc I can change this. I see that I cannot do this because it uses 2 different values in Bone/Id, WeightKB/KBGrowth and Shield Damage/BaseKB.
In PSA I can do this, but again, I won't use PSA for this thing as I have only edited my fresh files with brawlbox (did used PSA1.3mod in one file aftwer rebuilded to check something, but was only to modify some stuff).
If this can be looked at, I can get on some interesting stuff. Thanks BJ96! I'm getting a teaser of what I'm doing soon :-)
EDIT:
tested ingame and what I wanted with the damage worked flawlessly. Now I needed the system/mechanic I added to fix the KBG for me as it did with the damage.
This has been like this since 0.67, if you don't page up/down hitboxes show every frame. The buttons just plays hitboxes everyframe when evwr they are called they never terminate.
Kirby (B moves) - samus & bowser Shield - Yoshi Final Smash - Falco I heard on PM IRC that G&W doesn't but had no proof of this so this is just words read over a chat room.
And kingjigglypuff, DDD doesn't work? And what is that "doesn't" work on him?
Kirby (B moves) - samus & bowser Shield - Yoshi Final Smash - Falco I heard on PM IRC that G&W doesn't but had no proof of this so this is just words read over a chat room.
How come I'm making more work? Want me to make a gif of how fast I'm moving with PSA? Since re-linking a non-able copy/pasting sub routines and gotos is really slowing me down. Where I edit 30 sub actions that has the same sub routine with brawlbox, I can do like 50-60 sub actions with the same sub routine in PSA.
In brawlbox I cannot point it via offset as I can in PSA.
In brawlnox I have to: Double click sub routine > point it to sub routine (click) > sub routine number (click) > okay (click) > done (click) > click on another sub action > open the main tab (click)> repeat
In PSA I have to; Double click sub routine > click where I can put on text > (ctrl+v)=paste > done (click) > change sub action > repeat.
Being able to paste the offset in psa on the pointer is by far speeding me up mot putting more work on me.
My point is, I don't want to switch from BB0.67b to PSA1.3mod, but I have no choice.
BJ96 I found a semi fix, but it's risky (about the sub routines not copy/pasting right).
Once I copy pasted the sub routines they are action 274 main blah blah. I open now the .pac in PSA1.3mod and in the pont them to the correct offset (pointing/linking to the sub routine in brawlbox is just plain more work, click here > click there > okay > done and the repeat in other sub actions)
In PSA1.3mod if I don't add anything and just modify the sub routines that have an offset of null "FFFFFFFF" the file won't corrupt. Adding stuff in 1.3mod after being worked in brawlbox just corrupts the file (I got 2 of my files corrupted)
I speeded up my work with PSA1.3mod, now I'm happy that I can speed up, but accident adding an event might corrupt file by a high chance.
Yay NAMQ is happy!
Edit:
I further tested and seems to work, no glitches, no file size changes, the file is intact when transitioned from Brawlbox 0.67b to PSA1.3mod. But I state that in 0.67 and then to 1.3mod I got a corrupted file when adding stuff in 1.3mod so, only editing current available events would be the best way to avoid corruption.
I replaced the REL option with a better, just-as-hard-to-decide-to-choose option.
......... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy O.o....... When I voted for REFF it was not there XD. Fighter.pac editting would be awesome, but, REFF would be good also for many of us. I'm sticking to REFF still, fighter.pac should come out for version 0.69
I don't want to re-download 0.67 as it had moveset editor bugs and I'm afraid my .pac gets corrupted
I do get back ups but a corrupted files just stresses me and needing to restart the work I did before corrupting is just more stressful.
But I guess I'll have to re-link the sub routine/goto's for my first 8 characters, in each sub action I attach said events XD, (ain't funny, but I added a XD face either way). And this is for like 100 sub actions and for 8 characters so, I have to re-link to the sub routine 800+ times maybe XD.
Please I voted for Rel... remove it from the Poll as I've been reading recent posts... It should be removed from the polls cause those votes will fly away and I don't want silly votes to fly away. Lets cheer other useful stuff, I want to change my vote for REFF, sadly I cannot
EDIT:
Just noticed
Copying and pasting a "goto" or "subroutine" event guided as an example to --> "Subroutine 18 in sub routines". When pasted it will always say Action 274 in the entry in action list instead of pasting it as ""Subroutine 18 in sub routines"" when previously pasted. I was about to paste my sub routine mechanic from sub action 0 to 72 and like 20 more sub actions T_T. In .67 or PSA this problem wasn't around, could you patch it in the next version or like you did a couple times before, to this version?
this is kinda a bug but it isn't a bug either. Why I say it's a bug, because it wasn't here in 0.67 and it is in 0.67b.
Thanks in advance!
EDIT 2:
I don't want to re-download 0.67 as it had moveset editor bugs and I'm afraid my .pac gets corrupted
I do get back ups but a corrupted files just stresses me and needing to restart the work I did before corrupting is just more stressful.