How to Make a Counter

Started by KingJigglypuff, December 13, 2015, 05:56:35 PM

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December 13, 2015, 05:56:35 PM Last Edit: June 20, 2019, 01:49:40 AM by KingJigglypuff
Unlike the last tutorial I made, making a counter is fairly simple to make and shouldn't eat up too much file size.

For a counter, this tutorial will be split into three parts: Counter, Counter Attack, and Misc.

Requirements:
-Two open Special Actions and four open Sub Actions.
-Three LA Float variables. (Check this link to see which variables you're able to use. http://forums.kc-mm.com/index.php?topic=74266.0 )

Let's begin now.

Note: The coding previews will be using BrawlBox/Decimal previews.

Part 1: Counter.
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Part 2: Counter Attack
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Part 3: Misc
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This should cover the essentials of making a Counter. If you come across any issues or have any questions, then ask away. I hope this tutorial will aid others for their projects
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About time you made this.

0/10, took too long. Even though it's actually a 10/10 tutorial.


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Great tutorial KingJigglyPuff! By the way do I need to give a character a new animation slot in Brawlbox for the counterattack or do I simply use a GoTo subaction command?

What do you mean by animation slot?
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Sorry I wasn't clear when I said animation slot I actually meant Animation Data in a character's motion pac file. Basically I saw an option in Brawlbox to make a new animation for the character motion pac that I opened which in this case was Mario. I was wondering if I needed to make a new animation in Brawlbox and reference the counter attack to that or simply reference the counter attack to a preexisting animation.

Oh. All you need to do is just add model animations.
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Hmm I'm having trouble with adding new Action Groups with Brawlbox because it freezes every time I try to save after adding a new Action. Any thoughts as to why this is happening? Oh yeah the reason for me trying to add a new Action Group is I'm not sure if I should use the Actions that are below the Final Smash Action of a character or make a new Action in Brawlbox. I'm quite stuck on this one bro.

Oh. You're trying to add an Action? That's not possible. I thought you were talking about the animations themselves.
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Earlier I was talking about the animations but I just thought I needed to add more Actions to make a counter but since it's impossible to make new Actions I see I have to just edit the Actions that are below a character's Final Smash Action like Mario's Final Smash Action is 278. I also see that Mario has 2 Actions below his Final Smash. There's 279 and 280 so I assume those are the ones that I have to edit to make the Counter Attack right? I know how to handle the Sub Actions by the way it was the Actions part I was stuck on since I've never looked into those before.

Actions 279 and 280 are used for Mario's FLUDD. If you're not using FLUDD, then you can straight up replace the Actions.

If you are, then you're gonna have to set LA-Bits before entering the Action and clearing them after.

Use this guide to check which variables you can use. http://forums.kc-mm.com/index.php?topic=74266.0

Example:

If: Bit is Set: LA-Bit[X]
*Counter Action Coding*
Else
*Normal Action Coding*
EndIf

For when to set or clear the Bit, set the Bit on the Sub Action before you enter the next Action, clear the Bit during the Sub Action the associated Bit uses, and also clear the Bit on the non associated Sub Actions that use the same Action after as well.
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