Just so we have a place for this...

Started by ピカノ, August 03, 2009, 06:59:09 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

well, PW said that there was a "global library" of basic effects that any character can use. i don't know what that is or how to find it. i know that shadow doesn't work with samus, when following what neon posted. still, can anyone help me find the effects for samus's electric attack?


August 04, 2009, 01:05:24 PM #106 Last Edit: August 04, 2009, 02:41:17 PM by Dragonrage
What exactly are you looking for? Making the move electric on contact or adding electricity to the animation. (similar to the Pikachu hacks)

The first one is easy:
Just go to the move's subaction ID and change the last digit of Flag for all hitboxes to 3.

For the second, if Samus has electric graphic effects on some moves you would need to look at those. If she doesn't have them there's probably nothing you can do unless we get a list of global effects.

Anyway small update on hiteffects:

0 - normal
2 - slash
3 - eletric
4 - ice
5 - fire

I also just finished creating my first custom B move. Will have a video up soon.

please tell us how to change B moves ASAP! i'm making great progress on my samus hack. unfortunatly, i don't have a capture card yet, so i can't make vids. and of course, the hit effects you posted have neither of the effects that i want


August 04, 2009, 01:19:30 PM #108 Last Edit: August 04, 2009, 01:21:11 PM by Dragonrage
Eh, I still don't understand how most of the stuff in the Specials tab works.
I just looked at PMario's Side and Downspecial and noticed that their script under Specials is exactly the same.
So I simplied copied it over to Ike and it worked. The way the move works, hitboxes, animation, hiteffect, sfx, gfx all need to be modified in the subactions tab, though.

What I can understand from the script PW wrote for his Mario hack is that it starts with a calling a subaction (I used the one for Ike's SideB startup. This is the subaction where you 'create' the move) and after that sets some conditions. Like for example the character is treated like he's on the ground all the time while in the move. That's why you can stall with the move, btw. I tried adding a condition that if you're in the air you'll go into freefall after the move but all it did was putting him into freefall once he used the move regardless if he's on the ground or in the air.

So yeah I'm mostly clueless about that stuff but I'm getting the hang of hitboxes, graphics etc.

also, i went to the flags, and added a 5 at the last digit to make fire hit effects, but it did nothing


Did you add it to all hitboxes the move has?

Cause it works for me, added fire hiteffect to all of Ike's aerials and his new SideB.

yea. actually, i also went to try to put electric on her foward smash, and they all have 3 at the end already. "the end" is the very right, correct?


dragonrage, what do you think of this? i copied some of PMario onto Samus, now when you shoot a fast missle on the ground, it does this.



August 04, 2009, 02:23:51 PM #113 Last Edit: August 04, 2009, 02:26:01 PM by fireking220
I know how to changespecial attacks. In the special folder theres a line of code that says change sub action: [number letter combo] The number letter combo corresponds a  to a certain sub animation in the sub action tab. in the sub action tab theres a list button next to the words sub action below the tab. That's the [number letter combo] I mentioned earlier. Now go back to ur special tab and chnage that number letter combo to the new one and he/she should have a new animation for a special attack!!

ex.

If its like this (i'll use my sonic example) say I want sonic to have a beamsword animation.

Original
Change sub action: sub action = 1D0

I want the Smash Beam sword animation which is 124 so I simply do this

New
Change sub action: sub action = 124

hope this helps Plasma
Sorry but you are not allowed to view spoiler contents.


I DO NOT take requests, I make what I want to make

it kinda helps. i made samus have neutral air B as her up B, but it can stay in one spot infinitely, and doesn't move. i'll mess with it more later


@ fireking220

Yeah that's pretty much the only part about specials I understand. The problem I have is the other stuff like if the character goes into freefall ,how the move works while airborne etc.

@dragonrage

I believe what causes that is something about the attributes of the sub action (wheter it loops, moves the character ect.) Or somethings wrong with the coding.
Sorry but you are not allowed to view spoiler contents.


I DO NOT take requests, I make what I want to make

I
Quote from: Segab on August 04, 2009, 01:21:00 AM
Quote from: Segtendo on August 04, 2009, 01:06:36 AM
EDIT: Thanks to the lists, I'm understanding it a little. I wanna do it where if Falcon does F-air, he goes "yes". What's the value for it?
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
I've been wanting to do the exact same thing with his knee!


again, when adding hit effects, is the last digit on the left or right? if the last digit is on the right, then it says that Samus's >smash already has an electric effect


You guys think that maybe when you master SA and stuff you could make requested movesets? I just want to make Samus a fighter(no gun) for my Hitomi texture I'm making....