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« Reply #4363 on: July 04, 2013, 08:58:51 PM » |
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Show me your coding for each of your attacks.
Extra info on the graphic. The graphic shows up, but I still have no idea what exactly is going on. It seems to make copies of itself as it moves forward then dissapears from the back to the front. It's... weird. I'll get a pic up of it when I can. Alright, here we go First Subroutine: LA Bit Data: If Bit is Set: LA-Bit[669] If Compare: IC-Basic[1018] >= IC-Basic[3186] Offensive Collision: Id=0, Bone=1, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859 Else If Compare: IC-Basic[1020] >= IC-Basic[3186] Offensive Collision: Id=0, Bone=2, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859 Else Offensive Collision: Id=0, Bone=79, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859 End If End If End If If Bit is Set: LA-Bit[671] Bit Variable Clear: LA-Basic[671] = false Else If Bit is Set: LA-Bit[670] Bit Variable Clear: LA-Basic[670] = false Else Bit Variable Clear: LA-Basic[669] = false End If End If
Second Subroutine (for the graphic) [spoiler]If Bit is Set: LA-Bit[669] Sound Effect: 512 Synchronous Timer: frames=1 Sound Effect: 514 Synchronous Timer: frames=1 Sound Effect: 510 Synchronous Timer: frames=1 Sound Effect: 509 If Compare: IC-Basic[1018] >= IC-Basic[3186] Set Loop Infinite External Graphic Effect: File=3, Graphic ID=16, Bone=1, Translation=(0, 0, 0), Rotation=(0, 0, 0), Scale=0.5, Random Translation=(0, 0, 0), Random Rotation=(0, 0, 0), Anchored=true Synchronous Timer: frames=1 Execute Loop Else If Compare: IC-Basic[1020] >= IC-Basic[3186] Set Loop Infinite Synchronous Timer: frames=1 Execute Loop Else Set Loop Infinite Synchronous Timer: frames=1 Execute Loop End If End If End If
[/spoiler] That's for the graphic. They're both placed in the attacks that use them, and they all work perfectly. Hitboxes and sfx work. All that needs to be fixed is the gfx. Now for the run. The run is an animation of the TransN moving upwards. This is the code in the WallRun Asynchronous Timer: frames=28 Change Subaction: sub action=Fall This is the third problem. The Side smash. I'll probably have to send over the animation, but here's the coding: Asynchronous Timer: frames=33 Offensive Collision: Id=0, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=6.5, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=1, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=1, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=2, Bone=23, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.4, Z Offset=0.9, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=3, Bone=0, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3, Z Offset=0, Y Offset=9, X Offset=1.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=579012226 Synchronous Timer: frames=10 Terminate Collisions Synchronous Timer: frames=2 Bit Variable Set: RA-Bit[16] = true Asynchronous Timer: frames=39 Bit Variable Clear: RA-Bit[16] = false Allow Interrupt The Second Smash Asynchronous Timer: frames=40 Offensive Collision: Id=0, Bone=29, Damage=17, ShieldDamage=0, Direction=48, BaseKnockback=20, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=6.5, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=1, Bone=29, Damage=17, ShieldDamage=0, Direction=48, BaseKnockback=20, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=1, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=2, Bone=23, Damage=20, ShieldDamage=0, Direction=48, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.4, Z Offset=0.8, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410 Offensive Collision: Id=3, Bone=0, Damage=19, ShieldDamage=0, Direction=48, BaseKnockback=30, WeightKnockback=0, KnockbackGrowth=90, Size=3, Z Offset=0, Y Offset=9, X Offset=1.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=579012226 Asynchronous Timer: frames=50 Terminate Collisions Asynchronous Timer: frames=56 Allow Interrupt
And that's it. If it's too much and needs spoilers, I'll do it. Although it's much harder to read in spoilers.
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« Last Edit: July 04, 2013, 09:01:20 PM by drogoth232 »
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Logged
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In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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