Damage and Taunt Activated Multi-Moveset Making guide XD(Updated)

Started by ShadowMarth, September 20, 2011, 09:30:10 PM

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Thread is Self Explanatory.
This is a guide for those of you who want to know how to make multi movesets.

Ok! this is a guide to making Taunt activated Multi-Movesets

Useful link: http://opensa.dantarion.com/wiki/Variables#References

1.The 1st thing you need to do is go to the taunt that u want to activate the secondary moveset. Taunt Sub action id's are; Up taunt:(Facing right:1BC,Facing left:1BD)
Down Taunt:(Facing right:1C0,Facing left:1C1)
Left or right taunt FACING RIGHT(1BE)
Left or right taunt FACING LEFT(1BF)

2.Click Add then double click the Nop/No Action/No Event (Depends on which version u have.)

3.Click change and change The Nop/No Action/No Event to a "Bit Variable Set"

4. In the window you will see a Box Called "Parameter:" with the word "Variable" in it
Click on "Variable"

This should be the set up u see:

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 0-->(Drop down arrow)

Now! We will use the "LA-Float" Bit Variable here. i dont think it matteers whitch one u use; The RA, IC ,or LA( Basic,Float or Bit).

5.Ok! so, Now we will set the Variable  to access the second moveset
I normally use the "LA-Float" when making secondary movesets but u can use The RA,or IC( Basic,Float or Bit) to.

To start you off with this we will just use LA-Float.

This is what u need to change the set up to:

Type: Variable-->(Drop down arrow)

Memory Type:
Runtime Longterm-->(Drop down arrow)

Type: Float-->(Drop down arrow)

Variable #: 74-->(Drop down arrow)
(Note: u can use any Variable number [1-999] but there are some numbers that already have a function such as LA-Float variable #'s;(3,4,7,8) theses u dont use for multi movesets. here i just put 74 for an example)

When you click done it should look like this: Bit Variable Set: LA-Float[74]=true
                                                                                                  ^^^
                                           (the number should say wut ever you put for the Variable #)  
                                                                 
Ok now that thats done this is what u need to do:
in each move you need these 3 events
- If:Bit is Set: LA-Float[74]
- Else:
- End If

The code for your second moveset goes in between the If:Bit is Set: LA-Float[74] and the Else:
EX:

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
           Asyncronus Timer: frames=12
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
           Asyncronus Timer: frames=12
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
End If:






6.Say if u wanted Marths Down tilt to have a fire Flag on the second moveset this is wat u would do:

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
           Asyncronus Timer: frames=12
           Offensive Collision:(Fire flag)
           Offensive Collision:(Fire flag)
           Offensive Collision:(Fire flag)
           Offensive Collision:(Fire flag)
           Offensive Collision:(Fire flag)
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
           Asyncronus Timer: frames=12
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
End If:

And finaly, the last thing U can do is accessing a diffrent subaction for a secondary moveset. for an example, taking Ikes Up-Smash and puting it for his secondary moveset,over his
Up-tilt.

What u do is put this in Ikes up tilt(Sub Action 54):

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
           Change SubAction: sub Action=5D
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
           Asyncronus Timer: frames=12
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Offensive Collision:(Normal default Slash flag)
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
End If:


Now this is what you put in the taunt u want to use to return to your default moveset:
Bit Variable Clear:LA-Float[74]=false



Damage activated movesets

This is a bit easier to do.

Step 1. Add a If(The third if) and for the parameters this is what u put:
Requirment
Click requirement and in the area to the right for the
Type:Requriement--(Drop down arrow)[Leave as it is]
Requirement:
00--(Drop down arrow)[Change to "Compare"]


Variable

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 0-->(Drop down arrow)

This is what u need to change it to

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 2-->(Drop down arrow)

Comparison Meathod

Just put "4" for the "Value"

2nd "Variable"

This is the amount of damage u want ur 2nd moveset to execute at.
Change it to Scalar
Coding Example:

If Compare:IC-Basic[2]>= 100 <-------------------------(Secondary movset code)
           Asyncronus Timer: frames=12
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
           Asyncronus Timer: frames=12
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
           Syncronus Timer:Frames= frames=4
           Terminate Collisions
           Allow Interruppt
End If:


Thats all XD if you have any questions PM me XD

This is a download able text file of it just in case ur internet is down and u need a glance at this:
http://www.mediafire.com/?x7d2bycauwwpcdd
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

i was doing something like this to make Lucario and mewtwo but i got a problem i was out of subactiions to replace  :S i mean mewtwo animations  are all diferant then lucario :S is there any way to make the name of the animation change in the code? i can put them all in but i cant acess them all due to subactions limit :S
Sorry but you are not allowed to view spoiler contents.

I dont think you can add subaction space to an PSA file
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

Quote from: Carnage on September 21, 2011, 03:30:21 PM
i was doing something like this to make Lucario and mewtwo but i got a problem i was out of subactiions to replace  :S i mean mewtwo animations  are all diferant then lucario :S is there any way to make the name of the animation change in the code? i can put them all in but i cant acess them all due to subactions limit :S

You shouldn't have reached a limit of subactions.  That almost never happens.  There are loads of subactions that say "NONE".  Just use those.  Subactions 3 and 4 are examples.

Quote from: SiLeNtDo0m on September 21, 2011, 08:52:34 PM
You shouldn't have reached a limit of subactions.  That almost never happens.  There are loads of subactions that say "NONE".  Just use those.  Subactions 3 and 4 are examples.
thats the ones that i used i think lucario had like 14 or 15 with noone but mewtwo needed way more thant that just the running walk walk slow turn rtc taked  a few then side B down B another subaction  then  down smash  up smash aerials tilts and etc how im i supposed to replace all that without taking subactions from lucario? i used like all that had noone  :S i still have it saved   with some changes
Sorry but you are not allowed to view spoiler contents.

Hey ShadowMarth! Could you add to this how to make it so that if you recieve a certain amount of damage, you can use it. I need this!
http://forums.kc-mm.com/index.php?topic=41055.0
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Looking for animations you cannot make yourself? Come request here.


Currently Working on
- Neku Animations
- Sanji Animations
- Crystal Animations

yeah ill add how to do that when i get home. im at school.
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

Great job man, this'll be useful for two PSA's I'll be working on
STREAMING MODELING STUFF
Pervys world of art
Pervys world of words
QuoteIf only hacking Brawl paid bills.
[move][/move]

Thanks and ur welcome
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

Thank you!!
http://forums.kc-mm.com/index.php?topic=41055.0
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Looking for animations you cannot make yourself? Come request here.


Currently Working on
- Neku Animations
- Sanji Animations
- Crystal Animations

No prob! XD
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

btw for save alittle filesize do this insteand if just charge dmg/hitboxes if in a other mode:
Asyncronus Timer: frames=12
If bit Set:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
Else:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
End If:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt

just so you dont have 2x of:
Asyncronus Timer: frames=12 at start
and 2x of
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
at end
that can save much filesize if you going this to all attacks (like Goku moveset´s Kaioken)

I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

Quote from: Mariodk on October 11, 2011, 05:44:39 PM
btw for save alittle filesize do this insteand if just charge dmg/hitboxes if in a other mode:
Asyncronus Timer: frames=12
If bit Set:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
Else:
           Offensive Collision:
           Offensive Collision:
           Offensive Collision:
End If:
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt

just so you dont have 2x of:
Asyncronus Timer: frames=12 at start
and 2x of
Syncronus Timer:Frames= frames=4
Terminate Collisions
Allow Interruppt
at end
that can save much filesize if you going this to all attacks (like Goku moveset´s Kaioken)


Thanks i didnt know you could do that XD
Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108

same thing applies when you want to show with a graphic effect when it's available, correct?
http://forums.kc-mm.com/index.php?topic=41055.0
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Looking for animations you cannot make yourself? Come request here.


Currently Working on
- Neku Animations
- Sanji Animations
- Crystal Animations

Quote from: Volt_Storm_7 on October 12, 2011, 12:53:11 AMsame thing applies when you want to show with a graphic effect when it's available, correct?
Yes. that is correct.
For gfx you still would do this
If Compare:IC-Basic[2]>= (Which ever damage value/number you have)<-------------------------(Secondary movset code)
           Asyncronus Timer: frames=12
           Graphic Effect:
           Graphic Effect:
           Graphic Effect:
           Syncronus Timer:Frames= frames=4
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
           Asyncronus Timer: frames=12
           Graphic Effect:
           Graphic Effect:
           Graphic Effect:
           Syncronus Timer:Frames= frames=4
           End If:


Managing between Being in the US Army and other things. All is well so far.

FC:4256-5446-5169
PSA 2.35:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29684
Competitive play Official thread:
http://forums.kc-mm.com/index.php?topic=54433.msg1069108#msg1069108