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Author Topic: WIP PSA Workshop  (Read 697090 times)
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Tabuu Forte Akugun
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    « Reply #885 on: August 24, 2013, 08:32:51 PM »


    You can always use the Add/Subtract Damage event and set the damage to a variable and then use a seperate subroutine to govern the variable and what you specifically want it to do.
    -Omni

    I would gladly try that, but I absolutely despise using subroutines unless absolutely necessary. D: The offsets always change and I end up losing them.
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    Keromonkey
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    « Reply #886 on: August 24, 2013, 09:32:50 PM »


    I would gladly try that, but I absolutely despise using subroutines unless absolutely necessary. D: The offsets always change and I end up losing them.

    ehhh, I hate when that happens Tongue
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    JamietheAuraUser
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    « Reply #887 on: August 25, 2013, 07:57:57 AM »


    That's my current problem, too. The offsets change and PSA isn't smart enough to fix it for you. I have 3 lines of code to add to the Wait1, and another 12 to add to the Final Smash, in order to make things work the way I want.

    Currently, the Final Smash leaves Lucario frozen on the last frame if it destroys the platform he's standing on. I've been told that the way to fix this is to use Set Air/Ground State: In Air, but I have to disable vertical and horizontal movement and momentum for that, since currently it accomplishes those things using Set Air/Ground State: On Ground. It also lacks the Enter Final Smash state/Exit Final Smash state code, meaning it doesn't remove status effects such as shrink or metal from Lucario when it activates. I was also sort of hoping to add a camera event to it...
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    « Reply #888 on: August 25, 2013, 09:59:57 AM »


    Although it is a problem, it is avoidable.  I remember running into the same issue before.  Each time you add a new event iirc, the offset changes. In the beginning, create more than enough nops that you think you'll need in the subroutine. Or just take notes of which subactions use the subroutine, and of the subroutine offset itself.  Then simply edit the subroutine to your liking.

    If you don't like having to fix a bunch of references, you can go with a double reference method.  Instead of the subaction offsetting directly to the main subroutine, it offsets to a reference (offset) to the main subroutine.  Now whenever you change the main subroutine, you simply change the double reference. 
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    Carnage
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    « Reply #889 on: August 25, 2013, 10:13:39 AM »


    bb psa automatically fixes subroutines you guys need to start changing programe imo
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    Keromonkey
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    « Reply #890 on: August 25, 2013, 07:24:44 PM »


    By the way, since this is a PSA workshop I wanted to post some of my latest work here, just a few moves

    1
    Down A Smash: Solar Burst - Moegami's Embrace*
    Again surrounding by damaging swirling flames, Amaterasu withdraws, gathering strength
    In a great burst, she explodes outwards
    unleashing her stored up sun energy in divine waves that knock enemies away and send sunbeams out in 180 degrees
    Special*
    After using the final smash, the next single use of this move will look like this...
    This move is quite deadly and, if you don't manage to kill them with her underpowered ground final smash this move will usually definitely do the trick. But aim carefully, you only get one shot.
    Note: This move can also be accessed by using Glacial Destroyer after a final smash, a DEADLY combo.

    2
    Final Smash (ground): Rising Sun
    Amaterasu stoops low to charge, as if she were performing a regular smash attack, but there’s something different about this one... Time stalls briefly, the camera zooms in to watch a portion of her performance, and then withdraws as she reaches up high and spins rapidly calling the sun, which grows bigger and bigger until it bursts with juicy flaming goodness!



    3 - yes, this is all one move
    Side B (Ground): Mystery Spell – Elemental Conjuring

    And now for the piece de resistance…
    I literally coded this entire move (and all 13 spells) in less than 24 hours of constant work
    this move has two versions.
    Side B press summons one of 13 different spells randomly.
    Side B hold charges through each spell sequentially.
    The spells are as follows:
    Ice Crystal (ice, freeze)
    Bolts of Eclipse (dark, and sleep)
    Ice Beam (freeze)
    Raging River (no damage, great force)
    Magnet Force (quick, tri-directional, electrically attracts lightning from all directions)
    Plasma Spheres (elec., stun)
    Dual Frost (double freeze spell)
    Magic Palm (damages, buries, or instant kills if struck by aura)
    Solar Orbs (fire, explode)
    Divine Cross (frozen divine cross)
    Grand cross (divine cross of fire & ice)
    Black Hole (high damage, blows enemies around, sucks them in)
    Phoenix Bomb (explosion)

    For the forum, go here
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    KingJigglypuff
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    « Reply #891 on: August 25, 2013, 07:28:25 PM »


    Those are some impressive graphical effects. o-o
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    Keromonkey
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    « Reply #892 on: August 25, 2013, 08:50:38 PM »


    Those are some impressive graphical effects. o-o

    Thank you, King Jiggly =), I put alot of effort into getting things as close to perfect as possible

    Edit: I had to thank Eternal Yoshi's tut for my learning to import models but I recently found out that since BrawlBox 68 was updated, it can do it way easier and without hexing. Yay to no more hexing! lol

    Edit2: Ah, i meant brawl box's ability to import mdl0 models and add graphical effects/textures to .pac files but idk if BB can import/export ext gfx so I use the extgfxeditor.
    « Last Edit: August 25, 2013, 09:05:18 PM by Keromonkey » Logged


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    « Reply #893 on: August 25, 2013, 09:19:09 PM »


    Nice application of Fire01 from the ef_pokemon.pac I've never seen it effectively used until now, congratz   
    -Omni
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    « Reply #894 on: August 25, 2013, 09:33:56 PM »


    Nice application of Fire01 from the ef_pokemon.pac I've never seen it effectively used until now, congratz  
    -Omni

    Thank you omni ^_^. Do you mean the 'fire atom' or the beam though? I think I was actually looking for either a 2nd beam mdl0 or Ivysaur's leaf gfx when I stumbled across the fire atom, I think. I figured it'd be perfect for realizing certain ideas.
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    « Reply #895 on: August 26, 2013, 01:06:57 AM »


    The Fire01 is the barrage of swirling fire/energy strips in Brawl it's used for the Fire Pokemon Summons moves it's not very obvious, but you seem to have applied it well in this Amaterasu PSA!
    -Omni
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    Keromonkey
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    « Reply #896 on: August 26, 2013, 01:48:00 PM »


    The Fire01 is the barrage of swirling fire/energy strips in Brawl it's used for the Fire Pokemon Summons moves it's not very obvious, but you seem to have applied it well in this Amaterasu PSA!
    -Omni

    Well all the same, thank you very much Omni Smiley 
    *Sincerely flattered*
    *Listening to Merry Christmas, Mr. Lawrence (although this last part is irrelevant, lol)*
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    pikazz
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    « Reply #897 on: September 02, 2013, 07:27:33 AM »



    a animation on my model with its own skeleton! I got pretty happy about it!

    Keromonkey: Holy [censored], those effects were so awesome! teach me : D
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    « Reply #898 on: September 02, 2013, 04:08:48 PM »


    a animation on my model with its own skeleton! I got pretty happy about it!

    Keromonkey: Holy [censored], those effects were so awesome! teach me : D

    Teach you!? How can I do that, I'm still puzzling my way through your tutorial on giving Zelda Ganon's Air Side B Throw. If anything, your knowledge of hex exceeds my own (my own = minimal) lol.
    « Last Edit: September 02, 2013, 04:09:44 PM by Keromonkey » Logged


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    « Reply #899 on: September 02, 2013, 07:52:53 PM »


    Awesome Face


    For Leon Exodio's PSA over MK
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