Shulk PSA - Continued progress on V1.5

Started by Erico9001, February 11, 2014, 11:40:08 PM

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May 29, 2014, 01:24:10 AM #120 Last Edit: May 29, 2014, 01:31:18 AM by Erico9001
Been a while since I posted here. I did do up Monado speed for the most part, but the thing is that I want the mode to end on its own after a certain amount of time. I'm currently unsure if it's possible so monado speed might not actually work out.

Just today I finished a new animation for a side tilt. Have yet to psa it or see how it looks in game, but it looks decent in brawlbox.

Oh yes and the up b does give some knockback now. Currently deciding between giving it a trip rate of 100% or continuing to use the opponent on back special hitbox flag.

Mm, also almost forgot about the changes I did to the down b. I ended up using the actual sound effects from the game for that. The thing is that they are a little quiet.

Also, is there anyone interested in doing a new model for Shulk? The model currently being used has a spot on its face that kind of bugs me. I could release the model with the next version. Proper credit given, of course. I could do the alternate colors unless you want to.
If not, that's coo'
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I can't do model things but I can help you out with PSA related things again. There are a few ways to simulate Monado speed having a time limit, some more tedious than others.
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Recently released: Sacred/Fusion Dark Interloper Link.

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Yeah, KingofChaos explained it to me in the help thread I made but its a little more complex than I would have expected. Help would be appreciated :)
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I haven't done a time activated mode, but I believe it'd go something like this:

Subaction ActivateMode

Bit Variable Set LA Bit X = 100

Then, make a subroutine

If Float Variable LA Float X > 0
Bit Variable Increment LA Float X --
End If*
If LA Float X = 0*
Clear Bit LA Float X
End If
Execute Loop

*You could probably use an Else If (or If Else, don't remember what it's called) statement to "shorten" your coding, iirc.

Then in the subaction for all the affected attacks/moves

If LA Float X > 0
(Insert what you want to change in the mode. For example, if you want it to speed up the attack, add a Frame Speed Modifier)
Else
(Insert the original coding in the subaction)
End If

That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.


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That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.

and this part I know how to do
Young Link recently broke 3000 downloads. If you haven't already, Check it out!

Recently released: Sacred/Fusion Dark Interloper Link.

What ever happened to Tifa?

Wouldn't you just add a

Float Variable Set LA XX = 0

in the death action override?

And then in the run you could probably just add a FSM or a change subaction command.


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Pretty much yeah.

If Comparison compare: IC Basic, 20001, comparison method 2, second variable 190
Young Link recently broke 3000 downloads. If you haven't already, Check it out!

Recently released: Sacred/Fusion Dark Interloper Link.

What ever happened to Tifa?

Wait, Ike doesn't have Action Overrides

Whoops.


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What? that code I used on Ike and it works fine. Just check out Brawl Minus Ike since I made him and all that. He activates a mode based on sword damage output. And when he dies he loses that mode.
Young Link recently broke 3000 downloads. If you haven't already, Check it out!

Recently released: Sacred/Fusion Dark Interloper Link.

What ever happened to Tifa?

No, I was thinking of something else. Don't worry about it.


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