Noob question about movesets/psa

Started by Hilmy091, January 11, 2016, 12:22:48 PM

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I dont think anyone deals a 0% damage execpt for jiggly's puff up (which has no hitlag).

Also, about how to find sub routines, I have to open FitChar.pac right?
All sub routines i found here are empty or invalid event list something.
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(converted to hex btw)

Those are GFX. You need to open it in v0.68b, and you'll see what I mean.
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March 08, 2016, 02:41:09 AM #107 Last Edit: March 08, 2016, 02:51:21 AM by Hilmy091
Thanks.
How come newer brawlbox versions actually removes important stuff?

However, Is mario/luigi's fireball offensive collision not located in sub routines' section?
Update : Found a link for sub routines, in case anyone need it :
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Moveset editing was removed from later BB versions because it was unstable.

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How do I edit Luigi's (or mario's) up special gravity?
When I try the add momentum command, it only works for the start of
up special's fall. I wanted to make it work for the fall loop.

You wanted to increase the Gravity of Special Fall via momentum? Did you make sure to put it in a loop?

Alternatively, you can use a code that adds PSA commands which can change Attributes on the fly.

http://forums.kc-mm.com/index.php?topic=75336.0
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Sorry for being not clear, I mean when I add the momentum it only works for the start
of his up special fall. So I want to make it works not just at the start.
If possible I'd do the gravity without momentum command.

I don't prefer to use codes. But if its the only way then I'll try.

In that case, you don't have much of a choice then. You'll have to use the code + new commands.
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Lets say I use that code for my project then upload it, would the guy that downloads it need to use that code too?
If they do, this is the main reason I didn't want to use the code.


Yes, the new PSA commands require the inclusion of the code into one's gct. There's no other way to get around it.
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March 14, 2016, 01:52:24 AM #115 Last Edit: March 14, 2016, 01:57:09 AM by Hilmy091
Oh thats a pity, I'm just gonna keep things the way they are now.

Is it possible to set/clear a bit variable when an animation ends/interrupted?
And also, making landing lag for air dodge? (could use an existing animation)

You would have to place the Bit Variable Clear command into the Sub Actions that correspond to the current Action ending or being interrupted.

If you wanted to make landing lag for an air dodge, I believe you would need to make Air Dodge go into a different custom Action upon landing.
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Theres a sub action with no offset, animation or commands at all (main/other/sfx/gfx)
I could use that for a custom subaction/animation right?

Also how can I make an If command that last for an entire animation?
(the if command has a sub routine)

Yes, you can use empty Sub Actions for custom moves.

To make an If string loop for the entire animation, put it into an Infinite loop.

Example:
Set Loop: Infinite
*If coding*
Synchronous Timer: Frames=1
Execute Loop
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March 17, 2016, 11:43:00 PM #119 Last Edit: March 17, 2016, 11:47:32 PM by Hilmy091
Oh nice, however after I placed the loop, it ignores every command that's infront of the execute loop command.

Where can I stay up to date with sm4sh scripts?