Noob question about movesets/psa

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

The Command "ID" is 02090200.
I don't take requests.

My PSA Thread
[move][/move]

January 23, 2016, 05:08:15 AM #16 Last Edit: January 23, 2016, 05:18:45 AM by Hilmy091
Is that the interupt id? If so then what is the invert action's "id"?
Ok, i filled the status id in "register interrupt?" with 00002771,
But what do i fill the interrupt id with?

This is a question you might not notice in my last post
"Is it possible to make damage values below 1? (0.9 0.8 etc)"

I said the Command, not the Interrupt. When changing the command into something else, a window will pop up with a text box in the lower right. Insert 02090200 into the text box and click Okay.

As I said before, there's two parameters. Parameter 1 uses the same exact values as Allow Specific Interrupt, while Parameter 2 uses the Status ID.

For Damage, you can't use decimal values.
I don't take requests.

My PSA Thread
[move][/move]

January 27, 2016, 06:55:06 AM #18 Last Edit: January 27, 2016, 07:04:49 AM by Hilmy091
Oh sorry i meant to say about these
Sorry but you are not allowed to view spoiler contents.


What i was saying is the interrupt id and the invert action status id that you put above.
I DID insert the numbers but it came out with interrupt id and status id, i only know to put
the status id, so what do i fill the interrupt id with?

another problem is, when i try to buff sonic's up grab "ThrowHi"'s knocback (both base and growth), it become weaker. before : kills jigglypuff at 154%. after : kills at 188%  (on animal crossing's stage)
if you need, growth + 10,base + 27 (decimal)

Like I said before, the Interrupt ID uses the same exact Values that the Allow Specific Interrupt command uses. So in this case, you would use B for the Interrupt ID.

For your other issue, did you make sure to use Hex values for Damage, Base Knockback, and Knockback Growth?
I don't take requests.

My PSA Thread
[move][/move]

Yes, i used hex for all. i edited both throw attack collisions, i also
know that in my psa version, element is actually base knockback.

What were the values that are used before and after your buff?
I don't take requests.

My PSA Thread
[move][/move]

I think i figured it out, he's grab apparently uses the special offensive collision
instead of a throw attack collision for the knockback.  It works now.

Back to neutral B, so if i fill the status id with 2771, i fill the interrupt id with 2771 too?

This is the status id and interrupt id that i mean for this post.

Can you give me the picture of the exact command in psa?
I'm beat  :-\

You use B for the Interrupt ID and 2771 for the Status ID. I told you this already.
I don't take requests.

My PSA Thread
[move][/move]

January 28, 2016, 03:55:55 AM #24 Last Edit: January 28, 2016, 04:03:51 AM by Hilmy091
I know but i thought you'd say "B" for a neutral special, and then i got confused,
I know about the 2771 part.

Also i meant to say the whole command-set of a once in air neutral,
not just the "register interrupt".

Sorry for being such a noob.  :-[

For the once per air state, set the Bit Variable that's associated with the command in the Special you want to disable, then in a Sub Routine, place the coding we talked about and reference that Sub Routine in every air Sub Action that can be acted out of.
I don't take requests.

My PSA Thread
[move][/move]

January 29, 2016, 07:13:15 AM #26 Last Edit: January 29, 2016, 09:14:40 AM by Hilmy091
Screenshots? (barely understand that)
Also sonic's subroutine when he hops after charging side B?

Plus any animating tips?

You need to make a new Sub Routine, not use an existing one.

I'll just go by this step by step for you.

Start by going to the Sub Routine tab before clicking on Create New, then insert your coding to disable the Special. It's very important to watch the Offset that's above the coding, as that will change when coding is added. When done, make sure the Offset in the text box matches the Offset above the coding. If you don't keep this in mind and change to the Sub Actions tab, your Sub Routine will be gone.
Sorry but you are not allowed to view spoiler contents.


Next, you're going to make a Sub Routine command and use the Offset of the Sub Routine as its Pointer before copy + pasting it in every aerial Sub Action that you can act out of (i.e. Jumping, Falling, etc).
Sorry but you are not allowed to view spoiler contents.


For aerial Sub Actions with an Allow Interrupt command in them, you would place the Sub Routine before the Allow Interrupt command.
Sorry but you are not allowed to view spoiler contents.


After that, you're going to place a Bit Variable Clear command to clear the Bit you set when the character lands on the ground or gets hit.
Sorry but you are not allowed to view spoiler contents.


To finish things off, you'll now place a Bit Variable Set command in the associated aerial Special Sub Action that you want to have a once per airtime usage. In this case, your Special is Neutral Special.
Sorry but you are not allowed to view spoiler contents.


If you did everything correctly, the Special will be disabled until landing if used in the air.

For animation tips, start off by making simple actions and look at existing animations on how to go at your animation. You should also look for critique whenever possible.
I don't take requests.

My PSA Thread
[move][/move]

Ohhh thank you so much and sorry for all that trouble!
I thought i had to put the sub routine in the neutral special action. (not sub)
I was using another psa version, now using psa 2.36.

Also where can i get Sonic's short-hop after charging side B's sub routine?

And when i modify an animation, it looks really glitched in 1/4 speed,is there a fix?

I think the short hop is a Floating Point, not a Sub Routine. To edit that, you need Article Floating Point Editor. https://www.dropbox.com/s/hkdziza5o2ec6b4/Article%20Floating%20Point%20Editor.zip?dl=0

There are four different Float types (show in the top right of the window). Make sure you know which Float type the Floating Point uses before editing. Edits will automatically save into the EditedFiles folder.

With the 1/4 speed animation issue, I'm assuming you're using Maya. What you need to do is select bone after baking, open the Graph Editor, and apply a Euler Filter.
I don't take requests.

My PSA Thread
[move][/move]