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« Reply #90 on: February 16, 2016, 04:59:11 PM » |
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You're gonna have to play around with hitbox placements and timers until you get your desired result.
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« Reply #91 on: February 19, 2016, 04:37:18 AM » |
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Alright i've decided to use the same id for the sweetspot so it hits easier (aka give up).
For now, is there a way to edit Sonic's spring to a different trajectory/damage/knockback? If so, how?
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« Reply #92 on: February 19, 2016, 06:58:35 AM » |
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The spring's hitbox will be in Sub Routine 1B5E8.
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« Reply #93 on: February 29, 2016, 05:32:42 AM » |
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bump
I've been not replying these few weeks because I have no troubles. But now I have 1.
How do you find sub routines for final smashes (or specials). By the way I'm searching for mario's final smash sub routine.
This is off topic, but wheres a sm4sh's character attribute located at?
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« Last Edit: February 29, 2016, 05:36:25 AM by Hilmy091 »
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« Reply #94 on: February 29, 2016, 06:14:21 AM » |
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You can find those Sub Routines like you would find any other Sub Routine. With Mario's case, his Final Smash produces an Article.
Main: 17D90
GFX: CFF8
For Sm4sh character attributes, those are currently in the process of being defined.
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« Reply #95 on: February 29, 2016, 08:58:04 PM » |
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How I would find any other sub routine is the problem :/ Is it located somewhere in sub actions?
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« Reply #96 on: March 01, 2016, 06:25:42 AM » |
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The easiest way to find Sub Routines is to open your character in BrawlBox, but don't edit or save anything, just look in either the Sub Routines section or the Articles section and convert the offsets to Hex.
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« Reply #97 on: March 05, 2016, 07:14:46 PM » |
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This is a similiar question before. Can I make a 0% attack that has a hitlag?
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« Reply #98 on: March 05, 2016, 07:52:01 PM » |
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Yes. You just need to make it have knockback.
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« Reply #99 on: March 05, 2016, 10:26:55 PM » |
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I forgot to say I put the knockback, still no hitlag. Does it not work for special offensive collision?
Is it possible to make an offensive collision that will set a bit variable if it hits the enemy? Currently It sets the bit without confirming the hit.
Also I heard brawl- has removed hitstun cancelling, can I remove it without using brawl-?
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« Last Edit: March 05, 2016, 11:49:06 PM by Hilmy091 »
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« Reply #100 on: March 06, 2016, 07:59:26 AM » |
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Did you put a BKB or a KBG? You need to at least have a BKB or a WKB (Weight Knockback). To do that, you need to put in an If + Loop string that'll activate a Variable if the hitbox connects. X=Frame Hitbox starts on. Y=How many Frames the Hitbox lasts for. Z=Variable you want to activate. Asynchronous Timer: Frames=X Set Loop: Y Times If: Hitbox Connects Bit Variable Set: LA-Bit[Z] EndIf Synchronous Timer: Frames=1 Execute Loop There's a code that removes the ability to Air Dodge out of hitstun. No Air Dodge in Tumble [Phantom Wings, spunit262] * C2781310 00000006 * 80980000 2C040021 * 40A20020 8097007C * 80840034 2C040042 * 41A00010 2C040049 * 41A10008 38600000 * 39610040 00000000
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« Reply #101 on: March 06, 2016, 09:19:45 PM » |
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Yes I tested all knockbacks (growth, base, weight, everything) Its probably affecting flags/special flags. And because of it doesnt hitlag, it doesnt counts as hitbox hit
Is it ok to make an if block in an if block?
Thx for the code
Also, How do I edit mario/luigi's up special height? It doesnt have the descriptions in floating point editor.
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« Last Edit: March 07, 2016, 04:12:03 AM by Hilmy091 »
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« Reply #102 on: March 07, 2016, 06:31:39 AM » |
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Take a look at the vBrawl cast to see if anyone has a 0% move that has knockback.
What do you mean by that?
All you would need to do to increase the Up Special's distance with those two is by increasing the distance the TransN travels in their animation(s).
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« Reply #103 on: March 07, 2016, 07:00:30 PM » |
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vbrawl cast?
I mean the If command in PSA tool.
How do I know if a bit variable isn't already used by some other subactions/actions/sub routine?
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« Reply #104 on: March 07, 2016, 07:13:24 PM » |
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The characters that are in the unedited version of Brawl.
You want to put an If string inside an If string? Yes, that's possible.
You're gonna have to check throughout your moveset to see for yourself.
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