[Advanced] Aerial Taunting

Started by KingJigglypuff, July 23, 2016, 06:42:00 PM

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After toying around with a bunch of coding, I've figured out Aerial Taunting, and I'm here to show you what I did.

What's needed:
-A FitFighter.pac that has Action Overrides. (Example Image)
-Depending on which character you want to edit; PSA, a Hex Editor, and Tabuu, or BrawlBox v0.68b.
-On the coding side of things, you'll need 1 to 3 Sub Routines and 1 LA-Bit Variable. (Check out this thread to see which Variables you can use) (Check this Open SA page to see which Variables the game already uses)

Now that you have everything you need, let's move onto the tutorial.

Part 1
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What this coding does is change the Taunt Action to be able to be used in the air, but we're not done yet. We still need to ensure Up Taunt can even be used in the air, as Actions have their own Flags that allow them to be used in the air or not. What we need to do now is edit the Action Flags and Unknown Action Flags (also known as Unknown7 in BB).

1b). Action Flags and Unknown Action Flags
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Part 2: Button Input Coding
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What this coding does is check the following things if the DPad is pressed: Which Action the character isn't in, if they're in the air, if the Bit is not set, and if they're not in water. If all requirements are met, then pressing the D-Pad will put the character into the Aerial Taunt Action. The Actions listed in the coding are Actions in which the character can't interrupt with anything, and the Bit check is there, so you don't go spamming the D-Pad in the air.

If you're not going to use the gct code, then you'll need to place the coding inside an infinite loop as such.
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Next, you'll need to insert the following coding into the DamageFall Sub Action:
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What this coding does is check to see if the character was previously in hitstun or hanging on a ledge before entering the tumble Action. If the previous Action was either of those, then the Bit will be cleared. Otherwise, the Bit will be set. This is to prevent the character from taunting out of Final Smashes, such as Ike's and Kirby's Final Smashes.

Inside the Wait1 Sub Action, you'll place the following coding if you chose to use the External Sub Routines code.
X=Offset of the first Sub Routine made in this step.
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This will clear the Bit used for the Bit check, alongside establishing the start of the Independent Sub Routine

If you didn't choose to use the gct code, you'll just insert the Bit Variable Clear command and a Sub Routine command that directs to the newly created Sub Routine, but you'll also have to insert this Sub Routine into every aerial Sub Action that can be acted out of at one point or another. Since it's an infinitely looped string of coding, you'll need to merge Sub Action coding to make room for inserting the Sub Routine.

Part 3: Misc
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Even though not many people will use this, I'm making this to share what I did, while also throwing this out for those who would use this. Thanks for reading.

If you come across any issues, make sure you inserted the coding correctly, and are also able to consecutively trigger the issue. If you can, then let me know what's wrong. Otherwise, I'll have to dismiss your issue as you doing it wrong.
I don't take requests.

My PSA Thread
[move][/move]



Quote from: KingJigglypuff on July 25, 2016, 11:41:26 AM
Here you go then. :P
https://gfycat.com/SimplisticSomeBeardeddragon

Holy Bushes, that's pretty neat and I really appreciate the fact you figured this out on your own

Maybe in the future you could apply the same to to Smash4 :D