User talk:Raul Retana: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 8: Line 8:


Please be careful about Frame Speed Multipliers when editing the moveset pages. Fox's grabs are made faster thanks to them so even though the script for standing grab says frame 7, the fsm makes the grab frame 6 in-game. All the timing data is right so unless there's an obvious error like on a FAF somewhere, please don't touch it because FSMs are hell. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro|talk]]) 20:35, July 19, 2020 (EDT)
Please be careful about Frame Speed Multipliers when editing the moveset pages. Fox's grabs are made faster thanks to them so even though the script for standing grab says frame 7, the fsm makes the grab frame 6 in-game. All the timing data is right so unless there's an obvious error like on a FAF somewhere, please don't touch it because FSMs are hell. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro|talk]]) 20:35, July 19, 2020 (EDT)
:Ok, I'll try a to be more careful in the future. Tbh, FSMs are not really that difficult, I think: You just take the number of frames affected by the FSM and multiply them by the value of the FSM and if the result is decimal, just add one (2,4 frames would acually be 3 frames). I might be completely wrong in the last thing but I don't see how you can compute decimal frames otherwise
:Ok, I'll try a to be more careful in the future. Tbh, FSMs are not really that difficult, I think: You just take the number of frames affected by the FSM and multiply them by the value of the FSM and if the result is decimal, just add one (2,4 frames would acually be 3 frames). I might be completely wrong in the last thing but I don't see how you can compute decimal frames otherwise [[User:Raul Retana|Raul Retana]] ([[User talk:Raul Retana#top|talk]]) 04:31, July 20, 2020 (EDT)

Revision as of 03:31, July 20, 2020

IDs out of order

Hey, if IDs are listed out of order (such as on Byleth's NAir before you edited it), it's because that's the order in which the script lists them. I created that kind of page with IDs out of order on purpose especially for certain multihits that introduce low IDs in the middle. I don't have an example for that case because I can't remember which move(s) does that but it's something I've been doing deliberately whenever it happened. The only other page with IDs out of order I can think of is Luigi's DSmash, which I ask you not to edit them back in order, please. Hitbox Enthusiast Zeck (talk) 18:40, July 8, 2020 (EDT)

Yeah, I noticed when I saw the next moves. I'll change it back. By the way, I've found the scripts for the collateral hits of Byleth's back throw Raul Retana (talk) 18:49, July 8, 2020 (EDT)
Oh they weren't present before 8.0.0 for some reason. Hopefully other collaterals are now available as well! Hitbox Enthusiast Zeck (talk) 19:27, July 8, 2020 (EDT)

Frame Speed Multipliers

Please be careful about Frame Speed Multipliers when editing the moveset pages. Fox's grabs are made faster thanks to them so even though the script for standing grab says frame 7, the fsm makes the grab frame 6 in-game. All the timing data is right so unless there's an obvious error like on a FAF somewhere, please don't touch it because FSMs are hell. Hitbox Enthusiast Zeck (talk) 20:35, July 19, 2020 (EDT)

Ok, I'll try a to be more careful in the future. Tbh, FSMs are not really that difficult, I think: You just take the number of frames affected by the FSM and multiply them by the value of the FSM and if the result is decimal, just add one (2,4 frames would acually be 3 frames). I might be completely wrong in the last thing but I don't see how you can compute decimal frames otherwise Raul Retana (talk) 04:31, July 20, 2020 (EDT)