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ultimatetrainingmodpack's Issues

Blue DI lines are bugged with the random DI option

As knockback starts, a visual blue line effect indicates the direction you DI (excluding when you don't DI). This can be helpful when trying to react to DI on some moves. A couple of good example are Pikachu/Link Down Throw in which it can let you react ~4 frames earlier on tight follow-ups.

In v1.5, the blue lines are all over the place and doesn't seem to consistently align with the DI direction at all with the random DI option. I couldn't replicate the disconnect of the DI line and the actual DI angle in frame-by-frame with the CPU set to control. As far as I know, the DI (and blue line effect) is decided on the control stick input on the very frame hitlag ends/knockback starts.

This is not an issue when the CPU is set to DI with a specific angle, only the random DI option, so it's probably a bug.

It would be nice to see it fixed since when practicing now I lose the habit of reacting the blue DI lines since it's not working properly.

Nothing Showing Up in Drop Down Menu

When I hold the home button to get to the drop down menu for training mode, the menu opens up but nothing appears under the "Training Modpack Menu".

CPU never rolls right out of missed tech

CPU upon being hit and missing tech will only ever normal get up, get up attack, or roll left. They will never use roll right as an option. Setting tech options to random or miss tech has no effect. The option to roll right out of miss tech essentially just doesn’t exist. If you need me to provide anymore info just let me know and I’ll try to find more

Individual hitbox termination

  • Should hook AttackModule::clear(int id) and somehow terminate only shield graphics with a certain ID
  • Should also terminate when a hitbox overwrites a previous one with the same ID
  • General idea: how to terminate a shield graphic based on ID? Color?

Additional Drop-Down Menus for Mash Toggles: Airdodge, Jump, etc. and Random

If you select different options in "Mash Toggles" you could make it (similar to attack) open a special menu with different variations.

Airdodge

  • Neutral Airdodge
  • Left Airdodge
    etc.

Jump

  • Neutral Jump
  • Forward Jump
  • Backward Jump

Spotdodge -> Dodge

  • Spotdodge
  • Forward Roll
  • Back Roll

For Random, instead of doing random between ALL options (which is too much, because they are mashing useless random specials and aerials as well) you could toggle extra drop down menus when selecting Random and select up to x (whatever number fits) moves that the opponent will be choosing from at random.

Ex. with up to 5 Moves:
Random (new drop down opens up with any option you select)

  • Fair
  • Backward Jump
  • Airdodge
  • None
  • None

Stuck during boot

Atmosphere 0.8.9 fails to boot with SaltySD spawner. I'm on firmware 8.0.1.

saltysd log:

SaltySD Spawner: got SD card
SaltySD Spawner Start
SaltySD Spawner: got handle 38004 for process
Spawner: SaltySD (pid 7f) asked for handle sdcard
SaltySD Spawner: got SD card
SaltySD Spawner Start
SaltySD Spawner: got handle 38004 for process
Spawner: SaltySD (pid 7f) asked for handle sdcard
SaltySD Spawner: got SD card
SaltySD Spawner Start
SaltySD Spawner: got handle 38004 for process
Spawner: SaltySD (pid 7f) asked for handle sdcard

Adding SDI Drop-Down Menu

Much like DI, selecting the direction which you can sdi, also with the option to choose how much sdi it's applied (Low, Mid, High).

ezgif-5-2e57b4b26d28

Infinite shield still takes damage from some projectiles

Probably a bug and not a big issue but just wanted to point it out. It seems to only be non-staleable after testing projectiles like Link's Remote Bomb and thrown arrows after picking them up from the ground (neither of them stale).
However, when arrows are shot normally (in which the get staled) it does no shield damage to infinite shield. Seems to be the recurring theme for other projectiles I tested.

Suggestion: Trigger "defensive options" on normal landing

Settings:
Mash Toggles: Airdodge
Defensive Options: Flash Shield

If I launch the opponent into the air and try to frame trap him (attack into his airdodge with a low lag move -> punishing his landing) the opponent doesn't toggle the defensive options upon landing.

They only flash shield if the airdodge caused a tech (because they airdodged closed to the ground with transitions into a tech) but if they airdodge and land normally the CPU won't to anything.

but they do use their defensive options if they get hit by a non-tumble move. (Yoshis weak landing nair for example) out of hitstun.

So I guess "defensive option" is triggered by hitstun or get-up options but not by a finishing ending lag / landing lag.

My current work around:
Shield Options: Hold
I let them shield break and attack them while their stunned. They will shield the first available frame after move -> airdodge -> punish but I'd rather have a full shield because I don't know if I really punished them or if it was a really quick shield poke.

kind regards :)

Save States

Save states using a button combination to save position + percent

CPU drops shield before spot dodging/rolling, but not when using other available OOS options. (Beta)

The problem is the same as the title. No matter how I change the settings the AI will always drop shield before performing grab or dodges and rolls OOS.

I'm on firmware 10.0.1 running on a absolute fresh install of Atmosphere 11 with the beta modpack. Modpack ver 1.5 wouldn't work no matter how I installed it on this version of firmware or firmware 9.1.0, so I used the beta and it seemed to work correctly, but now I'm having this issue.

Crash with 10.0.0 and atmosphere 0.12.0

Hello!
Smash Ultimate does not start up with the latest version of atmosphere on 10.0.0. and the modpack installed. Is there an update available for SaltySD or the modpack itself?

Thanks

Tech-Roll Not Working Properly

From what I can tell, the training dummy will never tech-roll backwards. They will instead always techroll in the direction they were facing when hit.

This occurs both when their tech roll option is set to random and when it is set to roll.

Joint scaling issues

Effects with joint scale have their position scaled as well.

Possible solutions:

  • Scale down position by 3D joint scale
  • Produce effect at the correct position with EFFECT_ATTR(NO_JOINT_SCALE), grab its global position, create following effect and set it to that position

Fatal Error: Rebuilt package2 is too big!

I'm fairly certain this is a saltyNX issue, but I'm not sure so I figured I'd put it here. I'm running atmosphere emunand which is on 8.1.0 rn. Any idea what the issue is?

Latest beta and release crashes on atmosphere 0.12.0 and 10.0

Sorry for re-opening the issue, but I installed the latest beta release and tried the latest release on atmosphere 0.12.0 and I keep on getting the crash. It crashes on 0100000...C and has an error code of 2011-0301. Not sure what's happening, but it seems like you're adding a lot of cool features that I haven't tried yet (save states and shield grab)!

Please add "no DI" in the random DI option

When practicing reacting to DI there is 3 main DI angles but right now it's only "in" or "away". No DI is also super important as it is extremely common that people try to buffer shield/spotdodge/attack etc before an unreactable move hits them. Covering no DI can often require different execution than the other two as well.

Having all of those 3 DI angles in the "random DI" toggle would make it way more effective for practice. Alternatively, add a toggle menu for DI angles to randomize for more control.

Allow us to choose which direction for tech rolls

Idk how difficult this is to implement, but something like this I Know would be really beneficial. If its to time consuming feel free to forget this request since I'm not to sure how many people would want this.

Tech options?

Hey @jugeeya finally I got some time to try it out! Awesome tool, already helping my game! I want to know if there are any plans to implement tech options, so we can also add tech chasing to the modpack! Thanks a lot for the hard work and awesome tool!

Hero Buff Toggles

Hey, Wasn't sure where to request a feature but thought I'd post it here. Figured you could just delete it if it's not in the right place.

Was wondering if you could add an option in the training pack to always have oomph/psyche up/acceleratle or any combination of them for hero while in training mode. Could be useful for hero's trying to lab combos with buffs, and potentially for other characters playing against hero if you could enable it for CPU too for other chars to test out comboing/kill setups when hero has the buffs too.

Thanks much for your hard work!

Certain hitboxes not popping up

I started using UltimateTrainingModpack a few days back, and I have to say it has helped me learn a lot about the characters I play as. But I noticed certain attacks either show inaccurate hitboxes, or don't display them at all (or too late)

I didn't see anyone else writing in about this so I figured I should at least report my findings

  • Banjo's Side-Special's hitbox starts really late into its attack
  • Banjo's Forward-Smash shows an incomplete hitbox
  • Banjo's grenade shows no hitbox at all
  • Inkling's Splat Bomb shows no hitbox at all

I will post more as I find them, but these are the first few I noticed immediately after setting it up

CPU doesn't buffer defensive options immediately after tech options

The CPU seems to only perform the defensive options after a tech animation is finished in its entirety and not accounting for IASA frames. Instead of interrupting the endlag animation, the CPU delays the input by 2 frames for tech rolling backwards and 7 frames for tech in place or tech rolling forwards compared to when I try to buffer those options manually.

Additionally, when the CPU tech rolls forwards to a ledge/platform edge and ended up getting the "balancing animation", the defensive option input is eaten entirely (roll/spotdodge/jab). The only exception is shield flicker, but it's still delayed by 6-7 frames as mentioned earlier.

This doesn't seem to apply to ledge getups, though.

This issue makes the training mode mod as of v1.5 not reliable for practicing tech chasing and it would be nice to get it patched in the new update.

OSD doesn't go away

Maybe this is issue with Layoff whose page says it is still not ready to be used.

The problem is that when I change the volume the OSD doesn't go away. Also plugging in shows "charging" which doesn't go away.

Deleting the Training Modpack files from the SD card fixes the issue.

Where can I find a more extensive documentation?

Hey, Also a dev that loves Smash Bros here! I'm VERY GLAD I've found all of this on GitHub.

I'm not familiar with devkits on the switch (only worked with linux development and some web development). Is there somewhere I can find docs on how to get it started on my setup?

Thanks a lot!

Layoff Menu Doesn't Show Up

When I hold the home button on my right joycon, the usual Switch menu shows up instead of the modded toggles. My switch isn't patched, and my microSD is formatted to FAT32. I can still visualize hitboxes and the CPU picks random defensive options/options at the ledge.
It used to work a few weeks ago, but I can't tell what causes this issue.

I have :

Reinstalled the latest version of Atmosphère (0.12.0)
Reinstalled the latest version of the Training Modpack (v1.5)
Updated my Switch to the latest version (10.0.2)

I have not (yet?) :

Reformatted my microSD
Reinstalled my game

Edit: So all I had to do was installing the beta version of the modpack. If you have a similar problem that should fix it.

Better Menuing system

  • Somehow hook the training mode menu itself?
  • Improve text display?
  • Easier method of switching between toggles?
  • Allow better stacking of down taunt toggles?

Random Tech toggle

Have the CPU randomly perform one of the four tech options, or choose with side taunt

CPU doesn't buffer defensive options after footstools or trumps

This issue applies to both grounded and aerial footstools. Quite a few characters either have a footstool combo or a ledge trump punish, and it would be nice to know whether it's true or not (since the combo counter doesn't apply there). Same goes for more situational combos involving grab release.

As of patch v1.5 the CPU doesn't buffer any defensive/mash options after footstools or trumps. Would be a highly appreciated addition.

Doubles Practice in Training Mode

In Training Mode it's impossible to practice Doubles combos because all CPUs are treated as being on the same team.
Probably simplest solution: Turn team attack on in training mode so CPUs can hit each other

If you could somehow select a third character instead of duplicating the CPU that would make it really insane, but this is probably extremely hard to figure out, if even possible at all so the first solution would be enough for simple practice.

Character-specific Toggles

Show toggles for parameters relating to character-specific modes. Only show them when the character in question is in the match.

  • Wario: half/full waft
  • Cloud: limit
  • Joker: Arsene
  • Shulk: monado arts
  • Hero: oomph/psyche up/acceleratle

Game won't startup

I have the latest version of atmosphere and put the most recent stable release in the root of my SD card and now the game just goes to a black screen and I have to power off my switch.

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