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playable_bosses's Introduction

Hello, World! πŸ‘‹

I'm a passionate developer and lifelong learner. Welcome to my GitHub profile! Here, you'll find a collection of my personal projects, contributions to open-source, and more.

Skills

  • Programming Languages: JavaScript, Java, Python, Rust, C++, C#, C
  • Web Technologies: HTML, CSS, React, Node.js
  • Databases: MySQL
  • Version Control: Git, GitHub

Projects

Playable Bosses

Project 1

Fully playable bosses for Super Smash Bros. Ultimate.

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playable_bosses's Issues

Team Battle Issues

So team battle (with stocks) seems to be kind of broken sometimes, from the cpu bosses restocking causing soflocks or even a crash one time. Sometimes the battle just doesn't end, Specifically, I was fighting Marx +2 others on the opposite team, and after everyone on Marx's team was defeated the battle didn't end.

On Galleom is missing a move

Hi, I noticed that Galleom is missing a move that crushes the opponent with his legs. If you can put it I suggest you to put on left D-PAD button. Hope it helped you

No libcomp_boss.nro file?

I can't seem to locate the libcomp_boss.nro Skyline plugin file required for this mod to properly work. Any updates?

There is missing many worlds of dlc

Hi i see is missing many stage of dlc and there are no stage of kazuya, Pyra and Mythra, Sepiroth And Sora. Can you please add this stages??

Move list pages (Enhancement request)

Back when Claude was working on this mod there was a time when he managed to add custom move lists pages for the bosses into the pause menu move list pages that shows the moves of all the characters. Would it be possible to have this return for the bosses or at-least in the meantime have a move list added to the readme document to help players know how to execute the moves for the bosses?

Some bosses don't die anymore

Bosses like Master Hand and Crazy Hand tend to not die when they are killed. They usually end up "dead" but still in game and moving around. Their particle and death animation don't play. Could this please be fixed?

Add more moves for masterhand/crazyhand

Could you add the partner attacks that both master hand and crazy hand have? Potentially make it possible to have them do these attacks when they are on the same team. Some attacks are the finder attack, the bark attack, and electroshock. This would be a great feature! I couldn't get it to work myself. (Crazyhand refuses to initiate the attack and just switches to another one) I hope this can be made!

Few Bugs - Ganon/WOL Masterhand is Mario & WOL Shows 0 Bosses

Hello! I am having two problems with this mod that I would love to get fixed. Ganon and the WOL Masterhand loads only mario in VS matches. Another issue presented is that WOL doesn't show any bosses available. Could these be fixed? It would mean a lot. Thanks!

Dracula crashes on Vs. Screen

I really like this mod, but every time I choose Dracula (either to fight him or as him) the game freezes on the Vs screen. Is there anything I can do?

And by the way, if I may make a suggestion, I think it would be great if each boss has the logo of the next franchise (ex. Ganon with the Zelda logo, Marx with Kirby's)

I don't like this fact on dracula

Hi, I don't like the fact that on dracula when he makes every attack it do automatically the special move Erupth fire and so it becomes impossible to beat dracula I want you to please fix it

Make bosses respawn into the match in VS mode

Could you make bosses respawn into the VS match once killed

Currently bosses rather do 2 things it seems:

  1. respawn when killed but keep on dying over and over again non stop
  2. does not respawn in at all

I know making bosses respawn is not normal but it would be better if they are able to respawn and still can be controlled in VS mode.

WOL Crashes

It seems most bosses cause the game to crash even when using giga bowser when trying to go through WOL

Back before these mods exists, I did memory editing to swap in giga bowser and he was fully playable on all fights in WOL. With the MOD it seems even with him it crashes upon loading most fights.

Not sure if this can be fixed but it does seem to be an issue without mods enabled with a save file that had giga bowser selected before disabling the mode the game works fine with him.

Ganon dies while doing Demon Rush

It seems Ganon gets stock loss when he gets out of screen while in move of Demon Rush, and he still gets back with no disappearing but when that happens the Ganon is counted as lost in battle. it happens both player and CPU.

3 new issues

Hi, I noticed that there are 3 issues in this mod: Two on master hand and one on group smash mode. The first problem for master hand is that when it makes the move DPAD DOWN BUTTON puts the yellow thorns in the center of the stage instead of where it makes the move, then second problem is that the move DPAD BUTTON RIGHT that is the one with the orange rings that when Master Hand do the moves not arrive again to master hand and when master hand do the move the rings go down to Master Hand. And the last problem that is of the group smash mode that when you do where there is the selection screen character That there only Mario, Donkey Kong, Link, Samus, Dark Samus and Yoshi. Yes i know there is many issues but I hope you'll make it to try fix all three of them. And sorry for the delay of time. If you don't understand something tell me because I wrote on the translator

(can upgrade) Rathalos attack fireball ground, uncontrollable and can fly with ground attacks, galleom missing rush fall move and missile basic attack (in source code)

Those are the issues that I saw for the source code, or the other thing is to try to put the limit code so that ganon and galleom don't die, that's it

To fix the rathalos fly with ground attacks, I changed a variable from grounded = true or false to all rathalos movements (except charge fireball) to start.

Example

if StatusModule::status_kind(boss_boma) ==*ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL {
GROUNDED = true
if MotionModule::frame(boss_boma) >= MotionModule::end_frame(boss_boma) - 2.0 {
CONTROLLABLE = true;
FRESH_CONTROL = true;
}
}

And the galleom is easy (for me) to add

In summary, you can share with me the limit border for general and i try to modify or update your mod with these issues please, (sorry i have a spanish keyboard)

Thanks

Question: Is it possible to make the bosses have Echo Slots or more skins?

Hello again, this is not an issue, just a question, since I am using the Echo Slots mod, I would like to know if it is possible to make the game detect an additional skin for a boss, for example, I have a Yaldabaoth Over Ganon mod, but I don't know if it's possible to make that in addition to loading Ganon's c00 skin, also load the c01 skin where Yaldabaoth is located

Question: How do I add characters on the CSS?

Hello!
I have a question, your mod adds the bosses without physically modifying the ui_chara_db file and I would like to add characters to the CSS through the plugin, since I have reached the CSS Manager character limit and adding the characters from the plugin avoids that problem.
What code can I use to add the ones I like?

Bosses on WOL CSS [Possible Enhancement?]

Over a year ago I was playing around with Claudes Playable Bosses files that this was based off of and had managed to get the Bosses added to the CSS Screen in WOL by making edits to the ui_chara_db.prc.

If I remember correctly, I had to swap an existing Character on the WOL CSS Screen with a Boss Such as the Mii Fighters along with making them visible. I currently have 2 save slots on my WOL that one has Master hand, and another has Crazy hand from way back then Using this mod makes them they load correctly and function without crashes. It seems this mod fixes some issues with the bosses loading into the WOL Maps and battles. That I had experienced all that time ago.

This version of the mod seems to edit the Character DB for the CSS directly by the plugin rather than a file swap and it seems to set the correct parameters. is it possible through the plugin to expand the WOL CSS and add them to that entry as well They can currently be loaded by edizon memory editing but having them on the CSS in WOL would be easier.

Dracula and the final bosses still crash the game

Hi there, I have downloaded the latest version of the mod and the problem with Dracula, Galeem and Darkhon persists, I deleted some folders that I had and anyway the game keeps freezing on the Vs screen
And WoL Master Hand spawns as Mario

Oh and btw, Dracula has the Mario logo instead of Castlevania πŸ¦‡

Issues That I haven't fixed yet for V1.0.0

This is more of a personal note so I remember what's left to fix before I release the code edits and full version.

Current WIP fixes:

None! ⭐

Current Fixed issues (Changes since Beta):

  • Reworked Master Hand and Crazy Hand's code - 🟒
  • Master Hand and Crazy Hand have updated team moves (only when they are on the same team and facing the correct way) (Jump button on Crazy Hand = team punch, Jump button on Master Hand = stage shock, DPAD UP on Master Hand = bark attack, DPAD UP on Crazy Hand = laser duet, DPAD DOWN on Master Hand = Scratch Attack) - 🟒
  • Master Hand and Crazy Hand's AI now initiate their team moves on their own (only when they are on the same team and facing the correct way) - 🟒
  • Master Hand and Crazy Hand's death animations can be facing the wrong direction during death - 🟒
  • Master Hand and Crazy Hand now have different spawn in animations depending on if they're on the same team or independent. - 🟒
  • Dharkon and Galeem's inputs now properly disable until they are within the idle animation - 🟒
  • Dharkon and Galeem both have their "vanish" ability removed as to not create extremely unfair situations - 🟒
  • Dharkon and Galeem have different targeting flags for CPU fighters - 🟒
  • Dharkon and Galeem no longer have sped up animations - 🟒
  • Dharkon and Galeem have had their AI random wait times adjusted to become more unrelenting (shorter, is 59 random, was 200 random) - 🟒
  • The issue involving when Dharkon or Galeem dies, and their counterpart exists, either one, depending on fighter ENTRY_ID, get’s locked in place for the remainder of the game and cannot take damage, has been fixed - 🟒
  • Dharkon and Galeem’s invisible Master Hand can no longer be stunned - 🟒
  • Better CPU Targeting of Dharkon and Galeem - 🟒
  • Flying bosses now start off with an invisible falling animation on the fighter’s side rather than being put into standby - 🟒
  • Flying bosses (except Rathalos) now have a more "floaty" feel when controlling their movement - 🟒
  • Master Hand and Crazy Hand position oriented attacks now go by distance from the ground for better functionality - 🟒
  • Crazy Hand’s Fire Chariot attack no longer gets stuck infinitely on uneven surfaces - 🟒
  • Ganon has a new move on the down DPAD button - 🟒
  • Ganon has a new move on the left DPAD button - 🟒
  • Ganon have a new double thunder attack on the down Attack button - 🟒
  • Galleom’s death animation doesn’t play when he’s the last fighter to die - 🟒
  • Master Hand haystack needles are now fixed - 🟒
  • Marx Black Hole attack has been adjusted to eject the player and then spawn Marx back in - 🟒
  • Bosses controlled by a player are now put into maximum (10.0) AI intensity - 🟒
  • Damage multipliers within the code have been removed - 🟒
  • Bosses can now attack other bosses and correctly apply damage - 🟒
  • Crashes on Rathalos have been addressed - 🟒
  • Crashes in team battle have been addressed - 🟒
  • Team battle stock issues have been addressed - 🟒
  • Stunned bosses now recover instantly
    Galleom now has a new move on the left DPAD button - 🟒
  • Damage modules have been completely reworked so bosses no longer take damage on a preset value but rather what the character's damage output truly deals - 🟒
  • Master Hand and Crazy Hand now have a specific variation set of each other - 🟒
  • Dharkon and Galeem now have a specific variation set of each other - 🟒
  • WOL Master Hand no longer has spawning issues - 🟒
  • WOL Master Hand is now able to be controlled by the intended player most of the time - 🟒
  • WOL Spawn in issues addressed - 🟒
  • Flying bosses can now reach to edges of the stages rather than being within a restrictive pre-determined range - 🟒
  • Dharkon, Galeem, and Galleom’s rage values have been adjusted to 220 HP from 200 HP to not create Stamina battle issues.
    Dracula’s transition HP value has been increased to 220 HP from 200 HP - 🟒
  • Mario's voice audio no longer plays during the result screen when a boss wins - 🟒
  • Secret maps are now available to be picked on the stage select screen - 🟒
  • Galleom and Ganon's WOL animations - 🟒
  • Set Dharkon and Galeem to be chased by fighters. - 🟒
  • More duet moves for Master Hand and Crazy Hand - 🟒 (Finder move was not possible and has been replaced with the duet beam attack)
  • Set Dracula, Galleom, and Ganon to Hard Mode - 🟒
  • Fix Crazy Hand's Chariot Index Finger - 🟒
  • Marx AI Stub to properly work - 🟒
  • Once Marx’ Black Hole Attack ends, become visible again - 🟒
  • Stop Mario's Voice in the results screen - 🟒
  • Bark attack on Master Hand is now in sync - 🟒
  • Change Secret Stages to correctly load in 🟒
  • Put images on Secret Stages - 🟒
  • Major issue with Master Hand and Crazy Hand becoming uncontrollable - 🟒
  • CSS Screen on Squad Strike is fixed - 🟒
  • Squad Strike/Training mode spawn in system - 🟒
  • Fixed the occasional Master Hand lose control - 🟒
  • Princess Peach and Princess Daisy have passive healing abilities after acquiring a Smash Ball in order to compensate for their loss of final smash. This ability lasts until they lose a stock or the Smash Ball gets knocked out of them. - 🟒
  • Final Touches - 🟒

Gutted features:

  • Set Boss AI with Fighter AI level - ⚠️

Full release date: July 25, 10:00 AM PST.

πŸ”΄ = To Do
🟑 = More work to be done
🟒 = Good to go!
⚠️ = May not be possible
❗ = Debating on whether or not this should be added in

Dracula Move Issue

Hello, I noticed that the second style of dracula when he makes the attack where he puts his fist on the ground dracula freezes and can no longer move and remains stationary in that position. Please fix this

Please make the bosses can regenerated

Please put that the bosses can regenerate because then it is not much fun that they all have a life. Do as Claude1308 that when a boss dies he regenerates. Please

How to Increase the damage of Bosses

Hello, first off, I just wanna say that this mod is absolutely fantastic and is pretty much the only reason I'm still playing smash. Excellent work you guys have done.

That said I have a question; is there any way I could increase the damage of bosses, perhaps in the code itself? They do hit pretty hard, but I'd like them to hit at least a little bit harder, particular in spirit battles, where their damage doesn't match up at all to what opponents can do to them. I saw in one of the earlier builds that you had a damage increase for the bosses, hence why I asked this question.

Thanks in advance, and once again great job on this mod.

Issue with all boss in traning mode

Hi, i have another issue and is when i go in traning mode with a boss and when i do L + R + A (namely where I reset the positions of character) the bosses disappear and become invisible and do not moves

WoL Master Hand's neutral B is broken

I love playing as WoL Master Hand, but the problem is that its neutral B (or at least charged) causes more than 230% damage, the original Master Hand does not have that issue, only WoL MH

And by the way, how can I export the lib.css things I modified to Smash? I changed the bosses' order in the CSS and I don't know how to see the changes ingame, and also, where can I change the bosses' HP?

one bug and one adjustment idea for Ganon

Bug: He kinda moves sideways while doing Demon Spin, instead of his position shouldn't move at all

Adjustment Idea: Ganon already and always Rage mode (idk what it is called) which he uses Laser atk and double thunder slash, like you adjusted Dracula having normal mode and rage mode (after him reaching 100% or more damages). is that also possible to adding this system to Ganon? which in Normal mode when he uses Thunder Slash it will be not doubled at all, and doesn't use Laser attack. and when he reaches rage mode, he stops using Single Thunder Slash and instead of that he uses Double Thunder Slash all time when he use Thunder Slash Attack, and starts using Laser Attack.

Sephiroth and Sora are missing from the CSS

I have no other CSS mods enabled (of course). This is only an issue when I have the libboss_comp.nro plugin. This applies to both the regular CSS and for World of Light.

Is missing a duet move

I see is missing a duet move on master hand and crazy hand Where they narrow the map around fire

Question: How do I add multiple items?

Looking to add multiple items

ITEM_KIND_MASTERHAND
ITEM_KIND_CRAZYHAND

Master hand loads but Crazy hand does not. I am interested in two items being loaded over one fighter instance

There's no Atmosphere folder?

I'm very new at this so I could just be missing something very obvious, but there's no folder for atmosphere in the zip and I have no idea what to do with the rest of the files. I've tried many different things, but nothing seems to work.

How To Uninstall?

Says it all right there, is there a way to revert the changes made once the mod is installed? Love the mod just don't need it now

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