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ssbu's Issues

Reformat for Skyline-RS

The goal of these changes is to allow Skyline-RS (a framework for ACMD and function hooking) to implement a macro that allows for copying code from the data viewer directly into a Smash project to make ACMD edits.

To do this the following changes are needed:

hash40's around things that should have hash40's -- instead of
Effect = collision_attr_normal or Bone = arml
it should be
Effect = hash40("collision_attr_normal") or Bone = hash40("arml")

Change hitbox labels with / in them to not have those... I.E. Ground/Air becomes Ground_or_Air

Make all booleans lowercase... False -> false and True -> true

ATK_HIT_ABS params missing accessor calls

Currently, the last 3 parameters of ATK_HIT_ABS are displayed incorrectly (most notable occurrences are in throws).

Here's an example of it:

ATK_HIT_ABS(FIGHTER_ATTACK_ABSOLUTE_KIND_THROW,
            hash40("throw"),
            FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT,
            FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP,
            FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO)

The last 3 arguments should be passed through WorkModule::get_int64 like so:

ATK_HIT_ABS(FIGHTER_ATTACK_ABSOLUTE_KIND_THROW,
            hash40("throw"), 
            WorkModule::get_int64(module_accessor, FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT), 
            WorkModule::get_int64(module_accessor, FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP), 
            WorkModule::get_int64(module_accessor, FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO))

Effect, Sound, and Expression scripts

Currently, the data viewer only provides "game" ACMD scripts. With the influx of people wanting to get into ACMD modding because of the ease-of-use that skyline provides, more and more of them want to also do edits for the other types of ACMD. Currently, the way we would do them is to grab the script dumper and dump those scripts ourselves and manually rewrite them, but it would make things far easier to also have those provided on the data viewer.

I understand that this is a large task, and that some rewriting will be required. However this is certainly something that wouldn't be a waste of effort.

Obviously the implementation is entirely up to you, but my thought right now would be a simple dropdown menu in the corner when you click on an icon with "game" "effect" "sound" and "expression" selectable which would then load in the relevant scripts for that type of acmd.

Add sv_module_access namespace to appropriate function calls

Currently, all functions from the sv_module_access namespace are displayed like so:
image
And when copy-pasting code from the data viewer into our Rust macro, we need to manually prepend sv_module_access:: to those appropriate lines. It would be very beneficial to display that namespace name before those functions calls outright to not only work better with the Rust macro, but also to generally help with readability of the ACMD code in the data viewer.
Just having grab isn't a very self-explanatory of what the function is, but having the sv_module_access namespace before it gives a better clue as to where/what the function is.

If this was to be fixed, all that would need to happen is to have function calls from the sv_module_access namespace show up like so:

sv_module_access::function_name(blah, blah, blah)

[Feature request] Description of parameters of ATTACKs in ScriptView

I think some of the readers don't know the meaning of the parameters. So it would be nice if descriptions are shown as in the following picture.

description

How do you feel about this feature?
I have implemented a prototype for this feature, which can be tested from shwaka/ssbu at description.

If you like this feature, I'm willing to make a PR. But there is a problem. Since I don't know the parameters well, I can't write the descriptions. Some of them are found at Glossary, but the others are not. Is there some reference for these?

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