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1  Help & Tutorials / Help / Tracking Variable Values [Solved] on: July 14, 2012, 01:42:37 PM
I've been working on a PSA, but have into a wall of sorts. I need to see what the max strength of the shield is (LA Float 3 would equal this before the shield is damaged/used), so that I can know what numbers I should be using for my If/Then statements. However, I don't know how I could find this out.

Is there a piece of software I could use with Dolphin, a Dolphin function, or a Code that I could use to find this number? If anyone just knows what it is (if it's even the same between characters), that would be fine too.

---------------

Edit: Okay, I figured it out myself.

Here:

Float Variable Set: LA-Float[103] = LA-Float[3]
Set Loop Infinite
   Float Variable Subtract: LA-Float[103] -= 1
   If Compare: LA-Float[103] < 0
      Loop Break?
   End If
   Add/Subtract Damage: 1
Execute Loop

Just enter this code into a Subaction and change LA-Float[3] to whatever float variable you're trying to check. It should appear as your damage (make sure your Damage % is equal to 0). If you want to check a Basic  variable, just change everything to Basic type.

Oh, and Shield Charge begins at a max of 50.
2  Super Smash Bros. Brawl Hacking / Programming / Higure Hokousha's Tool Library: PSA Assistant Download is Up on: October 05, 2011, 02:10:10 PM
Welcome to my new thread, which I have created for the purpose of distributing and showcasing new software that I have created. For now, this thread only includes my new PSA Assistant program. In the future, this will grow to include others.

----------PSA Assistant----------


The PSA Assistant is a program that I have been working on (in one form or another) for a while now. Simply put, it is a general resource to aid in the creation of PSAs. It does not alter Brawl Files in any way, instead acting as a supplementary tool.

Features in v0.5:

Knockback Gauge: The only feature yet added to assist in the creation of hitboxes outside of Flags. It shows knockback growth values of vBrawl hitboxes and visually shows the user how an entered knockback growth value compares.

Text-Based GFX Library: For right now, this is basically just the list of GFX from the Documentation Wiki. In the future, however, it will include standalone gifs of each graphic.

Hitbox Flag Maker and Decoder: This tool allows the user to set up Flags for hitboxes in an accessible format and then converts their selections into the correct Hexidecimal value. It also allows the user to input a Hexidecimal value and will set up the controls to show what the entered Flags Hex will do in-game.

Special Hitbox Flag Maker and Decoder: Does the same as the above, but for Special Collision Flags.


Planned Features:

Complete Hitbox Design Assistance Interface: Will expand to include the Knockback Gauge and several other resources.

Selectable Visual GFX Library


Possible Features:

Flag SFX previewing

PSA Notes: For saving snippets of code and personal notes on events, variables, etc.

---------------------------------

Please send feedback if you use it-be it criticisms, bug reports(I think I got them all, but...), or suggestions for new features (I would like to include everything I can in this. Please understand, however, that I'm not yet skilled enough to modify or read actual Brawl Files.)

I hope my program is of use to you all.
3  Help & Tutorials / Help / Weird Stage Problems on: May 27, 2011, 08:55:07 PM
I'm having a problem with a stage I'm working on. The models and textures show up fine...with one exception.



When I imported the model, a transparent water texture was applied to the wall. Even after changing the texture, the wall remains transparent. I think it's a materials problem...I'm not sure. Does anyone know how to fix this?
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