Hi there!, Well I fixed my lil' prob with my combo report helpers, so i decided to post what I did, maybe some people will find usefull this for thei capcom chars (or another style).Just Follow this simple instructions:1.- This code uses the following vars:- var(6): Internal Hitcount (helper)- var(8): Main Hitcount- var(10): Detect low life (life < 250)You can change them into whatever var you like or need, just don't forget that the var you will use souldn't be used by anything in your char.2.- add this:; ---------------------------------------------------------------; First Attack Message Helper; Based and using Ryou Win's MvC2 Screenpack addon.[StateDef 20002]type = Amovetype = Iphysics = Nanim = 20000[State 20002, Explod]type = Explodtrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f230ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20002, Explod]type = Explodtrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f240ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20002, First Attack]type = PlaySndtrigger1 = time = 0value = f230,0volume = 255persistent = 0ignorehitpause = 1[State 20002, DestroySelf]type = DestroySelftrigger1 = root, var(8) != -1; ---------------------------------------------------------------; Combo Counter Messages; Based and using Ryou Win's MvC2 Screenpack addon.[StateDef 20003]type = Amovetype = Iphysics = Nanim = 20000;Remember how many hits does the counter has in memory[State 20003, VarSet]type = VarSettrigger1 = root, var(8) > 0var(6) = root, var(8);Yes!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) = 3trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f231ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) = 3trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f241ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Yes]type = PlaySndtriggerall = var(6) = 3trigger1 = EnemyNear, MoveType != Hvalue = f230, 1volume = 255persistent = 0ignorehitpause = 1;Good!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 4triggerall = var(6) < 6trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f232ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 4triggerall = var(6) < 6trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f242ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Good]type = PlaySndtriggerall = var(6) >= 4triggerall = var(6) < 6trigger1 = EnemyNear, MoveType != Hvalue = f230, 2volume = 255persistent = 0ignorehitpause = 1;Great!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 6triggerall = var(6) < 8trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f233ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 6triggerall = var(6) < 8trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f243ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Great]type = PlaySndtriggerall = var(6) >= 6triggerall = var(6) < 8trigger1 = EnemyNear, MoveType != Hvalue = f230, 3volume = 255persistent = 0ignorehitpause = 1;Very Good!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 8triggerall = var(6) < 10trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f234ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 8triggerall = var(6) < 10trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f244ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Very Good]type = PlaySndtriggerall = var(6) >= 8triggerall = var(6) < 10trigger1 = EnemyNear, MoveType != Hvalue = f230, 4volume = 255persistent = 0ignorehitpause = 1;Wonderful!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 10triggerall = var(6) < 30trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f235ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 10triggerall = var(6) < 30trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f245ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Wonderful]type = PlaySndtriggerall = var(6) >= 10triggerall = var(6) < 30trigger1 = EnemyNear, MoveType != Hvalue = f230, 5volume = 255persistent = 0ignorehitpause = 1;Fantastic!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 30triggerall = var(6) < 50trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f236ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 30triggerall = var(6) < 50trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f246ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Fantastic]type = PlaySndtriggerall = var(6) >= 30triggerall = var(6) < 50trigger1 = EnemyNear, MoveType != Hvalue = f230, 6volume = 255persistent = 0ignorehitpause = 1;Monster!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 50triggerall = var(6) < 100trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f237ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 50triggerall = var(6) < 100trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f247ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Monster]type = PlaySndtriggerall = var(6) >= 50triggerall = var(6) < 100trigger1 = EnemyNear, MoveType != Hvalue = f230, 7volume = 255persistent = 0ignorehitpause = 1;Marvelous!;---------------------------------------------[State 20003, Explod]type = Explodtriggerall = var(6) >= 100trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f238ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20003, Explod]type = Explodtriggerall = var(6) >= 100trigger1 = EnemyNear, MoveType != Htrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f248ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20003, Marvelous]type = PlaySndtriggerall = var(6) >= 100trigger1 = EnemyNear, MoveType != Hvalue = f230, 8volume = 255persistent = 0ignorehitpause = 1;If the Hit Counter resets to 0, then internal counter should do the same[State 20003, VarSet]type = VarSettrigger1 = root, var(8) = 0var(6) = 0[State 20003, DestroySelf]type = DestroySelftrigger1 = var(6) = 0; ---------------------------------------------------------------; Danger Message Helper; Based and using Ryou Win's MvC2 Screenpack addon.[StateDef 20004]type = Amovetype = Iphysics = Nanim = 20000[State 20004, Explod]type = Explodtrigger1 = TeamSide = 1 && NumExplod(8700) = 0anim = f239ID = 8700postype = leftpos = 0, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5,0.5persistent = 0ignorehitpause = 1[State 20004, Explod]type = Explodtrigger1 = TeamSide = 2 && NumExplod(8700) = 0anim = f249ID = 8700postype = rightpos = -1, 80ontop = 1bindtime = -1removetime = 60supermovetime = 60pausemovetime = 60scale = 0.5, 0.5persistent = 0ignorehitpause = 1[State 20004, Danger]type = PlaySndtrigger1 = time = 0value = f230,9volume = 255persistent = 0ignorehitpause = 1[State 20004, DestroySelf]type = DestroySelftrigger1 = root, var(10) != 1and then in statedef -2 add this:; Combo Messages and Score control ======================================; Original by Ryou Win;First Attack Message---------------------[State -2, VarSet]type = VarSettrigger1 = RoundState < 2trigger1 = RoundNo < 2var(8) = -2[State -2, VarSet]type = VarSettriggerall = var(8) = -2triggerall = RoundState = 2triggerall = P2MoveType = Htrigger1 = MoveHittrigger2 = ProjHit = 1trigger3 = NumHelper(3001) != 0trigger3 = Helper(3001), MoveHitvar(8) = -1ignorehitpause = 1[State -2, VarSet]type = VarSettriggerall = NumPartner = 1triggerall = var(8) = -2triggerall = RoundState = 2triggerall = P2MoveType = Htrigger1 = Partner, MoveHittrigger2 = Partner, ProjHit = 1var(8) = -1ignorehitpause = 1[State -2, VarSet]type = VarSettriggerall = NumEnemy >= 1triggerall = var(8) = -2triggerall = RoundState = 2triggerall = MoveType = Htrigger1 = EnemyNear, MoveHittrigger2 = EnemyNear, ProjHit = 1var(8) = 0ignorehitpause = 1[State -2, F. Attack Helper]type = helperstateno = 20002triggerall = var(8) = -1trigger1 = !numhelper(20002)pos = 0, 0postype = Backbindtime = -1ID = 20002ownpal = 1name = "First Attack!"ignorehitpause = 1persistent = 0[State -2, VarSet]type = VarSettrigger1 = NumHelper(20002) != 0var(8) = 0;Combo Counter Mesages------------------------------------[State -2, VarAdd]type = VarAddtriggerall = EnemyNear, time = 0triggerall = EnemyNear, HitShakeOver = 0trigger1 = MoveHittrigger2 = ProjHit = 1trigger3 = NumHelper(3001) != 0trigger3 = Helper(3001), MoveHitvar(8) = 1 + (HitCount*(stateno = [3110, 3130]))ignorehitpause = 1[State -2, Combo Messages Helper]type = helperstateno = 20003triggerall = var(8) > 0trigger1 = !numhelper(20002)trigger1 = !numhelper(20003)pos = 0, 0postype = Backbindtime = -1ID = 20003ownpal = 1name = "Combo Report Helper!"ignorehitpause = 1persistent = 0[State -2, VarSet]type = VarSettriggerall = var(8) != -2trigger1 = EnemyNear, MoveType != Htrigger2 = MoveType = Hvar(8) = 0;Danger Message---------------------[State -2, VarSet]type = VarSettriggerall = var(10) != 0trigger1 = RoundState = [1, 2]trigger1 = life > 250var(10) = 0ignorehitpause = 1[State -2, VarSet]type = VarSettriggerall = var(10) = 0trigger1 = RoundState = 2trigger1 = life = [1, 250]var(10) = 1ignorehitpause = 1[State -2, Danger Helper]type = helperstateno = 20004triggerall = var(10) = 1triggerall = life > 0trigger1 = !numhelper(20004)pos = 0, 0postype = Backbindtime = -1ID = 20004ownpal = 1name = "Danger!"ignorehitpause = 1persistent = 0[State -2, VarSet]type = VarSettrigger1 = NumHelper(20004) != 0trigger1 = var(10) = 1var(10) = -1ignorehitpause = 1That's all, this code as it currently is, works only with Ryou Win's screenpack, but if you add the sounds and sprites/anims into your char, then you can change the animation and sound numbers into the ones you are using.Well, I hope this can be usefullEnjoySee ya!!!
Hey!, that stuff looks VERY interesting, that could be the solution for adding a decent MvC2 assist system... I'll check ALL out.Thansk for the advice See ya!!!