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Combo report code (Read 4171 times)

Started by FerchogtX, March 17, 2007, 05:19:20 am
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Combo report code
#1  March 17, 2007, 05:19:20 am
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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 = A
movetype = I
physics = N
anim = 20000

[State 20002, Explod]
type = Explod
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f230
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20002, Explod]
type = Explod
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f240
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20002, First Attack]
type = PlaySnd
trigger1 = time = 0
value = f230,0
volume = 255
persistent = 0
ignorehitpause = 1

[State 20002, DestroySelf]
type = DestroySelf
trigger1 = root, var(8) != -1

; ---------------------------------------------------------------
; Combo Counter Messages
; Based and using Ryou Win's MvC2 Screenpack addon.
[StateDef 20003]
type = A
movetype = I
physics = N
anim = 20000

;Remember how many hits does the counter has in memory
[State 20003, VarSet]
type = VarSet
trigger1 = root, var(8) > 0
var(6) = root, var(8)

;Yes!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) = 3
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f231
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) = 3
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f241
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Yes]
type = PlaySnd
triggerall = var(6) = 3
trigger1 = EnemyNear, MoveType != H
value = f230, 1
volume = 255
persistent = 0
ignorehitpause = 1

;Good!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 4
triggerall = var(6) < 6
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f232
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 4
triggerall = var(6) < 6
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f242
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Good]
type = PlaySnd
triggerall = var(6) >= 4
triggerall = var(6) < 6
trigger1 = EnemyNear, MoveType != H
value = f230, 2
volume = 255
persistent = 0
ignorehitpause = 1

;Great!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 6
triggerall = var(6) < 8
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f233
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 6
triggerall = var(6) < 8
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f243
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Great]
type = PlaySnd
triggerall = var(6) >= 6
triggerall = var(6) < 8
trigger1 = EnemyNear, MoveType != H
value = f230, 3
volume = 255
persistent = 0
ignorehitpause = 1

;Very Good!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 8
triggerall = var(6) < 10
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f234
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 8
triggerall = var(6) < 10
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f244
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Very Good]
type = PlaySnd
triggerall = var(6) >= 8
triggerall = var(6) < 10
trigger1 = EnemyNear, MoveType != H
value = f230, 4
volume = 255
persistent = 0
ignorehitpause = 1

;Wonderful!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 10
triggerall = var(6) < 30
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f235
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 10
triggerall = var(6) < 30
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f245
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Wonderful]
type = PlaySnd
triggerall = var(6) >= 10
triggerall = var(6) < 30
trigger1 = EnemyNear, MoveType != H
value = f230, 5
volume = 255
persistent = 0
ignorehitpause = 1

;Fantastic!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 30
triggerall = var(6) < 50
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f236
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 30
triggerall = var(6) < 50
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f246
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Fantastic]
type = PlaySnd
triggerall = var(6) >= 30
triggerall = var(6) < 50
trigger1 = EnemyNear, MoveType != H
value = f230, 6
volume = 255
persistent = 0
ignorehitpause = 1

;Monster!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 50
triggerall = var(6) < 100
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f237
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 50
triggerall = var(6) < 100
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f247
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Monster]
type = PlaySnd
triggerall = var(6) >= 50
triggerall = var(6) < 100
trigger1 = EnemyNear, MoveType != H
value = f230, 7
volume = 255
persistent = 0
ignorehitpause = 1

;Marvelous!
;---------------------------------------------
[State 20003, Explod]
type = Explod
triggerall = var(6) >= 100
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f238
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20003, Explod]
type = Explod
triggerall = var(6) >= 100
trigger1 = EnemyNear, MoveType != H
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f248
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20003, Marvelous]
type = PlaySnd
triggerall = var(6) >= 100
trigger1 = EnemyNear, MoveType != H
value = f230, 8
volume = 255
persistent = 0
ignorehitpause = 1

;If the Hit Counter resets to 0, then internal counter should do the same
[State 20003, VarSet]
type = VarSet
trigger1 = root, var(8) = 0
var(6) = 0

[State 20003, DestroySelf]
type = DestroySelf
trigger1 = var(6) = 0

; ---------------------------------------------------------------
; Danger Message Helper
; Based and using Ryou Win's MvC2 Screenpack addon.
[StateDef 20004]
type = A
movetype = I
physics = N
anim = 20000

[State 20004, Explod]
type = Explod
trigger1 = TeamSide = 1 && NumExplod(8700) = 0
anim = f239
ID = 8700
postype = left
pos = 0, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State 20004, Explod]
type = Explod
trigger1 = TeamSide = 2 && NumExplod(8700) = 0
anim = f249
ID = 8700
postype = right
pos = -1, 80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5, 0.5
persistent = 0
ignorehitpause = 1

[State 20004, Danger]
type = PlaySnd
trigger1 = time = 0
value = f230,9
volume = 255
persistent = 0
ignorehitpause = 1

[State 20004, DestroySelf]
type = DestroySelf
trigger1 = root, var(10) != 1

and then in statedef -2 add this:
; Combo Messages and Score control ======================================
; Original by Ryou Win
;First Attack Message
---------------------
[State -2, VarSet]
type = VarSet
trigger1 = RoundState < 2
trigger1 = RoundNo < 2
var(8) = -2

[State -2, VarSet]
type = VarSet
triggerall = var(8) = -2
triggerall = RoundState = 2
triggerall = P2MoveType = H
trigger1 = MoveHit
trigger2 = ProjHit = 1
trigger3 = NumHelper(3001) != 0
trigger3 = Helper(3001), MoveHit
var(8) = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = NumPartner = 1
triggerall = var(8) = -2
triggerall = RoundState = 2
triggerall = P2MoveType = H
trigger1 = Partner, MoveHit
trigger2 = Partner, ProjHit = 1
var(8) = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy >= 1
triggerall = var(8) = -2
triggerall = RoundState = 2
triggerall = MoveType = H
trigger1 = EnemyNear, MoveHit
trigger2 = EnemyNear, ProjHit = 1
var(8) = 0
ignorehitpause = 1

[State -2, F. Attack Helper]
type = helper
stateno = 20002
triggerall = var(8) = -1
trigger1 = !numhelper(20002)
pos = 0, 0
postype = Back
bindtime = -1
ID = 20002
ownpal = 1
name = "First Attack!"
ignorehitpause = 1
persistent = 0

[State -2, VarSet]
type = VarSet
trigger1 = NumHelper(20002) != 0
var(8) = 0

;Combo Counter Mesages
------------------------------------
[State -2, VarAdd]
type = VarAdd
triggerall = EnemyNear, time = 0
triggerall = EnemyNear, HitShakeOver = 0
trigger1 = MoveHit
trigger2 = ProjHit = 1
trigger3 = NumHelper(3001) != 0
trigger3 = Helper(3001), MoveHit
var(8) = 1 + (HitCount*(stateno = [3110, 3130]))
ignorehitpause = 1

[State -2, Combo Messages Helper]
type = helper
stateno = 20003
triggerall = var(8) > 0
trigger1 = !numhelper(20002)
trigger1 = !numhelper(20003)
pos = 0, 0
postype = Back
bindtime = -1
ID = 20003
ownpal = 1
name = "Combo Report Helper!"
ignorehitpause = 1
persistent = 0

[State -2, VarSet]
type = VarSet
triggerall = var(8) != -2
trigger1 = EnemyNear, MoveType != H
trigger2 = MoveType = H
var(8) = 0

;Danger Message
---------------------
[State -2, VarSet]
type = VarSet
triggerall = var(10) != 0
trigger1 = RoundState = [1, 2]
trigger1 = life > 250
var(10) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = var(10) = 0
trigger1 = RoundState = 2
trigger1 = life = [1, 250]
var(10) = 1
ignorehitpause = 1

[State -2, Danger Helper]
type = helper
stateno = 20004
triggerall = var(10) = 1
triggerall = life > 0
trigger1 = !numhelper(20004)
pos = 0, 0
postype = Back
bindtime = -1
ID = 20004
ownpal = 1
name = "Danger!"
ignorehitpause = 1
persistent = 0

[State -2, VarSet]
type = VarSet
trigger1 = NumHelper(20004) != 0
trigger1 = var(10) = 1
var(10) = -1
ignorehitpause = 1

That'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 usefull

Enjoy

See ya!!! ;D
This is the era in which we will see reason triumphing against brutality... May be better to open your mind to the future.
------------------------------------------------------
<- [Clicky - Clicky]
Current Universal War Official Artwork
Re: Combo report code
#2  March 17, 2007, 11:02:01 pm
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Re: Combo report code
#3  March 18, 2007, 08:30:08 am
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  • Fuck Windows 8!!!! I use adult OSes to work!!!
    • Mexico
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 :D

See ya!!!
This is the era in which we will see reason triumphing against brutality... May be better to open your mind to the future.
------------------------------------------------------
<- [Clicky - Clicky]
Current Universal War Official Artwork