[VX ACE] COMBOS (FIGHTING SPECIAL MOVEMENTS, KONAMI CODE, ETC.)

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Pages: 1
Rave
Even newspapers have those nowadays.
290
I have completely no idea how to make combo movements in... I think any engine (I don't understand how they work). You know, like in fighter games (Mortal Kombat, Street Fighter, Tekken) or simplest example: Konami Code.

Now I need it for VX Ace to one easter egg (you would need to make special combo sequence in one place to unlock collectible - I don't know if it would be Konami Code or something different).

I'd prefer event solution. Will someone help me?
Rave
Even newspapers have those nowadays.
290
1. Both site and instructions seem to be Portuguese, language which I don't know.
2. I said that I'd prefer event solution (this script is conflicting with some of scripts I made just for this game).
3. This script is overkill for me anyway. It is good for dance games where you need to see keys you need to press, but for my purpose, exact combination must be hidden when inputting (and there must be no indication that it is even right place, which means that when you press up, player moves up, etc.) when entering.
Rave
Even newspapers have those nowadays.
290
OK, I got this done, thanks to help of one of my friends.

The trick is to have two parallel events on map. One is for combo itself, other for timeout timer.

And now, in combo parallel event:

<>Conditional branch Variable [0010:combo]==0

<>Conditional branch button Up has been pressed
<>Set variable [0010:combo] 1
<>Set variable [0011:timer] 3
<>Wait 10
:end
:end
<>Conditional branch Variable [0010:combo]==1
<>Conditional branch button Up has been pressed
<>Set variable [0010:combo] 2
<>Set variable [0011:timer] 3
<>Wait 10
:end
:end

...
<>Conditional branch Variable [0010:combo]==(number of keys in combo)
<>do combo action
<>Set variable [0010:combo] 0
:end


Why wait 10? Because, if two keys in combo in a row would be same (like up up), it'd skip second and all subsequent key instances, so when your plan is to make combo (up up up down left right) it'd be essentially (up down left right), which is a bug.

Then, in timer event (so combo would be timed out after a while):
<>Conditional branch Variable [0011:timer]>0

<>wait 60
<>Variable [0011:timer]-1
: else
<>Variable [0010:Combo]=0
: end
Pages: 1