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#16 Cukeman

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Posted 06 July 2012 - 04:52 PM

This is beginning to come back to me. IIRC the original script didn't work because
as long as a FFC was placed above the step > next combo it wouldn't change.

However, the new script that does work detects the presence of a certain combo on the screen
and changes it into the next while playing a SFX.

That's why the first combo is step > next, because it's the second part of the step > next combo
that the script identifies, changes into the combo after it, and plays the SFX.

So you have three combos in a row
1 - Button (not pressed yet)
2 - Button pressed
3 - A duplicate of the button pressed

That way the only combo on the screen when you enter will be 1 or 3.

The only combo you actually place on-screen is combo 1.
It sounds like you accidentally placed combo 2 onscreen OR you put the incorrect combo number in the FFC argument.

Edited by Cukeman, 06 July 2012 - 04:53 PM.


#17 Jared

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Posted 06 July 2012 - 05:05 PM

I fixed the number, but now it goes down automatically, without me pressing it.

After re-examining, I noticed i was using Step->Secrets. So I switched it to Step->Next. Which still isn't working...

#18 Cukeman

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Posted 06 July 2012 - 05:17 PM

If it's going down automatically, you must have the FFC argument set to the "button unpressed".
You want the argument set to the "button pressed", (number 2 in my example).

YOU trigger the step > next combo by stepping on it.
Then the script identifies that the combo has changed into the second part of the step next combo
and plays the SFX, changing the second part of the step next combo into the next combo in your combo list
(the "duplicate button pressed" combo)

Edited by Cukeman, 06 July 2012 - 05:19 PM.


#19 Jared

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Posted 06 July 2012 - 08:46 PM

It goes down now, but it doesn't trigger the secret now. Because it's not a secret?

#20 MoscowModder

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Posted 06 July 2012 - 09:06 PM

It doesn't look like the scripts - at least the ones I read - actually trigger secrets. This edit will:
CODE
//D0 is the ID of the combo you want to trigger the sound
//D1 is the sound to play
//This script find any combo of a certain ID and changes
//it to the next combo in the list, playing a sound while
//doing so.

ffc script soundcombo{
    void run(int comboid, int sfx){
        while(true){
            for(int i=0; i<=175; i++){
                if(Screen->ComboD[i]==comboid){
                    Game->PlaySound(sfx);
                    Screen->ComboD[i]++;
                    Screen->TriggerSecrets();
                    Screen->State[ST_SECRETS] = true;
                }
            }
            Waitframe();
        }
    }
}


#21 Jared

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Posted 06 July 2012 - 10:13 PM

It says Variable ST_secrets is undeclared.

#22 Cukeman

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Posted 07 July 2012 - 02:00 AM

QUOTE(Jared @ Jul 6 2012, 06:46 PM) View Post

It goes down now, but it doesn't trigger the secret now. Because it's not a secret?


can't you put a secret flag on the combo?

#23 MoscowModder

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Posted 07 July 2012 - 09:18 AM

Argh, I make that mistake all the time. Change "ST_SECRETS" to "ST_SECRET" (and make sure you have std.zh imported).

#24 ShadowTiger

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Posted 07 July 2012 - 10:12 AM

QUOTE(MoscowModder @ Jul 7 2012, 10:18 AM) View Post

Argh, I make that mistake all the time. Change "ST_SECRETS" to "ST_SECRET" (and make sure you have std.zh imported).


I quietly wonder what would happen if the devs made an identical copy of that so that "ST_SECRETS" would do exactly the same thing as "ST_SECRET"


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