Quote from: Lethal-Yarn on May 22, 2010, 04:32:31 am
Been having fun making all sorta of fun combos all night, been working well so far! The only thing I don't like is how the condition is handled because (unless I'm doing it wrong) in the editor I can't get it to only check whether or not I have pressed the correct input in the input window. I'd have to manually change it from:
[COMCondition, VARInput, 0, '==', VARInput, 0]]
to:
[COMCondition, VARInput, 0, 0, 0, 0]
and unless I missed something, I can't do that in the editor. Other than that, I haven't found any bugs, but then again all I've been doing so far is just having fun with combos and the fact you can customize attacks now.
This is something that would be explained in the manual, but for conditions checking input windows, all you need is to select 'input' in the first box, and type in the ID of the input window in the first value box (the second value stuff doesn't matter). I'm going to be updating the condition and variable windows a little bit, as well as having the manual done for 2.8, so it should be more obvious. But both commands that you posted will do the same thing, because if it sees VARInput first, it gets the ID from the next value, and ignores the rest. It works the same way for scripts.
Tips and Tricks:
Conditions only encompass the next command.
If you select "Held" as your input trigger type, all the player has to do is hold the button down the whole combo.
If you select "Press" as your input type with multiple buttons, it will be very hard for the player to perform the
correct input, as they must press all buttons at the exact same time. Try splitting into multiple input windows.
"Freeze Character Input" is a command that you will almost always want to use first thing, as it stops the
character from doing anything outside the combo.
An option I forgot to add is whether the character is the player, and enemy, or and actor. You can still check
these things by using a script call with the variables "@player", "@enemy", and "@actor" respectively.
It is important to branch one way when the player performs the combo (for user input), and then use the other
branch for allies (who cant have input).
Combo variables are variables contained inside the combo (think of them like "self variables").
Another option coming in 2.8 is the ability to use random numbers in variable and condition windows. For now,
You can use rand(X) with a script call, which will give you a random integer as low as 0 and as high as
X - 1. This can be very useful for the continuation of combos for enemies and allies.