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Author Topic: Brokenmugen combo announcer  (Read 2330 times)

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Offline captainz

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Brokenmugen combo announcer
« on: June 08, 2014, 04:28:44 PM »
Hi, this is for people like me who did not know how to get the combo announcer working in Brokenmugen 1.0
I think it makes the game so much more arcade and flashy in all the good ways so this is a big deal to me.
 So what you have to do is simply lick and past a patch into every character so this will be tedious but easy.
Ok first go into your  Brokenmugen Data folder, find your Common1 file and open it with notepad.
scroll all the way down and copy the bottom part that will look like this:
 ;==============================================================================
; Kamek's Syshelper
; var(0): First Attack var
; var(1): Danger var
; var(2): Counter var
;==============================================================================
[Statedef 1338000000]
type = S
movetype = I
physics = N

[State 1338: Invisibo]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1338: Invincibo]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1338: Get offa the screen!]
type = PosSet
trigger1 = !Time
Y = 500

[State 1338: Debugging crap]
type = DisplayToClipboard
trigger1 = 1
text = "First Attack: %d Danger: %d Combo Count: %d Counter: %d"
params = var(0), var(1), var(20), var(2)
ignorehitpause = 1
;---------------------------------------------------------------------

;======================================
; First Attack Code
;======================================
[State FA: FA Helper]
type = Helper
triggerall = var(59) != 1
trigger1 = var(0) && !NumHelper(1338000001)
name = "First Attack"
stateno = 1338000001
ID = 1338000001

[State FA: Made First Attack]
type = VarSet
triggerall = var(59) != 1
triggerall = var(0) = 0
trigger1 = enemy, MoveType = H
trigger1 = enemy, Stateno != [120,155]
trigger1 = enemy, StateNo != 20
trigger1 = enemy, StateNo != 11
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
var(0) = 1
ignorehitpause = 1

[State FA: First Attack Sound]
type = PlaySnd
triggerall = var(59) != 1
triggerall = var(0) = 0
triggerall = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = Parent, MoveType = H
trigger1 = Parent, Stateno != [120,155]
trigger1 = Parent, StateNo != 20
trigger1 = Parent, StateNo != 11
trigger1 = !enemy, NumHelper(1338000001)
value = F30, 0
abspan = 0
volume = 999
ignorehitpause = 1

[State FA: First Attack Notify]
triggerall = var(0) = 0
triggerall = var(59) != 1
triggerall = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = Parent, MoveType = H
trigger1 = Parent, Stateno != [120,155]
trigger1 = Parent, StateNo != 20
trigger1 = Parent, StateNo != 11
trigger1 = !enemy, NumHelper(1338000001)
type = Explod
ownpal = 1
anim = F812 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1
ignorehitpause = 1

[State FA: Got 1st Attacked]
type = VarSet
triggerall = var(0) = 0
triggerall = var(59) != 1
triggerall = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = Parent, MoveType = H
trigger1 = Parent, Stateno != [120,155]
trigger1 = Parent, StateNo != 20
trigger1 = Parent, StateNo != 11
;trigger2 = enemy, NumHelper(1338000001) > 0
var(0) = 1
ignorehitpause = 1

;======================================
; Danger code
;======================================
[State 9990, Danger Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(1) = 0
trigger1 = Parent, Life < 0.2*Parent, LifeMax
value = F30, 1
abspan = 0
volume = 999
ignorehitpause = 1

[State 9990, Danger Notify]
trigger1 = var(1) = 0
triggerall = var(59) != 1
trigger1 = Parent, Life < 0.2*Parent, LifeMax
type = Explod
ownpal = 1
anim = F811 + ifelse(TeamSide = 2, 20, 0)
ontop = 1
postype = left
pos = ifelse(TeamSide = 2, 310, 10), 83
bindtime = -1
ignorehitpause = 1

[State -2, Dangerous!]
type = VarSet
triggerall = var(59) != 1
trigger1 = var(1) = 0
trigger1 = Parent, Life < 0.2*Parent, LifeMax
var(1) = 1
ignorehitpause = 1

;============================================================================
; Combo Counting Code (from Jupiter)
;============================================================================
[State -3: Combo Counter]
type = VarSet
triggerall = var(59) != 1
triggerall = (TeamMode = Single) || (TeamMode = Turns)
triggerall = P2Name != "Hikari Reiko"
triggerall = P2Name != "Dark Hikari Reiko"
trigger1 = Parent, MoveType = H
trigger1 = Parent, StateNo != [120, 155]
var(20) = Parent, GetHitVar(hitcount)

[State Aerial Rave OK]
type = VarSet
triggerall = var(59) != 1
triggerall = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = Enemy, HitDefAttr = A, NA
trigger1 = Enemy, MoveHit
trigger1 = Parent, StateType = A
var(26) = var(26) + 1

[State Aerial Rave Not OK]
type = Null;VarSet
triggerall = var(59) != 1
triggerall = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = Enemy, HitDefAttr = S, NA
trigger1 = Enemy, MoveHit = 1
var(26) = var(26) - 1

;==========================================================
[State -3, Aerial Rave Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) >= 5
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) >= 3
value = F26, 1
;value = F26, 0
abspan = 0
volume = 999

[State -3, Aerial Rave Notify]
trigger1 = var(20) >= 3
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) >= 1
type = Explod
ownpal = 1
anim = F810 + ifelse(TeamSide = 1, 20, 0)
;anim = F811
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Yes Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) = 3
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 0
abspan = 0
volume = 999

[State -3, Yes Notify]
triggerall = var(59) != 1
trigger1 = var(20) = 3
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F800 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Good Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) = [4,5]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 1
abspan = 0
volume = 999

[State -3, Good Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [4,5]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F801 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Great Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) = [6,7]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 2
abspan = 0
volume = 999

[State -3, Great Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [6,7]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F802 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, VGood Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) = [8,9]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 3
abspan = 0
volume = 999

[State -3, VGood Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [8,9]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F803 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Wonderful Sound]
type = PlaySnd
triggerall = var(59) != 1
trigger1 = var(20) = [10,29]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 4
abspan = 0
volume = 999

[State -3, Wonderful Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [10,29]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F804 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Fantastic Sound]
triggerall = var(59) != 1
type = PlaySnd
trigger1 = var(20) = [30,49]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 5
abspan = 0
volume = 999

[State -3, Fantastic Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [30,49]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F805 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Monster Sound]
triggerall = var(59) != 1
type = PlaySnd
trigger1 = var(20) = [50,99]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F25, 6
abspan = 0
volume = 999

[State -3, Monster Notify]
triggerall = var(59) != 1
trigger1 = var(20) = [50,79]
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F806 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Ultra Sound]
triggerall = var(59) != 1
type = PlaySnd
trigger1 = var(20) = 80
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
value = F80, 0
abspan = 0
volume = 999

[State -3, Ultra Notify]
triggerall = var(59) != 1
trigger1 = var(20) = 80
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F860 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1

[State -3, Marvelous Sound]
triggerall = var(59) != 1
type = PlaySnd
trigger1 = var(20) > 81
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = var(26) < 1
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
value = F25, 7
abspan = 0
volume = 999

[State -3, Marvelous Notify]
triggerall = var(59) != 1
trigger1 = var(20) > 81
trigger1 = Parent, MoveType != H && var(20) > 0
trigger1 = (TeamMode = Single) || (TeamMode = Turns)
trigger1 = var(26) < 1
type = Explod
ownpal = 1
anim = F807 + ifelse(TeamSide = 1, 20, 0)
postype = left
pos = ifelse(TeamSide = 1, 310, 10), 83
ontop = 1
bindtime = -1
;==========================================================

[State -3: Reset Stuff]
type = VarSet
triggerall = var(59) != 1
trigger1 = Parent, MoveType != H
trigger2 = Parent, StateNo = [120, 155]
var(20) = (var(21) := (var(22) := (var(23) := (var(24) := (var(26) := 0)))))
ignorehitpause = 1

;======================================
; Counter Code
;======================================
[State Counter: Counter an Attack]
type = Null;Helper
triggerall = var(59) != 1
trigger1 = Parent, HitDefAttr = SCA, AA && Parent, MoveHit
trigger1 = var(2) ;&& EnemyNear, MoveType = H && !EnemyNear, Time
name = "Counter"
ID = 1338000002
stateno = 1338000002
ignorehitpause = 1

[State Counter: Counter Var]
type = Null;VarSet
triggerall = var(59) != 1
trigger1 = 1
var(2) = ifelse(EnemyNear, MoveType = A, 1, 0)
;ignorehitpause = 1

;==============================================================================
; First Attack Helper
; Compatibility helper for characters who override both 5900 and 0
;==============================================================================
[Statedef 1338000001]
type = S
movetype = I
physics = N

[State 1338: Invisibo]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1338: Invincibo]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;==============================================================================
; Counter Helper
; PotS-style counter flash.
;==============================================================================
[Statedef 1338000002]
type = S
movetype = I
physics = N

[State 1338: Invisibo]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1338: Invincibo]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1338: Leet FX]
type = BGPalFX
trigger1 = !Time
add = 255, 255, 255
sinadd = -255, -255, -255, 20
time = 5

[State 1338: Pause]
type = Pause
trigger1 = Time < 5
time = 2
pausebg = 0

[State 1338: Done]
type = DestroySelf
trigger1 = Time >= 5


Now you are going to go to your characters folder and paste this into every character, to do this you need to open each folder, find the Overrides file, open it with notepad, scroll all the way down and paste at the bottom.
If the character dose not have a Overrides file you will simply open the main .CNS file with note pad for each character and paste at the bottom there. Once you have done this you will be done and ready to go!
 Things to know:
I recommend patching every character because the code works in a different way. for example, if you only patch the character Ryu when you play with him the announcer will only trigger for the character Ryu is fighting and never for Ryu or less Ryu is fighting Ryu. So for the announcer to work on every fight with both characters on the screen, they both need to be patched or all characters in your broken mugen need to.
 Also if you have characters that have there own custom combo announcer just disable it. Go in there main .CNS, find the -2 states and scroll down tell you find a load of code that looks Something like this:

; Combo Messages and Score control =====================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

[State -2, First Attack]
type = PlaySnd
triggerall = var(8)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
persistent = 0
value = 230,0
volume=255
ignorehitpause = 1

[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = 230,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
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 -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9))
ID = 8701
postype = right
pos = -1,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1

After finding it highlight it and press backspace to delete and save. this should stop the custom code from showing up.
Thats about it. I have done this and tested this with over 140  characters that were old and new mvc style.
I have them all working perfect with no errors  or crashing in all fighting modes. Even works good with tagteam patch But you must put this in the .CNS that is inside the _tag. folder IF you have tagteam .



 


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