Tekken 7

Documentation, usage tips and configuration guides for Titan Two scripts and bytecodes published by the community users.

Tekken 7

Postby Prototype » Mon Sep 18, 2017 11:53 pm

Image

The Tekken 7 Modpacks are here :)

Most of the combos 1 and 2 are the 10 hit combos and the combos 3 and 4 are the samples 5 and 6, some of these require to be in rage to work.

Submit your best Combos and Mods ideas!
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Re: Tekken 7

Postby bonefisher » Mon Sep 18, 2017 11:57 pm

Should come pretty quick since I tried your mods from 6 and used on 7..... :smile0517:
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Re: Tekken 7

Postby Prototype » Tue Sep 19, 2017 12:43 am

Yes it works quite well. How good is the combos execution online for you? I mean do you feel some delay before the combo starts?
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Re: Tekken 7

Postby bonefisher » Tue Sep 19, 2017 1:36 am

Been awhile since I played and there was a few off but then they worked. Getting old so don't ask me which one lol because I forgot! I just went crazy with it to kick butt.... :smile0517:
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Re: Tekken 7

Postby Prototype » Tue Sep 19, 2017 2:22 am

lol yes same for me sometimes, with so many combos it's hard to remember where is each one! So i don't use all and i enable only on the triggers with the 10 hits combos on L2 and the juggles on R2. But i know there is some improvements to do. Now with the freed space i will add the Mods which did not fit in the firsts scripts.
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Re: Tekken 7

Postby J2Kbr » Wed Sep 20, 2017 12:05 pm

Great news!! :joia: :joia:
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Re: Tekken 7

Postby Prototype » Sun Sep 24, 2017 1:23 am

When i see the story button in the story mode, it's exactly the same as my Modpack!!
I will submit them my Mods for Tekken 8 :innocent_smile_1:
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Re: Tekken 7

Postby Prototype » Wed Oct 04, 2017 4:08 pm

Hi, i'm still working on the Macros and today i want to share a code with you that i use in my Modpacks. It's a function to easily stop any running combo :)

As i experienced with this Fighting Modpack, so many combos to deal with is space consuming to run and stop in the scripts. So with the help of J2Kbr we created an easy way to stop any running combo by a simple line :smile0517:
I know any code or idea we share here on consoletuner is stolen and vaunted as their own work but that is bullshit :whistling:

I really want to share that with our community because i see some very good scripts for Tekken that use the space consuming way! So to help our fighters to make Bigger Modpacks, here is the code:
Code: Select all
#pragma METAINFO("Stop Any Combo", 1, 0, "prototype")
 
main {
    if(event_active(BUTTON_4)) {
    stopall_combo();
    }
}
 
combo COMBO_1 {
    set_val(BUTTON_14, 100);
    wait(20)wait(10);
}
 
combo COMBO_2 {
    set_val(BUTTON_17, 100);
    wait(20)wait(10);
}
 
void stopall_combo() {
    combo_stop(COMBO_1);
    combo_stop(COMBO_2); /*
    combo_stop(COMBO_3);
    combo_stop(COMBO_4);
    combo_stop(COMBO_5);
    combo_stop(COMBO_6);
    combo_stop(COMBO_7);
    combo_stop(COMBO_8);
    combo_stop(COMBO_9);
    combo_stop(COMBO_10);
    combo_stop(COMBO_11);
    combo_stop(COMBO_12);
    combo_stop(COMBO_13);
    combo_stop(COMBO_14);
    combo_stop(COMBO_15);
    combo_stop(COMBO_16);
    combo_stop(COMBO_17);
    combo_stop(COMBO_18);
    combo_stop(COMBO_19);
    combo_stop(COMBO_20);
    combo_stop(COMBO_21);
    combo_stop(COMBO_22);
    combo_stop(COMBO_23);
    combo_stop(COMBO_24);
    combo_stop(COMBO_25);
    combo_stop(COMBO_26);
    combo_stop(COMBO_27);
    combo_stop(COMBO_28);
    combo_stop(COMBO_29);
    combo_stop(COMBO_30);
    combo_stop(COMBO_31);
    combo_stop(COMBO_32);
    combo_stop(COMBO_33);
    combo_stop(COMBO_34);
    combo_stop(COMBO_35);
    combo_stop(COMBO_36); */

}
 

:joia:
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Re: Tekken 7

Postby J2Kbr » Wed Oct 04, 2017 4:28 pm

Nice work prototype.

PS> I will be replying your PM shortly. :wink:
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Re: Tekken 7

Postby bonefisher » Wed Oct 04, 2017 7:02 pm

:smile0517:
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