You don’t need to use multiples of 5 at all, it’s just a general pacing of the lessons so I can squeeze in others later. Customized macro scripts should go in the range from 20 or so to about 98. It’s not too strict, as long as you don’t overwrite something else with the same number that you want to keep and haven’t backed up yet. 100 to 999 are kind of reserved for the lessons there (and that may be there as more lessons get added).
Sounds good, if you do those I can update it to include those under the Special Moves branch in the next release. I focused on Ryu but there could be something for each character at some point. One way to approach special moves can restrict it to a particular character, however since the required motions overlap with other character’s moves, it might offer a change of pace if you mix in other characters a bit. Since it’s a repeating script, the idea is not exactly to have the player anticipate what the opponent will do of course, so I recommend approaching it like you’re creating a kind of baseline rally warm-up in tennis before a game, where the point is not to score a point but to keep the rally going. But if you want to do it a particular way for some reason, go for it, I look forward to what you come up with. I think the most important thing is coming up with something that helps to keep the player engaged and focused. It doesn’t have to be too complicated either, in fact it’s important to keep it basic and just provide something like a simple goal to strive for. E.g. a common theme or task can be, “Get out X number of special moves before the script loops”. A “mini-game” as Maj described would be great and keeping it simple goes a long way for that. Did you see that Guilty Gear Flash app thing that tested your reaction time? It was great in that it helped you get accustomed to the moves themselves. It gave you a specific number of a certain precision, and comparing your number with others was like a mini-game. Measuring performance can help increase performance tremendously if someone’s serious about getting better.
You can’t edit the lesson tree on the left. I may update those from time to time when new releases come out, but intend to do so infrequently. If you do all the special moves as described, I can update it cause that could be very helpful, but if people are just sharing a few scripts, they can fit in the custom slots.
Yes, most of the .lua files are identical. If you want to take a look into the Lua code, just know that it can get a bit hairy and the numbering scheme helps to keep things consistent and more organized. Open one in a text editor or IDE and scroll all the way to the bottom. If your editor displays line numbers, take a look from line 1310 to line 1321. That loads the specific .mis macro script. Now, one good reason to edit the Lua script would be to display images. One feature I added was the ability to draw images on any given span of frames over the course of your .mis macro file playing. In the Lua code I call these “Frameflow objects”. For example, the fireball lesson’s input images display such images. You can also display text and lines. Every script displays the text “PRESS COIN TO RETURN TO MENUS” from frame 20 to 280 (or the last frame if less). I did this in the Lua code itself on line 1317 by creating a frmText object, then adding it to the frmTextTable on 1319. For images, put them as .png’s in the \TRUSTlessons\images\ folder. You’ll have to create a Frameflow object for each image you want to display, and add that object to the frmIllusTable table.