// GPC Online Library // mk11_jax_3rd_varation_simple_exo_script.gpc //NEW god Jax varation 3 script enjoy // watch video to learn how to use https://youtu.be/OB_TsWVIpzI copy and paste link in browser define BTN1 = 17; // TRIANGLE, Y define BTN2 = 18; // CIRCLE, B define BTN3 = 19; // CROSS, A define BTN4 = 20; // SQUARE, X define BTN5 = 3; // R1, RB define BTN6 = 4; // R2, RT define BTN7 = 6; // L1, LB define BTN8 = 7; // L2, LT define TOUCH = 27; // TOUCH PAD define UP = 13; // DPAD UP define DOWN = 14; // DPAD DOWN define LEFT = 15; // DPAD LEFT define RIGHT = 16; // DPAD RIGHT define MOVE_X = 11; // LEFT ANALOG X define MOVE_Y = 12; // LEFT ANALOG Y //----------------------------------------------------- define BACK = 128; // BACK FLAG define FORWARD = 129; // FORWARD FLAG // End Flags. 254 and 255 should never be used in the // data segment for other purposes. //----------------------------------------------------- define EOC = 254; // End of Combo define EOD = 255; // End of Data Segment //----------------------------------------------------- define wave = 0; define spam = 1; define lowlow = 2; define lowender = 3; define blow1 = 4; define restand = 5; define cornerover = 6; define cornerlow = 7; define kat = 8; define fatal = 9; data( wave, 1,BACK, 7, 2,BACK, BTN3, 8, 1,BACK, 11, 2,BACK, BTN1, 8, 1,BACK, 9, 0,12, 2,BTN3, BTN4, 28, EOC, spam, 1,FORWARD, 6, 2,FORWARD, BTN3, 8, 1,FORWARD, 8, 2,FORWARD, BTN4, 6, 1,FORWARD, 22, 1,DOWN, 3, 2,DOWN, BACK, 2, 2,BACK, BTN2, 4, 1,BTN2, 35, 1,BTN5, 9, 0,65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 60, 1,DOWN, 4, 2,DOWN, BTN3, 8, 0,2, 2,BTN6, BTN8, 19, 1,BTN6, 100, EOC, lowlow, 1,FORWARD, 8, 2,FORWARD, BTN3, 10, 1,FORWARD, 13, 2,FORWARD, BTN3, 9, 1,FORWARD, 10, 0,20, 1,BACK, 3, 1,FORWARD, 2, 2,FORWARD, BTN1, 1, 1,BTN1, 6, 0,30, 1,BTN5, 60, 1,BACK, 9, 2,BACK, BTN4, 15, 1,BACK, 3, 1,FORWARD, 2, 2,FORWARD, BTN1, 1, 1,BTN1, 6, 0,45, 1,BTN5, 70, 1,BTN4, 12, 0,35, 1,BTN1, 9, 0,8, 1,BTN1, 8, 0,11, 1,BACK, 8, 0,8, 1,FORWARD, 7, 1,BTN3, 6, 0,31, 1,BTN2, 50, EOC, lowender, 1,FORWARD, 6, 2,FORWARD, BTN3, 8, 1,FORWARD, 8, 2,FORWARD, BTN4, 6, 1,FORWARD, 22, 1,DOWN, 3, 2,DOWN, BACK, 2, 2,BACK, BTN2, 4, 1,BTN2, 35, 1,BTN5, 9, 0,65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 65, 1,FORWARD, 2, 2,FORWARD, BTN1, 3, 1,BTN1, 2, 0,5, 2,FORWARD, BTN1, 4, 1,BTN1, 45, 1,DOWN, 5, 2,DOWN, BTN3, 5, 1,BTN3, 3, 0,1, 1,DOWN, 4, 2,DOWN, BTN3, 8, 3,DOWN, FORWARD, BTN3, 1, 2,DOWN, FORWARD, 7, 3,DOWN, FORWARD, BTN3, 4, 2,FORWARD, BTN3, 80, 1,BTN2, 9, 0,50, 1,BTN2, 12, 0,50, 1,BTN4, 140, 1,FORWARD, 16, 0,104, 1,FORWARD, 9, 2,FORWARD, BTN2, 5, 1,BTN2, 3, 0,3, 1,DOWN, 5, 2,DOWN, FORWARD, 1, 1,FORWARD, 2, 2,FORWARD, BTN3, 7, 1,FORWARD, 2, 0,14, 1,BTN2, 8, 0,30, 1,BTN2, 21, 0,11, 1,BTN2, 15, 0,44, 1,BTN2, 11, 0,8, 1,BTN2, 9, 0,10, 1,BTN3, 9, 0,8, 1,BTN3, 8, 0,6, 1,BTN3, 100, EOC, blow1, 1,DOWN, 10, 0,4, 1,DOWN, 2, 2,DOWN, BTN2, 9, 1,BTN2, 3, 0,20, 1,UP, 7, 2,UP, BTN2, 12, 1,UP, 9, 2,UP, BTN2, 23, 1,BTN2, 4, EOC, restand, 1,BTN1, 11, 0,7, 1,BTN1, 11, 0,7, 1,BTN4, 11, 0,7, 1,BTN4, 8, 0,17, 1,BTN1, 8, 0,13, 1,BTN1, 12, 0,7, 1,BTN1, 9, 0,17, 1,BTN4, 12, 0,7, 1,BTN4, 10, 0,8, 1,BTN4, 9, 0,7, 1,BTN4, 10, 0,8, 1,BTN4, 11, 0,7, 1,BTN4, 11, EOC, cornerover, 1,BTN1, 10, 0,7, 1,BTN1, 10, 0,6, 1,BTN4, 11, 0,4, 1,BTN4, 9, 0,8, 1,BTN1, 10, 0,5, 1,BTN1, 11, 0,11, 1,DOWN, 7, 2,DOWN, BACK, 1, 3,DOWN, BACK, BTN4, 10, 2,DOWN, BACK, 7, 3,DOWN, BACK, BTN4, 11, 2,DOWN, BACK, 7, 3,DOWN, BACK, BTN4, 11, 2,DOWN, BACK, 7, 3,DOWN, BACK, BTN4, 11, 2,DOWN, BACK, 7, 3,DOWN, BACK, BTN4, 11, 2,DOWN, BACK, 6, 3,DOWN, BACK, BTN4, 12, 2,DOWN, BACK, 8, 3,DOWN, BACK, BTN4, 4, 2,DOWN, BACK, 11, 1,DOWN, 44, 2,DOWN, BTN4, 12, 1,DOWN, 2, 0,4, 1,BTN1, 7, 0,6, 1,BTN1, 11, 0,36, 1,DOWN, 4, 2,DOWN, BTN4, 13, 1,DOWN, 5, 2,DOWN, BTN1, 1, 1,BTN1, 9, 1,UP, 0, 2,UP, FORWARD, 2, 1,FORWARD, 3, 2,FORWARD, BTN1, 7, 3,UP, FORWARD, BTN1, 3, 2,UP, BTN1, 0, 2,UP, BACK, 3, 1,FORWARD, 2, 2,DOWN, FORWARD, 1, 1,FORWARD, 1, 2,FORWARD, BTN1, 9, 1,FORWARD, 5, 2,DOWN, FORWARD, 1, 3,DOWN, FORWARD, BTN1, 2, 2,DOWN, BTN1, 2, 3,DOWN, BACK, BTN1, 1, 2,BACK, BTN1, 3, 1,BACK, 2, 2,UP, BACK, 1, 1,UP, 1, 2,UP, FORWARD, 1, 1,FORWARD, 2, 2,BTN5, FORWARD, 7, 1,FORWARD, 2, 0,6, 1,BTN5, 12, 0,7, 1,BTN5, 12, EOC, cornerlow, 1,BTN1, 8, 0,6, 1,BTN1, 7, 0,7, 1,BTN4, 10, 0,5, 1,BTN4, 9, 0,9, 1,BTN1, 12, 0,7, 1,BTN1, 6, 0,8, 1,BTN4, 10, 0,10, 1,BTN3, 12, 0,7, 1,BACK, 3, 2,BACK, BTN3, 10, 2,DOWN, BACK, 3, 1,BACK, 1, 2,DOWN, BACK, 1, 1,DOWN, 1, 0,2, 2,FORWARD, BTN3, 8, 1,FORWARD, 9, 0,6, 1,BTN2, 1, 2,BACK, BTN2, 12, 1,BACK, 2, 0,3, 1,BTN2, 3, 2,FORWARD, BTN2, 9, 1,FORWARD, 4, 2,FORWARD, BTN2, 1, 1,BTN2, 12, 2,BACK, BTN2, 1, 1,BACK, 4, 0,3, 1,BTN2, 11, 0,7, 1,BTN2, 12, 0,7, 1,BTN2, 15, EOC, kat, 1,BACK, 3, 2,BACK, BTN1, 126, 1,BTN1, 53, 0,37, 1,FORWARD, 46, 2,DOWN, FORWARD, 3, 1,DOWN, 3, 3,BTN5, DOWN, BTN4, 2, 4,BTN5, DOWN, BACK, BTN4, 11, 2,DOWN, BACK, 1, 1,BACK, 4, 2,BTN5, BACK, 1, 3,BTN5, BACK, BTN4, 2, 2,BTN5, BTN4, 7, 3,BTN5, DOWN, BTN4, 1, 2,BTN5, DOWN, 1, 1,DOWN, 8, 3,BTN5, DOWN, BTN4, 3, 4,BTN5, DOWN, BACK, BTN4, 5, 3,BTN5, DOWN, BACK, 1, 2,DOWN, BACK, 3, 1,DOWN, 1, 2,BTN5, DOWN, 2, 3,BTN5, DOWN, BTN4, 6, 2,BTN5, BTN4, 2, 1,BTN5, 2, 0,4, 1,BTN5, 1, 2,BTN5, BTN4, 6, 3,BTN5, FORWARD, BTN4, 6, 2,BTN5, FORWARD, 1, 1,FORWARD, 36, 2,FORWARD, BTN4, 5, 3,FORWARD, BTN1, BTN4, 3, 2,FORWARD, BTN1, 5, 1,FORWARD, 6, 2,FORWARD, BTN4, 6, 3,FORWARD, BTN1, BTN4, 2, 2,FORWARD, BTN1, 13, 2,FORWARD, BTN4, 13, 2,FORWARD, BTN1, 13, 2,FORWARD, BTN4, 14, 3,FORWARD, BTN1, BTN4, 2, 2,FORWARD, BTN1, 7, 3,FORWARD, BTN1, BTN4, 1, 2,FORWARD, BTN4, 5, 1,BTN4, 6, 2,BTN1, BTN4, 1, 1,BTN1, 7, EOC, fatal, 1,DOWN, 7, 2,DOWN, BACK, 2, 1,BACK, 4, 2,BACK, BTN1, 26, 1,BTN1, 3, EOC, EOD ); int i = -1, b, v; int back = LEFT, forward = RIGHT; int button_1, button_2, button_3, button_4, button_5; int value_1, value_2, value_3, value_4, value_5; int wait_time; int switch; int delay_t; int RUMBLE_TYPE=RUMBLE_A; int cancel; int EndOfCombo; int CanStart; unmap 9; //PS4_RX unmap 10; //PS4_RY unmap 11; //PS4_LX unmap 12; //PS4_LY unmap 8; //PS4_L3 unmap 5; //PS4_R3 main { // Determine Back and Forward if(get_val(RIGHT) ) { back = LEFT; forward = RIGHT; } else if(get_val(LEFT)) { back = RIGHT; forward = LEFT; }//---------------------------------------------- // If there is a combo to be executed if(i >= 0 && delay_t<=0) { // Execute the combo step-by-step if(!combo_running(execute_step)) { if(get_step_values()) { if(wait_time == 0) { combo_run(execute_step_no_wait); } else { combo_run(execute_step); } } else { // the combo finished i = -1; } } // RS X and Y are in rest - cancel the combo if ( (abs(get_val(9)) <= 20 && abs(get_val(10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) && (!get_val(5) && !get_val(8))) { i = -1; combo_stop(execute_step); } //CANCEL ---------------------------------------------------------- // Make sure the user inputs does not interfere in the combo set_val(BTN1 , 0); set_val(BTN2 , 0); set_val(BTN3 , 0); set_val(BTN4 , 0); set_val(BTN5 , 0); set_val(BTN6 , 0); set_val(BTN7 , 0); set_val(BTN8 , 0); set_val(UP , 0); set_val(DOWN , 0); set_val(LEFT , 0); set_val(RIGHT , 0); set_val(MOVE_X , 0); set_val(MOVE_Y , 0); // if no combo execute - look for combo activation } else { // EDIT THIS PART OF SCRIPT for combo run --------------------------- ////////////////////////////////////////////////////////////////////////// // Right Stick RIGHT if(get_val(PS4_TOUCH)) { combo_run(Turbo8); } if (get_val (9) >= 60) { //combo restand i = get_combo_index(restand); } // Right Stick LEFT if (get_val (9) <= -60) { //combo lowender i = get_combo_index(restand); } // Right Stick UP if (get_val (10) <= -60) { //Combo blow1 i = get_combo_index(cornerover); } // Right Stick DOWN if (get_val (10) >= 60) { //Combo lowlow i = get_combo_index(cornerlow); } // Left Stick RIGHT if (get_val (11) >= 60) { //combo wave i = get_combo_index(lowlow); } // Left Stick LEFT if (get_val (11) <= -60) { //combo spam i = get_combo_index(lowlow); } // Left Stick UP if (get_val (12) <= -60) { //Combo cornerover i = get_combo_index(blow1); } // Left Stick DOWN if (get_val (12) >= 60) { //Combo cornerlow i = get_combo_index(wave); } // hold LS / L3 if (get_val (8)) { //Fatality 1 i = get_combo_index(kat); } // hold RS / R3 if (get_val (5)) { //Fatality 2 i = get_combo_index(fatal); } if(get_val(PS4_R1)) { combo_run(SHOTTI1); } if(get_val(PS4_L1)) {//NEW SHIT FOR MOVES YOU AINT READY combo_run(Turbo_1); combo_run(Turbo_2); } // end editing here -------------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////////////////////// }// end }//
block end // This combo will run a step with wait combo execute_step { set_buttons_values(); wait(wait_time); set_buttons_values(); } // This combo will run a step without wait combo execute_step_no_wait { set_buttons_values(); } combo RUMBLE_NOTIFICATION { set_rumble(RUMBLE_TYPE, 100); wait(300); reset_rumble (); } combo Turbo_1 { set_val(PS4_CROSS, 100);/////ALL THIS IS NEW SHIT YOU AINT READY FOR WELCOME TO NEXT GEN CTMX SCRIPTING =) wait(10); set_val(PS4_CROSS, 0); wait(10); set_val(PS4_CROSS, 0); } combo Turbo_2 { set_val(PS4_SQUARE, 100);////ULTRA SUPER FAST GRAB AND ANTI GRAB ENABLED RE DOWNLOAD PLEASE =) wait(10); set_val(PS4_SQUARE, 0); wait(10); set_val(PS4_SQUARE, 0); } combo SHOTTI1 { set_val(PS4_DOWN, 100); wait(100); set_val(PS4_DOWN, 0); wait(40); set_val(PS4_DOWN, 100); wait(40); set_val(PS4_DOWN, 100); set_val(PS4_CROSS, 100); wait(80); set_val(PS4_DOWN, 0); set_val(PS4_CROSS, 100); wait(50); set_val(PS4_CROSS, 0); } combo Turbo8{ set_val(PS4_DOWN, 100); wait(100); set_val(PS4_DOWN, 0); wait(40); set_val(PS4_DOWN, 100); wait(10); set_val(PS4_DOWN, 100); set_val(PS4_CROSS, 100); wait(70); set_val(PS4_DOWN, 0); set_val(PS4_CROSS, 100); wait(30); set_val(PS4_CROSS, 0); } combo Turbo9{ set_val(PS4_LEFT, 100); wait(120); set_val(PS4_LEFT, 0); wait(50); set_val(PS4_RIGHT, 100); set_val(PS4_TRIANGLE, 100); wait(180); set_val(PS4_RIGHT, 0); set_val(PS4_TRIANGLE, 100); wait(30); set_val(PS4_TRIANGLE, 0); } // Returns the starting index of a combo function get_combo_index(combo_id) { i = 0; while(TRUE) {//----------------------- v = dbyte(i); if(v == combo_id) { return(i + 1); } else {//==================== while(v != EOC && v != EOD) {//# i = i + 1; v = dbyte(i); }//# if(v == EOD) break; else i = i + 1; }//============================= }//----------------------------------- return(-1); } // Set the buttons, values and wait time of a step function get_step_values() { b = dbyte(i); i = i + 1; if(b > 5) return(FALSE); if(b >= 1) { button_1 = convert_back_forward(dbyte(i)); i = i + 1; value_1 = 100; } else { button_1 = -1; value_1 = 0; } if(b >= 2) { button_2 = convert_back_forward(dbyte(i)); i = i + 1; value_2 = 100; } else { button_2 = -1; value_2 = 0; } if(b >= 3) { button_3 = convert_back_forward(dbyte(i)); i = i + 1; value_3 = 100; } else { button_3 = -1; value_3 = 0; } if(b >= 4) { button_4 = convert_back_forward(dbyte(i)); i = i + 1; value_4 = 100; } else { button_4 = -1; value_4 = 0; } if(b >= 5) { button_5 = convert_back_forward(dbyte(i)); i = i + 1; value_5 = 100; } else { button_5 = -1; value_5 = 0; } wait_time = dbyte(i); i = i + 1; wait_time = (wait_time - 1) * 10; if(wait_time < 0) wait_time = 0; return(TRUE); } // If the step has FORWARD and BACK buttons, set the correct value. function convert_back_forward(button) { if(button == FORWARD) { return(forward); } else if(button == BACK) { return(back); } return(button); } // Set the buttons and values, function used on the combos. function set_buttons_values() { if(button_1 != -1) set_val(button_1, value_1); if(button_2 != -1) set_val(button_2, value_2); if(button_3 != -1) set_val(button_3, value_3); if(button_4 != -1) set_val(button_4, value_4); if(button_5 != -1) set_val(button_5, value_5); }