Shadow of war script/gamepack

GPC2 script programming for Titan Two. Code examples, questions, requests.

Shadow of war script/gamepack

Postby Lynk » Sun Dec 09, 2018 8:01 pm

Does anyone have a gamepack or auto counter script for Shadow of War? Or can someone convert this one to Titan Two and for Xbox One? viewtopic.php?f=6&t=7232&p=53781#p53781

Thank you
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Lynk
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Re: Shadow of war script/gamepack

Postby J2Kbr » Tue Dec 11, 2018 4:19 pm

Script converted using the back compatibility header file.
Code: Select all
#include <titanone.gph>
 
//
// Fri Oct 27 2017 00:31:55
// Game : Shadow of War
//----------------------------------------
define Red           =  9;                           
define Green         = 10;
 
 
data(1,// begin of data segment--------             
  1,0,0,0, //1. Light_Blue                           
  0,1,0,0, //2. Light_Red                           
  0,0,1,0, //3. Light_Green                         
  0,0,0,1, //4. Light_Pink                           
  1,0,1,0, //5. Light_SkyBlue                       
  0,1,1,0, //6. Light_Yellow                         
  1,1,1,1, //7. Light_White                         
  2,0,0,0, //1. Blue                                 
  0,2,0,0, //2. Red                                 
  0,0,2,0, //3. Green                               
  0,0,0,2, //4. Pink                                 
  2,0,2,0, //5. SkyBlue                             
  0,2,2,0, //6. Yellow                               
  2,2,2,2, //7. White                               
  3,0,0,0, //1. Dim_Blue                             
  0,3,0,0, //2. Dim_Red                             
  0,0,3,0, //3. Dim_Green                           
  0,0,0,3, //4. Dim_Pink                             
  3,0,3,0, //5. Dim_SkyBlue                         
  0,3,3,0, //6. Dim_Yellow                           
  3,3,3,3  //7. Dim_White                           
); // end of data segm
 
int Col_ind;
int Timer, nTaps;
int Timer_1, nTaps_1;
int AFK = TRUE;
 
main {
 
 if(AFK)  colourled(Red);// ON             
   else     colourled(Green);// OFF
 
            if (event_press(PS4_UP)) {
            AFK= !AFK;
            if(AFK){
            set_val(TRACE_1, 1); //1  = akimbo_onoff is TRUE, 0 = rap[id_onoff is FALSE
            }else if(!AFK){
            set_val(TRACE_1, 0); }
            }
            if(get_val(PS4_SQUARE) && AFK) {
            combo_run(Turbo_3); }
            else if(combo_running(Turbo_3)) {
            combo_stop(Turbo_3); }
 
 
   //if (AFK) {combo_run (Turbo_3);}
   //if (!AFK){combo_stop(Turbo_3);}
 
if(get_val(PS4_R1) && get_val(PS4_L2)) {
        combo_run(Dagger);
    } else if(combo_running(Dagger)) {
        combo_stop(Dagger); }
 
 
    if((get_val(PS4_SQUARE))) {
        combo_run(Turbo_1); combo_run(Turbo_2);
    }
 
    if(get_val(PS4_L2) && get_val(PS4_SQUARE)) {
        combo_run(RapidFire); combo_stop(Turbo_1); combo_stop(Turbo_2); combo_stop(Turbo_3);
    } else if(combo_running(RapidFire)) {
        combo_stop(RapidFire); }
 
 
 
 if (Timer > 0) { Timer = Timer - get_rtime(); }    // Reduce the timer value by the elapsed run time
 
    // Timer - Detection of the first tap
    if (event_press(PS4_SQUARE)) {
        Timer = fTapTimer(Timer);
        if (Timer == 0) { combo_run(Special); }
}
if (Timer_1 > 0) { Timer_1 = Timer_1 - get_rtime(); }
 
    if (event_press(PS4_UP)) {
        Timer_1 = fTapTimer(Timer_1);
     if (Timer_1 == 0) { combo_run(Super); }
}
}
 
combo RapidFire {
    set_val(PS4_SQUARE, 100);
    wait(40);
    set_val(PS4_SQUARE, 0);
    wait(40);
    set_val(PS4_SQUARE, 0);
}
 
combo Turbo_1 {
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 0);
wait(40);
set_val(PS4_SQUARE, 0); }
 
combo Turbo_2 {
wait(115);
set_val(PS4_TRIANGLE, 100);
wait(40);
set_val(PS4_TRIANGLE, 0);
wait(155);
set_val(PS4_TRIANGLE, 0); }
 
combo Turbo_3 {
 set_val(PS4_R2, 100);
 set_val(PS4_SQUARE, 100);
    wait(40);
    set_val(PS4_R2, 0);
    set_val(PS4_SQUARE, 0);
    wait(60);
     set_val(PS4_SQUARE, 0);
    set_val(PS4_R2, 0); }
 
combo Special {
    set_val(PS4_SQUARE, 100);
    wait(1000);
    set_val(PS4_SQUARE, 100);
    wait(900);
    set_val(PS4_SQUARE, 0);
}
 
combo Super {
set_val(PS4_R3, 100);
set_val(PS4_L3, 100);
wait(80);
set_val(PS4_R3, 0);
set_val(PS4_L3, 0); }
 
combo Dagger {
    set_val(PS4_L2, 100);
    wait(80);
    set_val(PS4_L2, 0);
    wait(80);
    set_val(PS4_L2, 0);
}
 
function fTapTimer(timer) {
    if (timer <= 0) {
        nTaps = 1;
        timer = 300;     // Start the timer (choose your delay)
    }
    // Timer - Detection of next tap within 300 [ms]
    else {
        nTaps = nTaps + 1;
        timer = 300;     // Restart the timer (copy the delay down here)
        // Timer - 2 button presses, proceed to activation/deactivation
        if (nTaps == 2) {
            nTaps = 0;
            timer = 0;          // Shut off the timer
        }
    }
    return timer;
    }
 
function fTapTimer_1(timer_1) {
    if (timer_1 <= 0) {
        nTaps_1 = 1;
        timer_1 = 300;     // Start the timer (choose your delay)
    }
    // Timer - Detection of next tap within 300 [ms]
    else {
        nTaps_1 = nTaps_1 + 1;
        timer_1 = 300;     // Restart the timer (copy the delay down here)
        // Timer - 2 button presses, proceed to activation/deactivation
        if (nTaps_1 == 2) {
            nTaps_1 = 0;
            timer_1 = 0;          // Shut off the timer
        }
    }
    return timer_1;
}
 
function colourled(Colour) {                         
    Col_ind=(Colour*4)- 3;                             
    set_led(LED_1,dbyte(Col_ind  ));                   
    set_led(LED_2,dbyte(Col_ind+ 1));                   
    set_led(LED_3,dbyte(Col_ind+ 2));                   
    set_led(LED_4,dbyte(Col_ind+ 3));                   
}
 
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Re: Shadow of war script/gamepack

Postby Lynk » Tue Dec 11, 2018 4:44 pm

@J2kbr thank you:)
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