Convert this T1 --> T2 (2 errors only)
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• Page 1 of 1
Convert this T1 --> T2 (2 errors only)
Fortunately 2 errors only; I'm facing issues with the function "min" and "max" right here; also for the "switch" error I think it can be changed to c_switch and that gets it fixed..
- Code: Select all
///
/// Left Stick hold is a trigger for the combos. Hold Left Stick and Hold Right Stick together
///
/// Special Moves -> No Left Stick
///RIGHT stick UP - Overhead Missiles
///RIGHT stick DOWN - Teleport
///RIGHT stick LEFT - Flames
///RIGHT stick RIGHT - Normal Missile
///
/// Meterless Combos => Hold Left Stick Right and:
///RIGHT stick UP - 7 hits 25%
///RIGHT stick DOWN - 4 hits 18%
///RIGHT stick LEFT - 6 hits 26%
///RIGHT stick RIGHT - 4 hits 25%
///
/// 1 bar Combos => Hold Left Stick Down and:
///RIGHT stick UP - 6 hits 28%
///RIGHT stick DOWN - 9 hits 36% THE BEST COMBO!!!
///RIGHT stick LEFT - 11 hits 27%
///RIGHT stick RIGHT - 11 hits 31%
///
/// Brutalities => Hold Left Stick Left and:
///RIGHT stick UP - Missile Brutality -> Need 3 missiles during the game
///RIGHT stick DOWN - Free Throw Brutality -> Hold LEft or Right or Down to change
///RIGHT stick LEFT - Flame Brutality
///RIGHT stick RIGHT - Normal Throw Brutality
///
/// FATALITIES => Hold Left Stick Up and:
///RIGHT stick RIGHT - Fatality 1
///RIGHT stick LEFT - Fatality 2
///RIGHT stick UP - Stage Fatality
///RIGHT stick DOWN - Stage Fatality
///X RAY - PRESS L2 FOR ONE BUTTON X RAY ATTACK
define BACK_PUNCH = 17; // TRIANGLE, Y
define BACK_KICK = 18; // CIRCLE, B
define FRONT_KICK = 19; // CROSS, A
define FRONT_PUNCH = 20; // SQUARE, X
define BR1 = 3; // R1, RB
define BR2 = 4; // R2, RT
define BL1 = 6; // L1, LB
define BL2 = 7; // L2, LT
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.
// 253 Combo Name
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
// combo names
define Combo_0 =0;
define Combo_1 =1;
define Combo_2 =2;
define Combo_3 =3;
define Combo_4 =4;
define Combo_5 =5;
define Combo_6 =6;
define Combo_7 =7;
define Combo_8 =8;
define Combo_9 =9;
define Combo_10 =10;
define Combo_11 =11;
define Brutality_1 =12;
define Brutality_2 =13;
define Brutality_3 =14;
define Brutality_4 =15;
define Fatality_1 =16;
define Fatality_2 =17;
define Fatality_3 =18;
// data segment
data(
Brutality_1,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
1, BL1, 100,
4,
0,40,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 100,
4,
0,4,
0,200,
EOC,
Brutality_2,
1, DOWN, 10,
4,
0, 4,
2, DOWN, 10,
FRONT_KICK, 10,
4,
0, 4,
EOC,
Brutality_3,
1, BACK, 10,
4,
0, 4,
2, FORWARD, 10,
FRONT_PUNCH, 10,
4,
0, 4,
EOC,
Brutality_4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
1, BL1, 100,
4,
0,4,
EOC,
Fatality_1,
1,BACK,100,
60,
0,2,
1,FORWARD,100,
20,
0,2,
1,BACK,100,
20,
0,2,
1,FORWARD,100,
20,
0,2,
1,FORWARD,100,
126,
0,2,
EOC,
Fatality_2,
1,BACK,100,
150,
0,2,
1,FORWARD,100,
4,
0,0,
1,DOWN,100,
4,
0,8,
1,DOWN,100,
4,
0,20,
1,UP,100,
4,
EOC,
Fatality_3,
1,BACK,100,
20,
0,2,
1,DOWN,20,
100,
0,4,
2,UP,20,
BR2,20,
4,
0,20,
EOC,
Combo_0,
2, BACK, 100,
FRONT_PUNCH, 100,
4,
0, 20,
2, BACK_PUNCH, 100,
BACK_KICK, 100,
4,
0, 40,
1, BR2, 100,
4,
0,180,
2, BACK, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,110,
2, DOWN, 100,
BACK_PUNCH,100,
4,
0,4,
0,20,
EOC,
Combo_1,
2, BACK, 100,
FRONT_PUNCH, 100,
4,
0, 20,
2, BACK_PUNCH, 100,
BACK_KICK, 100,
4,
0, 40,
1, BR2, 100,
4,
0,180,
2, BACK, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,110,
1, BACK_KICK, 100,
4,
0,40,
EOC,
Combo_2,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 20,
1, DOWN, 100,
4,
0,4,
3, BACK, 100,
BACK_KICK, 100,
BR2,100,
4,
0,150,
2,UP,100,
BACK,100,
4,
0,10,
1,FRONT_KICK,100,
4,
0,18,
1, FORWARD, 100,
4,
0, 20,
2, BACK, 100,
FRONT_KICK, 100,
4,
0, 20,
0, 200,
EOC,
Combo_3,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
3, FORWARD, 100,
BACK_KICK, 100,
BR2,100,
4,
0,160,
2,UP,100,
FORWARD,100,
4,
0,10,
1,FRONT_KICK,100,
4,
0,10,
1, BACK, 100,
4,
0, 10,
2, FORWARD, 100,
FRONT_KICK, 100,
4,
0, 20,
0, 200,
EOC,
Combo_4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
2, DOWN, 100,
BACK_PUNCH, 100,
4,
0,60,
EOC,
Combo_5,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,100,
EOC,
Combo_6,
2,UP,100,
FORWARD,100,
4,
0,30,
1,BACK_PUNCH,100,
4,
0,20,
2, FORWARD,100,
FRONT_PUNCH, 100,
4,
0, 10,
1, FRONT_KICK, 100,
4,
0, 20,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 110,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
0,100,
EOC,
Combo_7,
2,UP,100,
FORWARD,100,
4,
0,10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,100,
EOC,
Combo_8,
1, BACK, 10,
4,
0, 4,
2, FORWARD, 10,
FRONT_PUNCH, 10,
4,
0, 4,
EOC,
Combo_9,
1, DOWN, 10,
4,
0, 4,
2, BACK, 10,
BACK_KICK, 10,
4,
0, 4,
EOC,
Combo_10,
1, DOWN, 10,
4,
0, 4,
2, DOWN, 10,
FRONT_KICK, 10,
4,
0, 4,
EOC,
Combo_11,
1, DOWN, 10,
4,
0, 4,
2, BACK, 10,
BACK_PUNCH, 10,
4,
0, 4,
EOC,
EOD );
// Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;
// Variables
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 cancel;
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;
}
}
// CANCEL combos condition-----------------------------------------
// RS X and Y are in rest - cancel the combo
if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}
// Make sure the user inputs does not interfere in the combo
set_val(BACK_PUNCH , 0);
set_val(BACK_KICK , 0);
set_val(FRONT_KICK , 0);
set_val(FRONT_PUNCH , 0);
set_val(BR1 , 0);
set_val(BR2 , 0);
set_val(BL1 , 0);
set_val(BL2 , 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 ---------------------------
//////////////////////////////////////////////////////////////////////////
// NO LEFT STICK
if (between(11, -30, 30) && between(12, -30, 30)) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_8);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_10);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_11);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_9);
} // LEFT STICK RIGHT
else if (get_val (11) >= 60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_4);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_5);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_6);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_7);//Combo_2c);
} // LEFT STICK LEFT
else if (get_val (11)<= -60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Brutality_1);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Brutality_2);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Brutality_3);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Brutality_4);
} // LEFT STICK DOWN
else if (get_val (12) >= 60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_0);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_1);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_2);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_3);
} // LEFT STICK UP
else if (get_val (12) <= -60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 3, Fatality_1);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 3, Fatality_2);
// Right Stick UP
executeComboByIndex(10, -90, 9, 3, Fatality_3);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 3, Fatality_3);
}
if(get_val(7)){ //X-RAY On L2
set_val(4,100);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> 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();
}
// 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 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }
if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }
if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }
if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }
if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} 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;
else if(wait_time > 2530) wait_time = 2530;
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);
}
function between(button, min, max) {
return ((get_val(button) >= min) && (get_val(button) <= max));
}
function executeComboByIndex(buttonLeft, value, buttonRight, valueCancel, comboIndex) {
if (((value > 0)&&(get_val(buttonLeft) >= value))||
((value < 0)&&(get_val(buttonLeft) <= value))) {
if (between(buttonRight, -30, 30)) {
cancel=valueCancel;
i = get_combo_index(comboIndex);
}
}
}
-
Derivates - Sergeant Major
- Posts: 75
- Joined: Sat Jan 19, 2019 6:15 pm
Re: Convert this T1 --> T2 (2 errors only)
Fixed:
- Code: Select all
#include <titanone.gph>
///
/// Left Stick hold is a trigger for the combos. Hold Left Stick and Hold Right Stick together
///
/// Special Moves -> No Left Stick
///RIGHT stick UP - Overhead Missiles
///RIGHT stick DOWN - Teleport
///RIGHT stick LEFT - Flames
///RIGHT stick RIGHT - Normal Missile
///
/// Meterless Combos => Hold Left Stick Right and:
///RIGHT stick UP - 7 hits 25%
///RIGHT stick DOWN - 4 hits 18%
///RIGHT stick LEFT - 6 hits 26%
///RIGHT stick RIGHT - 4 hits 25%
///
/// 1 bar Combos => Hold Left Stick Down and:
///RIGHT stick UP - 6 hits 28%
///RIGHT stick DOWN - 9 hits 36% THE BEST COMBO!!!
///RIGHT stick LEFT - 11 hits 27%
///RIGHT stick RIGHT - 11 hits 31%
///
/// Brutalities => Hold Left Stick Left and:
///RIGHT stick UP - Missile Brutality -> Need 3 missiles during the game
///RIGHT stick DOWN - Free Throw Brutality -> Hold LEft or Right or Down to change
///RIGHT stick LEFT - Flame Brutality
///RIGHT stick RIGHT - Normal Throw Brutality
///
/// FATALITIES => Hold Left Stick Up and:
///RIGHT stick RIGHT - Fatality 1
///RIGHT stick LEFT - Fatality 2
///RIGHT stick UP - Stage Fatality
///RIGHT stick DOWN - Stage Fatality
///X RAY - PRESS L2 FOR ONE BUTTON X RAY ATTACK
define BACK_PUNCH = PS4_TRIANGLE; // TRIANGLE, Y
define BACK_KICK = PS4_CIRCLE; // CIRCLE, B
define FRONT_KICK = PS4_CROSS; // CROSS, A
define FRONT_PUNCH = PS4_SQUARE; // SQUARE, X
define BR1 = PS4_R1; // R1, RB
define BR2 = PS4_R2; // R2, RT
define BL1 = PS4_L1; // L1, LB
define BL2 = PS4_L2; // L2, LT
define UP = PS4_UP; // DPAD UP
define DOWN = PS4_DOWN; // DPAD DOWN
define LEFT = PS4_LEFT; // DPAD LEFT
define RIGHT = PS4_RIGHT; // DPAD RIGHT
define MOVE_X = PS4_RX; // LEFT ANALOG X
define MOVE_Y = PS4_LY; // 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.
// 253 Combo Name
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
// combo names
define Combo_0 =0;
define Combo_1 =1;
define Combo_2 =2;
define Combo_3 =3;
define Combo_4 =4;
define Combo_5 =5;
define Combo_6 =6;
define Combo_7 =7;
define Combo_8 =8;
define Combo_9 =9;
define Combo_10 =10;
define Combo_11 =11;
define Brutality_1 =12;
define Brutality_2 =13;
define Brutality_3 =14;
define Brutality_4 =15;
define Fatality_1 =16;
define Fatality_2 =17;
define Fatality_3 =18;
// data segment
data(
Brutality_1,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
1, BL1, 100,
4,
0,40,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 20,
4,
0,4,
1, BACK_PUNCH, 100,
4,
0,4,
0,200,
EOC,
Brutality_2,
1, DOWN, 10,
4,
0, 4,
2, DOWN, 10,
FRONT_KICK, 10,
4,
0, 4,
EOC,
Brutality_3,
1, BACK, 10,
4,
0, 4,
2, FORWARD, 10,
FRONT_PUNCH, 10,
4,
0, 4,
EOC,
Brutality_4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
1, BL1, 100,
4,
0,4,
EOC,
Fatality_1,
1,BACK,100,
60,
0,2,
1,FORWARD,100,
20,
0,2,
1,BACK,100,
20,
0,2,
1,FORWARD,100,
20,
0,2,
1,FORWARD,100,
126,
0,2,
EOC,
Fatality_2,
1,BACK,100,
150,
0,2,
1,FORWARD,100,
4,
0,0,
1,DOWN,100,
4,
0,8,
1,DOWN,100,
4,
0,20,
1,UP,100,
4,
EOC,
Fatality_3,
1,BACK,100,
20,
0,2,
1,DOWN,20,
100,
0,4,
2,UP,20,
BR2,20,
4,
0,20,
EOC,
Combo_0,
2, BACK, 100,
FRONT_PUNCH, 100,
4,
0, 20,
2, BACK_PUNCH, 100,
BACK_KICK, 100,
4,
0, 40,
1, BR2, 100,
4,
0,180,
2, BACK, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,110,
2, DOWN, 100,
BACK_PUNCH,100,
4,
0,4,
0,20,
EOC,
Combo_1,
2, BACK, 100,
FRONT_PUNCH, 100,
4,
0, 20,
2, BACK_PUNCH, 100,
BACK_KICK, 100,
4,
0, 40,
1, BR2, 100,
4,
0,180,
2, BACK, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,110,
1, BACK_KICK, 100,
4,
0,40,
EOC,
Combo_2,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 20,
1, DOWN, 100,
4,
0,4,
3, BACK, 100,
BACK_KICK, 100,
BR2,100,
4,
0,150,
2,UP,100,
BACK,100,
4,
0,10,
1,FRONT_KICK,100,
4,
0,18,
1, FORWARD, 100,
4,
0, 20,
2, BACK, 100,
FRONT_KICK, 100,
4,
0, 20,
0, 200,
EOC,
Combo_3,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
3, FORWARD, 100,
BACK_KICK, 100,
BR2,100,
4,
0,160,
2,UP,100,
FORWARD,100,
4,
0,10,
1,FRONT_KICK,100,
4,
0,10,
1, BACK, 100,
4,
0, 10,
2, FORWARD, 100,
FRONT_KICK, 100,
4,
0, 20,
0, 200,
EOC,
Combo_4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,20,
1, FRONT_KICK, 100,
4,
1, DOWN, 100,
4,
0,4,
2, BACK, 100,
BACK_KICK, 100,
4,
0,110,
2, DOWN, 100,
BACK_PUNCH, 100,
4,
0,60,
EOC,
Combo_5,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,100,
EOC,
Combo_6,
2,UP,100,
FORWARD,100,
4,
0,30,
1,BACK_PUNCH,100,
4,
0,20,
2, FORWARD,100,
FRONT_PUNCH, 100,
4,
0, 10,
1, FRONT_KICK, 100,
4,
0, 20,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 110,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN, 100,
4,
0, 20,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0, 20,
0,100,
EOC,
Combo_7,
2,UP,100,
FORWARD,100,
4,
0,10,
1, DOWN, 100,
4,
0, 20,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 95,
2, BACK, 100,
BACK_KICK, 100,
4,
0, 20,
1, FRONT_KICK, 100,
4,
0, 10,
1, DOWN,100,
4,
0,4,
2, FORWARD, 100,
BACK_KICK, 100,
4,
0,100,
EOC,
Combo_8,
1, BACK, 10,
4,
0, 4,
2, FORWARD, 10,
FRONT_PUNCH, 10,
4,
0, 4,
EOC,
Combo_9,
1, DOWN, 10,
4,
0, 4,
2, BACK, 10,
BACK_KICK, 10,
4,
0, 4,
EOC,
Combo_10,
1, DOWN, 10,
4,
0, 4,
2, DOWN, 10,
FRONT_KICK, 10,
4,
0, 4,
EOC,
Combo_11,
1, DOWN, 10,
4,
0, 4,
2, BACK, 10,
BACK_PUNCH, 10,
4,
0, 4,
EOC,
EOD );
// Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;
// Variables
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 delay_t;
int cancel;
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;
}
}
// CANCEL combos condition-----------------------------------------
// RS X and Y are in rest - cancel the combo
if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}
// Make sure the user inputs does not interfere in the combo
set_val(BACK_PUNCH , 0);
set_val(BACK_KICK , 0);
set_val(FRONT_KICK , 0);
set_val(FRONT_PUNCH , 0);
set_val(BR1 , 0);
set_val(BR2 , 0);
set_val(BL1 , 0);
set_val(BL2 , 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 ---------------------------
//////////////////////////////////////////////////////////////////////////
// NO LEFT STICK
if (between(11, -30, 30) && between(12, -30, 30)) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_8);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_10);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_11);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_9);
} // LEFT STICK RIGHT
else if (get_val (11) >= 60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_4);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_5);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_6);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_7);//Combo_2c);
} // LEFT STICK LEFT
else if (get_val (11)<= -60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Brutality_1);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Brutality_2);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Brutality_3);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Brutality_4);
} // LEFT STICK DOWN
else if (get_val (12) >= 60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 1, Combo_0);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 1, Combo_1);
// Right Stick UP
executeComboByIndex(10, -90, 9, 1, Combo_2);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 1, Combo_3);
} // LEFT STICK UP
else if (get_val (12) <= -60) {
// Right Stick RIGHT
executeComboByIndex(9, 90, 10, 3, Fatality_1);
// Right Stick LEFT
executeComboByIndex(9, -90, 10, 3, Fatality_2);
// Right Stick UP
executeComboByIndex(10, -90, 9, 3, Fatality_3);
// Right Stick DOWN
executeComboByIndex(10, 90, 9, 3, Fatality_3);
}
if(get_val(7)){ //X-RAY On L2
set_val(4,100);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> 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();
}
// 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 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }
if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }
if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }
if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }
if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} 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;
else if(wait_time > 2530) wait_time = 2530;
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);
}
function between(button, Min, Max) {
return ((get_val(button) >= Min) && (get_val(button) <= Max));
}
function executeComboByIndex(buttonLeft, value, buttonRight, valueCancel, comboIndex) {
if (((value > 0)&&(get_val(buttonLeft) >= value))||
((value < 0)&&(get_val(buttonLeft) <= value))) {
if (between(buttonRight, -30, 30)) {
cancel=valueCancel;
i = get_combo_index(comboIndex);
}
}
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Convert this T1 --> T2 (2 errors only)
J2Kbr wrote:Fixed:
- Code: Select all
code
First off thanks for the reply, now for my better understanding I want to point & ask some things;
this is a device script by the way.
[img]
https://i.imgur.com/OvhcYMF.png
[/img]
Could you please explain this action?
[img]
https://i.imgur.com/OE39ojO.png
[/img]
Had a headache with this line, why in caps?
-
Derivates - Sergeant Major
- Posts: 75
- Joined: Sat Jan 19, 2019 6:15 pm
Re: Convert this T1 --> T2 (2 errors only)
These are reserved keywords for the Titan Two
Your script had these words declared as variables. This is why they were given a different name/removed from the script,
- Code: Select all
switch
min
max
Your script had these words declared as variables. This is why they were given a different name/removed from the script,
-
Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
Re: Convert this T1 --> T2 (2 errors only)
Sillyasskid wrote:These are reserved keywords for the Titan Two
- Code: Select all
switch
min
max
Your script had these words declared as variables. This is why they were given a different name/removed from the script,
Thanks, I'm happy I'm aware of that now.
-
Derivates - Sergeant Major
- Posts: 75
- Joined: Sat Jan 19, 2019 6:15 pm
5 posts
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