Page 2 of 3

Re: MK11

PostPosted: Thu May 02, 2019 9:46 pm
by STEELES
is that script for a fighting stick?

i could use a few extra buttons for mapping, ive got a razer wolverine but its not compatible.

ive got a decent noob saibot script, if anyone wants to trade

Re: MK11

PostPosted: Thu May 02, 2019 10:42 pm
by bonefisher
STEELES wrote:is that script for a fighting stick?

i could use a few extra buttons for mapping, ive got a razer wolverine but its not compatible.

ive got a decent noob saibot script, if anyone wants to trade

You can use it if you use a input translator or I a script that ties you fighting stick in!

Re: MK11

PostPosted: Fri May 10, 2019 6:43 pm
by STEELES
can device max scripts be converted? found this skarlet one https://device.com/forums/archive/in ... 93162.html

also cant get this geras script to work on my t1
viewtopic.php?f=26&t=12534

anyone found any other mk11 scripts , only got the noob script to work

Re: MK11

PostPosted: Fri May 10, 2019 6:59 pm
by STEELES
bonefisher wrote:
STEELES wrote:is that script for a fighting stick?

i could use a few extra buttons for mapping, ive got a razer wolverine but its not compatible.

ive got a decent noob saibot script, if anyone wants to trade

You can use it if you use a input translator or I a script that ties you fighting stick in!



cheers bonefisher , im using standard xbox box control with t1 at the moment , cant get this erron script working though,
i get errors when programing

Re: MK11

PostPosted: Fri May 10, 2019 7:02 pm
by STEELES
also, we could do with rapid fire adding , for grab reversal.

overhead hop would be good mapped to select

ive done a few scripts my self but im strugling to edit the posted scripts which seem to better,

my scrips all had to be done facing right

Re: MK11

PostPosted: Fri May 10, 2019 7:42 pm
by bonefisher
Post the script and I'll add to my script!

Re: MK11

PostPosted: Sat May 18, 2019 1:32 am
by STEELES
Code: Select all
 
// Geras By Fwak. V.1.0.
// Big Thanks To Batts <3.
/*---------------------------------------------------------------------------------
Infinite Warden|
----------------
 
RB Adjust = Spends a Meter
RT Adjust = Spends a Second Meter
LT Adjust = Uses Fatal during Combo (Can be used during RB/RT's combo adjust)
 
---------------------------------------------------------------------------------
IF YOU WANT TO USE SECOND BAR OF METER DURING THE FIRST BAR, PRESS RT/R2 AS SOON
AS YOU SEE THE FIRST BAR GO OFF/USED.
---------------------------------------------------------------------------------
IF YOU WANT TO USE Fatal DURING FIRST METER, PRESS LT/L2 AFTER THE DASH.
---------------------------------------------------------------------------------
 
There is quite a few check points in this one (checks if it should change Combos
mid Combo), so go in practice and get the timings down.
---------------------------------------------------------------------------------
 
RS UP --------
RS Down ------    (RS DOWN + UP are same Combo)
Hold X    ------ = All 5 can use RB and RT and LT
RS Right -----
RS Left ------
 
LS Up = Easy Fatal
 
LT + R3 to changes to corner combos which there's four of and all use 2 Meters.
 
Fatality on R3.
 
-----------------------------------------------------------------------------------**/
// TRIANGLE, Y
// CIRCLE, B 
// CROSS, A
// SQUARE, X
// R1, RB   
// R2, RT   
// L1, LB   
// L2, LT   
// TOUCH PAD   
// DPAD UP   
// DPAD DOWN
// DPAD LEFT 
// DPAD RIGHT 
// LEFT ANALOG X
// LEFT ANALOG Y
// BACK FLAG   
// FORWARD FLAG
// End Flags. 253, 254 and 255 should never be used in the
// data segment for other purposes.                 
//-----------------------------------------------------
// check for transition to another combo
// End of Combo     
// End of Data Segment
//-----------------------------------------------------
//Define Combos
//--------------------------------------
//--------------------------------------
//Define Combo Adjusters
//--------------------------------------
//
//
//
//
//--------------------------------------
// Combo Data
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
// Hold X/Square
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT
//--------------------------------------
//--------------------------------------
// Right Stick LEFT
//--------------------------------------
//--------------------------------------
// Right Stick UP
//--------------------------------------
//--------------------------------------
// Right Stick DOWN
//--------------------------------------
//--------------------------------------
// Left Stick RIGHT
//--------------------------------------
//--------------------------------------
// Left Stick LEFT
//--------------------------------------
//--------------------------------------
//Left Stick Up
//--------------------------------------
//--------------------------------------
//Left Stick Down
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT *SWITCHED*
//--------------------------------------
//--------------------------------------
//Right Stick Up *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick LEFT *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick DONW *SWITCHED*
//--------------------------------------
//--------------------------------------
//--------------------------------------
//End Of Combo Data
//--------------------------------------
//Unmaps
//--block button
//--switch XB1_LT + press XB1_RS
//--block button
//--block button until release
//--toggle
//--rumble controller
//--BACK and FORWARD       
//--EXECUTE COMBOS
//--check for activator button press
// execute combo step-by-step     
//--end of combo
// RS X / Y are in rest = cancel the combo
// block user input (does not interfere in the combo)
//--no combo running                         
//--reset activator button and led
//------------------
// Right Stick RIGHT
//--------------------
//-----------------
// Right Stick LEFT
//-------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//-------------
// hold LS / L3
//---------------
//-------------
// hold RS / R3
//---------------
//--switch (default)                             
//---------------
//Hold X/Square.
//----------------
//---------------------------
//Right Stick RIGHT.
//---------------------------
//---------------------------
// Right Stick LEFT.
//---------------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//--end of switch
//--end of combo run
//--block btns
//--end of main
// This combo will run a step with wait           
// This combo will run a step without wait       
// Returns the starting index of a combo
//-----------------------       
//====================           
//#     
//#                                 
//=============================         
//-----------------------------------       
// Set the buttons, values and wait time of a step
//--get value from data segment
//--look for CHK_PNT
//--RT_PRESS combo
//--RB_PRESS combo
//--LT_PRESS combo
//--LB_PRESS combo
//--no activator pressed
//--check for activator button pressed
//--new combo
// If the step has FORWARD and BACK buttons, set the correct value.
// Set the buttons and values, function used on the combos.
//--BLOCK BUTTONS
 
 
 
 
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
define RB = 3;
define RT = 4;
define LB = 6;
define LT = 7;
define TOUCH = 27;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define MOVE_X = 11;
define MOVE_Y = 12;
define BACK = 128;
define FORWARD = 129;
define CHK_PNT = 253;
define EOC = 254;
define EOD = 255;
define Combo1 = 10;
define Combo2 = 11;
define Combo3 = 12;
define Combo4 = 13;
define Combo5 = 14;
define Combo6 = 15;
define Combo7 = 16;
define Combo8 = 17;
define Combo9 = 18;
define Combo10 = 19;
define Combo11 = 26;
define Combo12 = 30;
define Punish = 31;
define Fatality1 = 24;
define Fatality2 = 25;
define LB_PRESS = 20;
define LT_PRESS = 21;
define RB_PRESS = 22;
define RT_PRESS = 23;
 
data(
RT_PRESS,
1, FORWARD, 100,
10, 0, 8,
1, FORWARD, 100,
10, 0, 4,
1, FORWARD, 100,
4, 0, 8,
2, FORWARD, 100,
A, 100,
8,
1, BACK, 100,
8,
2, FORWARD, 100,
X, 100,
10, 0, 20,
1, RB, 100,
10, 0, 73,
1, DOWN, 100,
10,
2, DOWN, 100,
Y, 100,
20,
1, DOWN, 100,
80,
2, DOWN, 100,
Y, 100,
10, 0, 55,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
4, 0, 43,
2, FORWARD, 100,
A, 100,
4, CHK_PNT,
1, BACK, 100,
4,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
RB_PRESS,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 185, CHK_PNT,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
10, 0, 18,
1, B, 100,
8, CHK_PNT,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LT_PRESS,
2, RT, 100,
LT, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LB_PRESS,
EOC,
Punish,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 30, CHK_PNT,
1, X, 100,
10, 0, 20,
2, X, 100,
A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo1,
2, BACK, 100,
Y, 100,
10, 0, 10,
1, Y, 100,
50, CHK_PNT,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo2,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20, CHK_PNT,
1, Y, 100,
10, 0, 20,
1, DOWN, 100,
10, 0, 20,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo3,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo4,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo5,
EOC,
Combo6,
EOC,
Combo7,
2, LT, 100,
RT, 100,
200, 0, 200,
EOC,
Combo8,
EOC,
Combo9,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, Y, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 120,
1, RB, 100,
10, 0, 210,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
75,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo10,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
85,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo11,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20,
1, Y, 100,
10, 0, 95,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 220,
2, BACK, 100,
Y, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 50,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
102,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo12,
1, Y, 100,
10, 0, 10,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
80,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Fatality1,
1, RT, 100,
10, 0, 20,
1, FORWARD, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
EOD );
 
unmap PS4_RX;
unmap PS4_RY;
unmap PS4_LX;
unmap PS4_LY;
unmap PS4_L3;
unmap PS4_R3;
 
int c,  idx,  i =- 1,  btn,  v;
int back = LEFT,  forward = RIGHT;
int button,  button_1,  button_2,  button_3,  button_4,  button_5;
int value,  value_1,  value_2,  value_3,  value_4,  value_5;
int lt_press,  lb_press,  rt_press,  rb_press;
int wait_time;
int t1_switch, flash;
int b, bb, bb_array[3];
 
main {
    if (get_val(XB1_LT)) {
        bb = f_bb(XB1_LT);
        if (event_press(XB1_RS)) {
            bb = f_bb(XB1_RS);
            t1_switch =! t1_switch;
            combo_run(c_RUMBLE_NOTIFY);
        }
    }
    if (get_val(RIGHT)) {
        back = LEFT;
        forward = RIGHT;
    }
    else if (get_val(LEFT)) {
        back = RIGHT;
        forward = LEFT;
    }
    if (i != - 1) {
        if (event_press(XB1_RT)) rt_press = TRUE;
        if (event_press(XB1_RB)) rb_press = TRUE;
        if (event_press(XB1_LT)) lt_press = TRUE;
        if (event_press(XB1_LB)) lb_press = TRUE;
        if (!combo_running(c_EXECUTE_STEP)) {
            if (f_get_step_values()) if (wait_time == 0) combo_run(c_EXECUTE_STEP_NO_WAIT);
            else  combo_run(c_EXECUTE_STEP);
            else {
                i =- 1;
                flash = FALSE;
            }
        }
        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)) && (!get_val(XB1_X)) && (!get_val(XB1_Y))) {
            i =- 1;
            combo_stop(c_EXECUTE_STEP);
        }
        btn = 3
        while(btn <= 20) {
            set_val(btn, 0);
            btn = btn + 1;
        }
    }
    else {
        rt_press = FALSE;
        rb_press = FALSE;
        lt_press = FALSE;
        lb_press = FALSE;
        flash = FALSE;
        if (t1_switch) {
            if (get_val(9) >= 60) {
                i = f_get_combo_index(Combo9);
            }
            if (get_val(9) <= - 60) {
                i = f_get_combo_index(Combo11);
            }
            if (get_val(10) <= - 60) {
                i = f_get_combo_index(Combo10);
            }
            if (get_val(10) >= 60) {
                i = f_get_combo_index(Combo12);
            }
            if (get_val(8)) {
                i = f_get_combo_index(0);
            }
            if (get_val(5)) {
                i = f_get_combo_index(Fatality1);
            }
        }
        else {
            if (get_val(XB1_X) && !get_val(forward) && !get_val(XB1_DOWN)) {
                set_val(XB1_X, 0);
                if (get_lval(XB1_X)) i = f_get_combo_index(Punish);
            }
            if (get_val(9) >= 60) {
                i = f_get_combo_index(Combo1);
            }
            if (get_val(9) <= - 60) {
                i = f_get_combo_index(Combo2);
            }
            if (get_val(10) <= - 60) {
                i = f_get_combo_index(Combo3);
            }
            if (get_val(10) >= 60) {
                i = f_get_combo_index(Combo4);
            }
        }
    }
    if (bb) f_block_btn();
}
 
 
combo c_RUMBLE_NOTIFY {
    set_rumble(t1_switch, 100);
    wait(300);
    reset_rumble();
}
 
combo c_EXECUTE_STEP {
    f_set_buttons_values();
    wait(wait_time);
    f_set_buttons_values();
}
 
combo c_EXECUTE_STEP_NO_WAIT {
    f_set_buttons_values();
}
 
 
function f_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;
}
 
function f_get_step_values() {
    btn = dbyte(i);
    if (btn == CHK_PNT) {
        if (f_check_point(rt_press, RT_PRESS)) rt_press = FALSE;
        else if (f_check_point(rb_press, RB_PRESS)) rb_press = FALSE;
        else if (f_check_point(lt_press, LT_PRESS)) lt_press = FALSE;
        else if (f_check_point(lb_press, LB_PRESS)) lb_press = FALSE;
        else {
            i = i + 1;
            btn = dbyte(i);
        }
    }
    i = i+1;
    if (btn >= 1) {
        button_1 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_1 = dbyte(i);
        i = i + 1;
    }
    else {
        button_1 =- 1;
        value_1 = 0;
    }
    if (btn >= 2) {
        button_2 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_2 = dbyte(i);
        i = i + 1;
    }
    else {
        button_2 =- 1;
        value_2 = 0;
    }
    if (btn >= 3) {
        button_3 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_3 = dbyte(i);
        i = i + 1;
    }
    else {
        button_3 =- 1;
        value_3 = 0;
    }
    if (btn >= 4) {
        button_4 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_4 = dbyte(i);
        i = i + 1;
    }
    else {
        button_4 =- 1;
        value_4 = 0;
    }
    if (btn >= 5) {
        button_5 = f_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;
    return (TRUE);
}
 
function f_check_point(f_bool, f_combo) {
    if (f_bool) {
        i = f_get_combo_index(f_combo);
        btn = dbyte(i);
        return TRUE;
    }
    return FALSE;
}
 
function f_convert_back_forward(button) {
    if (button == FORWARD)
        return forward;
    if (button == BACK)
        return back;
    return (button);
}
 
function f_set_buttons_values() {
    idx = 1;
    while(idx <= 5) {
        if (button[idx] != -1) set_val(button[idx], value[(idx)]);
        idx = idx + 1;
    }
}
 
function f_bb(f_btn) {
    b = 0;
    while(b <= 2) {
        if (!bb_array[b]) {
            bb_array[b] = f_btn;
            return TRUE;
        }
        if (bb_array[b] == f_btn)
            return TRUE;
 
        b = b+1;
    }
    return FALSE;
}
 
function f_block_btn() {
    bb = FALSE;
    b = 0;
    while(b <= 2) {
        if (bb_array[b]) {
            if (event_release(bb_array[b])) {
                bb_array[b] = 0;
            }
            else {
                set_val(bb_array[b], 0);
                bb = TRUE;
            }
        }
        b = b +1;
    }
}
 
/* function f_led_color(f_color) {
    for (c = 0; c <= 3; c ++ ) {
        set_led(c, dbyte((f_color * 4) + c));
    }
}
*/

Re: MK11

PostPosted: Sat May 18, 2019 1:33 am
by STEELES
Code: Select all
main { //<<<<<<<< This beginning bracket is the start of "main".
 
 
// Copy the below to your script inside "main".
if(get_val(XB1_LS)) combo_run(magickl); // The back button will initiate our combo. You can change this button to another button.
if(get_val(XB1_RS)) combo_run(magickr);
}
 
 
combo magickl {
    set_val(XB1_RIGHT, 100);
    wait(80);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(120);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(80);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(110);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    wait(70);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(220);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_RIGHT, 100);
    wait(20);
    set_val(XB1_RIGHT, 0);
}
 
combo magickr {
    set_val(XB1_LEFT, 100);
    wait(80);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(120);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(80);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(110);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    wait(70);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(220);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_LEFT, 100);
    wait(20);
    set_val(XB1_LEFT, 0);
}

Re: MK11

PostPosted: Sat May 18, 2019 8:53 am
by ViciousXlV
Is anyone here familiar with high level gameplay talk like tick throws, whiff punishing etc??

Re: MK11

PostPosted: Sat May 18, 2019 4:19 pm
by J2Kbr
Converted to the Titan Two:
Code: Select all
#include <titanone.gph>
main { //<<<<<<<< This beginning bracket is the start of "main".
 
 
// Copy the below to your script inside "main".
if(get_val(XB1_LS)) combo_run(magickl); // The back button will initiate our combo. You can change this button to another button.
if(get_val(XB1_RS)) combo_run(magickr);
}
 
 
combo magickl {
    set_val(XB1_RIGHT, 100);
    wait(80);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(120);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(80);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(110);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    wait(70);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 100);
    wait(220);
    set_val(XB1_LB, 100);
    set_val(XB1_RIGHT, 100);
    set_val(XB1_Y, 0);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_RIGHT, 100);
    wait(20);
    set_val(XB1_RIGHT, 0);
}
 
combo magickr {
    set_val(XB1_LEFT, 100);
    wait(80);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(120);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(80);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(110);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    wait(70);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 100);
    wait(220);
    set_val(XB1_LB, 100);
    set_val(XB1_LEFT, 100);
    set_val(XB1_Y, 0);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_LEFT, 100);
    wait(20);
    set_val(XB1_LEFT, 0);
}