Mk11

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

Mk11

Postby ViciousXlV » Wed Dec 11, 2019 11:56 pm

Does anyone play mk11 at like a competitive level and have different types of scripts not just for combos? Also if someone could help me with a script
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ViciousXlV
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Posts: 52
Joined: Mon Mar 11, 2019 9:16 am

Re: Mk11

Postby bonefisher » Thu Dec 12, 2019 6:18 am

Code: Select all
 
#pragma METAINFO("MK11 SCORPION", 1, 0, "bonefisher")
 
#include <display.gph>
#define wait(a)  wait((int)a);
int Forward;
int Back;
int BUTTON;
uint32 lag = 30;
uint32    IND[] = {
    _B_,           // 0
    _S_,           // 1
    _H_            // 2
};
init {
    Forward = BUTTON_13;
    Back = BUTTON_12;
}
main
{
    // - FACING TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define FACING_RIGHT     0
    #define FACING_LEFT      1
    static uint8 facing;
    if(event_active(BUTTON_13) || event_active(STICK_2_X) && get_actual(STICK_2_X) >= 20.0) {
        facing = FACING_RIGHT;
        goto FACING_LIGHTBAR;
    } else if(event_active(BUTTON_12)  || event_active(STICK_2_X) && get_actual(STICK_2_X) <= -20.0) {
        facing = FACING_LEFT;
        goto FACING_LIGHTBAR;
    if(facing || !facing) {
        switch(facing) {
            case FACING_RIGHT: facing = FACING_LEFT;  break;
            case FACING_LEFT:  facing = FACING_RIGHT; break;
        }
    }
        FACING_LIGHTBAR:
        led_reset();
        switch(facing) {
            case FACING_RIGHT: Forward = BUTTON_13; Back = BUTTON_12;led_set(LED_4, -1.0, 0);led_set(LED_3, -1.0, 0); break;
            case FACING_LEFT:  Forward = BUTTON_12; Back = BUTTON_13;led_set(LED_4, -1.0, 0); break;
        }
    }
    // - MOVES TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define MOVES_0     0
    #define MOVES_1     1
    #define MOVES_2     2
    static uint8 moves;
    if(event_active(BUTTON_9)){
    if(moves == MOVES_0){
        moves = MOVES_1;
        goto MOVES_LIGHTBAR;
    } else if(moves == MOVES_1) {
        moves = MOVES_2;
        goto MOVES_LIGHTBAR;
    } else if(moves == MOVES_2) {
        moves = MOVES_0;
        goto MOVES_LIGHTBAR;
    if(moves || !moves) {
        switch(moves) {
            case MOVES_0: moves = MOVES_1; break;
            case MOVES_1: moves = MOVES_2; break;
            case MOVES_2: moves = MOVES_0; break;
        }
    }
        MOVES_LIGHTBAR:
        led_reset();
        switch(moves) {
            case MOVES_0: display (0); break;
            case MOVES_1: display (1); break;
            case MOVES_2: display (2); break;
        }
    }
    }
    // - BUTTON TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define BUTTON_X     BUTTON_17
    #define BUTTON_Y     BUTTON_14
    #define BUTTON_A     BUTTON_16
    #define BUTTON_B     BUTTON_15
    static uint8 button_cycle;
    if(event_active(BUTTON_17)) {
        button_cycle = BUTTON_X;
        BUTTON = BUTTON_X;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_14)) {
        button_cycle = BUTTON_Y;
        BUTTON = BUTTON_Y;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_16)) {
        button_cycle = BUTTON_A;
        BUTTON = BUTTON_A;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_15)) {
        button_cycle = BUTTON_B;
        BUTTON = BUTTON_B;
        goto BUTTON_LIGHTBAR;
    if(button_cycle || !button_cycle) {
        switch(button_cycle) {
            case BUTTON_X: button_cycle = BUTTON_Y; break;
            case BUTTON_Y: button_cycle = BUTTON_A; break;
            case BUTTON_A: button_cycle = BUTTON_B; break;
            case BUTTON_B: button_cycle = BUTTON_X; break;
        }
    }
        BUTTON_LIGHTBAR:
        led_reset();
        switch(button_cycle) {
            case BUTTON_X: led_set(LED_1, -1.0, 0); break;
            case BUTTON_Y: led_set(LED_2, -1.0, 0);led_set(LED_3, -1.0, 0); break;
            case BUTTON_A: led_set(LED_3, -1.0, 0); break;
            case BUTTON_B: led_set(LED_2, -1.0, 0); break;
        }
    }
 
    if(moves == MOVES_0)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(HellPort);
    }
    else combo_stop(HellPort);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(B1_4_DF4);
    }
    else combo_stop(B1_4_DF4);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(l_l_DBl_AMP_2_1_24);
    }
    else combo_stop(l_l_DBl_AMP_2_1_24);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(ll_DBl_AMP_Fl_F1_2_BF1);
    }
    else combo_stop(ll_DBl_AMP_Fl_F1_2_BF1);
    }
 
 
    if(moves == MOVES_1)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(l_l_DBl_AMP_2_1_24 );
    }
    else combo_stop( l_l_DBl_AMP_2_1_24);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(Rack_Off);
    }
    else combo_stop(Rack_Off);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(Blade_Dragon_Ball);
    }
    else combo_stop(Blade_Dragon_Ball);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(BF1_RB_B141);
    }
    else combo_stop(BF1_RB_B141);   
    }
 
 
    if(moves == MOVES_2)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(UDB1_RB);
    }
    else combo_stop(UDB1_RB);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(U2_F2_24);
    }
    else combo_stop(U2_F2_24);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(lll_BF3_ll_DB4);
    }
    else combo_stop(lll_BF3_ll_DB4);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(BDD1);
    }
    else combo_stop(BDD1);
    }
    if(get_actual(BUTTON))combo_run(rapid);
}
combo rapid
{
    set_val(BUTTON, 100);
    wait(50);
    set_val(BUTTON, 0);
    wait(50);
}
 
combo rumble
{
    ffb_set(FFB_1, 100.0, 200);
    wait(0);wait(200);
    ffb_reset();
}
 
combo HellPort
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    call(rumble);
    wait(300);
}
 
combo F3_4
{
    set_val(Forward, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(500);
}
 
combo B1_4_BF1
{
    set_val(Back, 100.0);
    wait(10);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
combo B1_4_DF4
{
    set_val(Back, 100.0);
    wait(10);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
combo l_l_DBl_AMP_2_1_24
{
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(70);
    set_val(BUTTON_11, 100.0);
    wait(100);
    set_val(Back, 100.0);
    wait(100);
    set_val(BUTTON_16, 100.0);
    wait(100);
    wait(200);
    set_val(BUTTON_4, 100.0);
    wait(100);
    wait(600);
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    wait(300);
    set_val(BUTTON_14, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_14, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(100);
    call(rumble);
    wait(1200);
}
 
combo ll_DBl_AMP_Fl_F1_2_BF1
{
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(300);
    set_val(BUTTON_4, 100.0);
    wait(100);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
 
combo Blade_Dragon_Ball
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(1000);
    set_val(Forward, 100.0);
    wait(50);wait(50);
    set_val(Forward, 100.0);
    wait(200);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo Rack_Off
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
 combo U_DB1_RB
{
    set_val(BUTTON_10, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(200);
    wait(50);
    set_val(BUTTON_11, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_4, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(200);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo B12_BF3_23_23_23_DB2AMP
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(300);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Forward, 100.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(1200);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(600);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(600);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(600);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(600);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB3
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.00);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo B1_4_1
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_15, 100.00);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo BF1_RB_B4
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(600);
    set_val(BUTTON_4, 100.00);
    wait(50);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB3_RB
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(400);
    set_val(BUTTON_4, 100.00);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo BF1_RB_B141
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_4, 100.00);
    wait(50);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo UDB1_RB
{
    set_val(BUTTON_10, 100.0);
    wait(100);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(100);
    set_val(BUTTON_4, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo U2_F2_24
{
    set_val(BUTTON_10, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(600);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(400);
    set_val(BUTTON_14, 100.00);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB4
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo F2_24
{
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo B1_2_D2
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.00);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo F4_13
{
    set_val(Forward, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    call(rumble);
    wait(250);
}
 
combo lll_BF3_ll_DB4
{
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(1400);
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    wait(100);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(1000);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo BDD1
{
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(2000);
}
 
// Display Numbers
void display (uint8 indc)
{
    uint8 VIE;
    VIE = IND[indc];
    display_overlay(VIE, 2000 );
}
 
 

Here is an example but I don't play anymore goes with how you face!
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Re: Mk11

Postby ViciousXlV » Thu Dec 12, 2019 1:53 pm

Hey bone fisher appreciate it! Also Could you
Help me create a script with command grab characters? E.X Terminator input is down left right triangle....and for the right is down right left triangle . I find it tedious inputting those for command grab characters could you make it that the left side is L3 and for the right side R3?
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ViciousXlV
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Re: Mk11

Postby bonefisher » Thu Dec 12, 2019 4:54 pm

Try rack off combo! Everything ties in with sticks and dpad in game to switch them!
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Re: Mk11

Postby ViciousXlV » Fri Jan 10, 2020 7:09 am

Is anyone familiar was wavedashing in mk11?
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