Mk11
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Mk11
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 - First Sergeant
- Posts: 52
- Joined: Mon Mar 11, 2019 9:16 am
Re: Mk11
- 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!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Mk11
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?
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?
-
ViciousXlV - First Sergeant
- Posts: 52
- Joined: Mon Mar 11, 2019 9:16 am
Re: Mk11
Try rack off combo! Everything ties in with sticks and dpad in game to switch them!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Mk11
Is anyone familiar was wavedashing in mk11?
-
ViciousXlV - First Sergeant
- Posts: 52
- Joined: Mon Mar 11, 2019 9:16 am
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