i have converted this script with buffy help
5 posts
• Page 1 of 1
i have converted this script with buffy help
i have converted this script with buffy converter but coming up with errors how do you fix it so i dont need to ask any more
thanks so much
this is the error
GPC error: fif888.gpc(285): Declaration syntax error on array 'ZONE_P'
GPC error: fif888.gpc(285): Invalid parameter 'ZONE_P'
GPC error: fif888.gpc(328): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(329): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(348): Declaration syntax error 'combo'
GPC error: fif888.gpc(357): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(359): Declaration syntax error 'combo'
GPC error: fif888.gpc(371): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(448): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(449): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(571): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(593): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(594): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(599): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(603): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(607): Scope level mismatch '}' (possible mismatched brackets)
GPC: GPC Compile ABORTED with 1 warning(s) and 16 error(s).
thanks so much
- Code: Select all
#pragma METAINFO("fif888.gpc", 1, 0, "Buffy's GPC Converter v0.28r6")
#include <titanone.gph>
#define _ot_i _ot_i2
const uint8 _ot_i2[42] = {
BUTTON_1, BUTTON_2, BUTTON_3, BUTTON_4, BUTTON_5, BUTTON_6,
BUTTON_7, BUTTON_8, BUTTON_9, STICK_1_X, STICK_1_Y, STICK_2_X,
STICK_2_Y, BUTTON_10, BUTTON_11, BUTTON_12, BUTTON_13, BUTTON_14,
BUTTON_15, BUTTON_16, BUTTON_17, ACCEL_1_X, ACCEL_1_Y, ACCEL_1_Z,
GYRO_1_X, GYRO_1_Y, GYRO_1_Z, PADDLE_1, POINT_1_X, POINT_1_Y,
PADDLE_2, PADDLE_3, PADDLE_4, ACCEL_2_X, ACCEL_2_Y, ACCEL_2_Z,
0, 0, BUTTON_18, BUTTON_19, BUTTON_20, BUTTON_21,
};
//------------------------------------------------------------------------
/*
==================================================================================================
Script was generated with | FIFA 22 S.G.I && PES 22| ver. 24.3.1.1 | Date :09/15/22 | Time: 16:00:20 |
Special thanks to DarkAngel - the author of one of the best new MODS like:
Ultimate Finishing, Dynamic Finishing,Defence MOD, Enhanced Movements and many more.
==================================================================================================
==================================================================================================
| This Script was made and intended for www.device.com & device ONLY. |
| UNLESS permission is given by the creator and/or copywritee, |
| All rights reserved. This material may not be reproduced, displayed, |
| modified or distributed without the express prior written permission of the |
| copyright holder. For permission, contact device. |
| __ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ |
| / ]| \ / \ | \ | | |/ ___/| | | / || | | |
| / / | D ) || _ || | ( \_ | _ _ || o || | | |
| / / | /| O || | || | |\__ || \_/ || ||_ _| |
| / \_ | \| || | || : |/ \ || | || _ || | |
| \ || . \ || | || |\ || | || | || | | |
| \____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| |
| |
==================================================================================================
==================================================================================================
**//*
$$$$$$$$\ $$$$$$\ $$$$$$$$\ $$$$$$\ $$$$$$\ $$$$$$\
$$ _____|\_$$ _|$$ _____|$$ __$$\ $$ __$$\ $$ __$$\
$$ | $$ | $$ | $$ / $$ | \__/ $$ |\__/ $$ |
$$$$$\ $$ | $$$$$\ $$$$$$$$ | $$$$$$ | $$$$$$ |
$$ __| $$ | $$ __| $$ __$$ | $$ ____/ $$ ____/
$$ | $$ | $$ | $$ | $$ | $$ | $$ |
$$ | $$$$$$\ $$ | $$ | $$ | $$$$$$$$\ $$$$$$$$\
\__| \______|\__| \__| \__| \________|\________|
**///-----------------------------------------------------------------------
/*
_____ _ _ _____ _ _ _ _
|_ _| | | | | / ___| | (_) | |
| | _ __ ___| |_ __ _ _ __ | |_ \ `--.| | ___| | |
| || _ \/ __| __/ _` | _ \| __| `--. \ |/ / | | |
_| || | | \__ \ || (_| | | | | |_ /\__/ / <| | | |
\___/_| |_|___/\__\__,_|_| |_|\__| \____/|_|\_\_|_|_|
**///====================================================
// DEVICE : device PLUS device
//====================================================
//====================================================
// YOUR BUTTON LAYOUT : ALTERNATIVE
//====================================================
// Pace Control
// Finesse Shot
// Player Run
// Shot Btn
// Sprint Btn
// Pass Btn
// Cross Btn
// Through Ball Btn
//--------------------------------------------------------------
// SKILLS LIST
//--------------------------------------------------------------
// Fake Shot
// Heel to Heel
// R1 + Heel to Heel
// Simple Rainbow
// Drag Back + R3 press
// R2 + Fake Shot
// hold R1, LS down
//
// L2 + Fake Shot + LS zero
// RS D to L, half circle L to R
// RS D to R, half circle R to L
// half circle from R to L
// half sircle from L to R
// Fake Shot + LS down
//--------------------------------------------------------------
// L1 + RS
// L2 + Fake Shot
// Roulette
// L1 + Roulette
// Ball Roll
// RS Up , <-/->
// R1 + BERBA Spin
// L1 + Berba Spin
// L2 + RS Down, <-/->
// R1 + RS Down, <-/->
// hold RS <-/ hold RS ->
// hold L1 + RS half circle from L to R / from R to L
// RS half circle from L to R / from R to L
// L1 + RS <-/->
// WAKA WAKA
// BODY FEINT
// Drag to Heel move
// Ball Roll Fake Turn : L2 + Berba Spin
// Feint Forward & Turn : RS double down
// Turn Back
// Advanced Croqueta
// Reverse Step Over
// Fake Drag Back
//
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
//--------------------------------------------------------------
// Direction of Left Stick
//--------------------------------------------------------------
// MAIN BLOCK
//--------------------------------------------------------------
//-----------------------------------------------------------
//----------------------------------------
// Left btn
//6. FAKE PASS (RT)
// Right Btn
// 5 Drag Back Sombrero
// Instant SKills
// + R2
//--------------------------------------------------------------
// end of main block
////////////////////////////////////////////////////////////////
// COMBO BLOCKS //////////////////////////////////////////////
////////////////////////////////////////////////////////////////
///
// wait for second tap
///////////////////////////////////////////////////////////////////
// 1. Fake Shot ////////////////////////////////////////
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////
// ZONE FUNCTION
// X, Y
//0 UP
//1 Up-Right
//2 Right
//3 Down right
//4 Down
//5 Down Left
//6 Left
//7 Left Up
// X
// Y
//--------------------------------------------------------------
// Analog Functions
//--------------------------------------------------------------
// right
// left
// right
// left
// right
// left
//--------------------------------------------------------------
//SKILLS LED INDICATION
//--------------------------------------------------------------
// func end
define PaceCtrol = XB1_LT;
define FinesseShot = XB1_RB;
define PlayerRun = XB1_LB;
define ShotBtn = XB1_X;
define SprintBtn = XB1_RT;
define PassBtn = XB1_A;
define MODIFIER = XB1_LB;
define CrossBtn = XB1_B;
define ThroughBall = XB1_Y;
define MOVE_X = PS4_LX;
define MOVE_Y = PS4_LY;
define SKILL_STICK_X = PS4_RX;
define SKILL_STICK_Y = PS4_RY;
define FAKE_SHOT_SKILL = 1;
define HEEL_TO_HEEL_FLICK_SKILL = 2;
define HEEL_FLICK_TURN_SKILL = 3;
define RAINBOW_SKILL = 4;
define DRAG_BACK_SOMBRERO_SKILL = 5;
define FAKE_PASS_SKILL = 6;
define DRAG_BACK_UNIVERSAL_SKILL = 7;
define STEP_OVER_FEINT_SKILL = 8;
define DRAG_TO_DRAG_SKILL = 9;
define HOCUS_POCUS_SKILL = 10;
define TRIPLE_ELASTICO_SKILL = 11;
define ELASTICO_SKILL = 12;
define REVERSE_ELASTICO_SKILL = 13;
define CRUYFF_TURN_SKILL = 14;
define LA_CROQUETA_SKILL = 15;
define RONALDO_CHOP_SKILL = 16;
define ROULETTE_SKILL = 17;
define FLAIR_ROULETTE_SKILL = 18;
define BALL_ROLL_SKILL = 19;
define BERBA_MCGEADY_SPIN_SKILL = 20;
define BOLASIE_FLICK_SKILL = 21;
define TORNADO_SKILL = 22;
define THREE_TOUCH_ROULETTE_SKILL = 23;
define ALTERNATIVE_ELASTICO_CHOP_SKILL = 24;
define BALL_ROLL_CHOP_SKILL = 25;
define FEINT_AND_EXIT_SKILL = 26;
define FEINT_L_EXIT_R_SKILL = 27;
define LATERAL_HEEL_TO_HEEL_SKILL = 28;
define WAKA_WAKA_SKILL = 29;
define BODY_FEINT_SKILL = 30;
define DRAG_TO_HEEL = 31;
define BALL_ROLL_FAKE_TURN = 32;
define FEINT_FORWARD_AND_TURN = 33;
define TURN_BACK = 34;
define ADVANCED_CROQUETA = 35;
define CANCELED_THREE_TOUCH_ROULETTE_SKILL = 36;
define REVERSE_STEP_OVER_SKILL = 37;
define FAKE_DRAG_BACK_SKILL = 38;
define RAINBOW_TO_SCORPION_KICK_SKILL = 39;
define STEP_OVER_BOOST_SKILL = 40;
define CANCEL_SHOOT_SKILL = 41;
define DIRECTIONAL_NUTMEG_SKILL = 42;
define CANCELED_BERBA_SPIN_SKILL = 43;
define CANCELED_BERBA_SPIN_WITH_DIRECTION = 44;
define BALL_ROLL_TO_SCOOP_TURN_SKILL = 45;
define DRIBBLING_SKILL = 46;
define FOUR_TOUCH_TURN_SKILLS = 47;
define SKILLED_BRIDGE_SKILL = 48;
define SCOOP_TURN_FAKE_SKILL = 49;
define BALL_ROLL_STEP_OVER_SKILL = 50;
define CANCELED_4_TOUCH_TURN_SKILL = 51;
define FAKE_SHOT_CANCEL_SKILL = 52;
define OKKOSHA_FLICK_SKILL = 53;
define ADVANCED_RAINBOW_SKILL = 54;
define STOP_LA_CROQUETA_SKILL = 55;
define JUGGLING_RAINBOW_SKILL = 56;
define STOP_NEYMAR_ROLL_SKILL = 57;
define STOP_V_DRAG_SKILL = 58;
define REV_OR_ELASTICO_SKILL = 59;
define STOP_REV_OR_ELASTICO_SKILL = 60;
define DRAG_REV_OR_ELASTICO_SKILL = 61;
define FAKE_RABONA_SKILL = 62;
define RABONA_TO_REV_ELASTICO_SKILL = 63;
define RABONA_TO_ELASTICO_SKILL = 64;
define SOMBRERO_FLICK_SKILL = 65;
define JUGGLE_BACK_SOMBRERO_SKILL = 66;
define FAKE_BERBA_OPP_EXIT_SKILL = 67;
define DIAGONAL_HEEL_CHOP_SKILL = 68;
define FAKE_BERBA_FAKE_DRAG_SKILL = 69;
define UP = 0;
define UP_RIGHT = 1;
define RIGHT = 2;
define DOWN_RIGHT = 3;
define DOWN = 4;
define DOWN_LEFT = 5;
define LEFT = 6;
define UP_LEFT = 7;
#define __LAST_COMBO__ c_DRAG_BACK
#define _VM_BTN_COUNT_ 42
#define DISABLE_VM_ // delete underscore to disable VM mode
#ifndef DISABLE_VM
#define VM_TIME 10
#define vm_tctrl(time) ___vm_time___ = (((10+ time) < 0) ? 0 : (10+ time))
#define wait(a) wait(vm_tctrl_wait(a));
#else
#define VM_TIME 0
#endif
int dEnd;
int ACTIVE;
int LX, LY;
int right_on;
int w_rstick = 50;
int Sombrero;
int hold_btn = 200;
int SKILL_1KS = TRUE;
int RumblePower = 100;
int Vibrate_type;
int time_to_dblclick = 300;
int tap;
int LS_BlockOutput;
int ZONE_P [][] = {;
int move_lx, move_ly, zone_p;
int onoff_penalty;
int onoff_FK;
int LS_Sens_Corect;
int LS_Sens = 88;
int LS_Sprint_Sens = 100;
uint8 __COMBO_RUN__[2];
int8 __io_vals__[_VM_BTN_COUNT_];
uint8 __io_val_events__[_VM_BTN_COUNT_];
uint32 __vm_run_time__ = 0;
uint8 __run_vm__ = 1, ___vm_time___ = VM_TIME, ___i____i;
main {
if(__run_vm__) {
if (abs(get_val(PS4_LX)) > 45|| abs(get_val(PS4_LY)) > 45) {
f_calc_zone();
LX = ZONE_P[zone_p][0];
LY = ZONE_P[zone_p][1];
}
if (get_val(MODIFIER)) {
if (SKILL_1KS) {
if (_event_press(XB1_LT)) {
right_on = FALSE;
vm_tctrl(0);
ACTIVE = FAKE_PASS_SKILL;
combo_run(c_FAKE_SHOT);
}
if (_event_press(XB1_RB)) {
right_on = TRUE;
vm_tctrl(0);
Sombrero = TRUE;
combo_run(c_DRAG_BACK);
}
set_val(XB1_LT, 0);
set_val(XB1_RB, 0);
}
}
if (LS_BlockOutput) {
if (get_val(PS4_LX)) set_val(PS4_LX, 0);
if (get_val(PS4_LY)) set_val(PS4_LY, 0);
}
if (ACTIVE == FAKE_PASS_SKILL && combo_running(c_FAKE_SHOT)) set_val(SprintBtn, 100);
}
}
/* combo c_NOTIFY_cmb {
set_rumble(Vibrate_type, RumblePower);
wait(300);
reset_rumble();
wait(20);
}
*/
/* combo c_ONE_TAP {
tap = TRUE;
wait(time_to_dblclick);
tap = FALSE;
}
*/
combo c_FAKE_SHOT {
set_val(ShotBtn, 100);
wait(40);
set_val(ShotBtn, 100);
set_val(PassBtn, 100);
wait(60);
set_val(ShotBtn, 0);
set_val(PassBtn, 100);
wait(60);
}
combo c_DRAG_BACK {
set_val(MOVE_X, inv(LX));
set_val(MOVE_Y, inv(LY));
set_val(FinesseShot, 100);
set_val(PlayerRun, 100);
wait(60);
set_val(MOVE_X, inv(LX));
set_val(MOVE_Y, inv(LY));
set_val(FinesseShot, 100);
set_val(PlayerRun, 100);
if (Sombrero) set_val(PS4_R3, 100);
wait(40);
}
/* combo c_STOP_PLAYER_cmb {
f_zone_saver();
wait(20);
wait(100);
set_val(SprintBtn, 100);
wait(40);
wait(160);
}
*/
/* combo c_JUGGLING_cmb {
set_val(PaceCtrol, 100);
set_val(FinesseShot, 100);
wait(100);
set_val(PaceCtrol, 100);
wait(100);
}
*/
/* function f_f_set_notify(f_val) {
if (f_val) Vibrate_type = RUMBLE_A;
else Vibrate_type = RUMBLE_B;
combo_run(c_NOTIFY_cmb);
}
*/
/* function f_set_right_or_left() {
right_on = FALSE;
if (zone_p == 4|| zone_p == 3|| zone_p == 7) {
right_on = TRUE;
}
}
*/
/* function f_INSIDE_BOX_AIM() {
if (get_val(PS4_LX) >= 12) set_val(MOVE_X, 37);
else if (get_val(PS4_LX) <= -12) set_val(MOVE_X, -37);
if (get_val(PS4_LY) >= 12) set_val(MOVE_Y, 100);
else if (get_val(PS4_LY) <= -12) set_val(MOVE_Y, -100);
}
*/
/* function f_zone_saver() {
dEnd = zone_p;
f_calc_relative_xy(dEnd);
LX = move_lx;
LY = move_ly;
}
*/
function f_calc_zone() {
if (get_val(PS4_LX) >= 35) move_lx = 100;
else if (get_val(PS4_LX) <= -35) move_lx = -100;
else move_lx = 0;
if (get_val(PS4_LY) >= 35) move_ly = 100;
else if (get_val(PS4_LY) <= -35) move_ly = -100;
else move_ly = 0;
if (move_lx != 0|| move_ly != 0) {
zone_p = 0;
while (zone_p < 8) {
if (ZONE_P[zone_p][0] == move_lx && ZONE_P[zone_p][1] == move_ly) {
break;
}
zone_p=zone_p+( 1);
}
}
}
/* function f_calc_relative_xy(d) {
if (d < 0) d = 8-abs(d);
else if (d >= 8) d = d-8;
move_lx = ZONE_P[d][0];
move_ly = ZONE_P[d][1];
}
*/
/* function f_RA(xx, yy) {
set_val(SKILL_STICK_X, xx);
set_val(SKILL_STICK_Y, yy);
}
*/
/* function f_LA(x, y) {
set_val(MOVE_X, x);
set_val(MOVE_Y, y);
}
*/
/* function f_LA_L_R() {
if (right_on) {
set_val(MOVE_X, inv(LY));
set_val(MOVE_Y, LX);
}
else {
set_val(MOVE_X, LY);
set_val(MOVE_Y, inv(LX));
}
}
*/
/* function f_RA_L_R() {
if (right_on) {
set_val(SKILL_STICK_X, inv(LY));
set_val(SKILL_STICK_Y, LX);
}
else {
set_val(SKILL_STICK_X, LY);
set_val(SKILL_STICK_Y, inv(LX));
}
}
*/
/* function f_RA_OPP() {
if (!right_on) {
set_val(SKILL_STICK_X, inv(LY));
set_val(SKILL_STICK_Y, LX);
}
else {
set_val(SKILL_STICK_X, LY);
set_val(SKILL_STICK_Y, inv(LX));
}
}
*/
/* function f_RA_UP() {
set_val(SKILL_STICK_X, LX);
set_val(SKILL_STICK_Y, LY);
}
*/
/* function f_RA_DOWN() {
set_val(SKILL_STICK_X, inv(LX));
set_val(SKILL_STICK_Y, inv(LY));
}
*/
/* function f_RA_ZERO() {
set_val(SKILL_STICK_X, 0);
set_val(SKILL_STICK_Y, 0);
}
*/
/* function f_colorled(a, b, c, d) {
set_led(LED_1, a);
set_led(LED_2, b);
set_led(LED_3, c);
set_led(LED_4, d);
}
*/
main {
if(__run_vm__) {
__run_vm__ = system_time() >= (__vm_run_time__+ ___vm_time___);
if(__run_vm__) __vm_run_time__ = system_time();
else {
memset( & __io_vals__[0], 0, _VM_BTN_COUNT_);
memset( & __io_val_events__[0], 0, _VM_BTN_COUNT_);
for(___i____i = 0; ___i____i < _VM_BTN_COUNT_; ++ ___i____i) {
if(get_val(___i____i)) __io_vals__[___i____i] = get_val(___i____i);
if(get_val( ++ ___i____i)) __io_vals__[___i____i] = get_val(___i____i);
}
#ifdef __LAST_COMBO__
for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
if(__LAST_COMBO__[(___i____i * 3) + ___i____i]) {
__LAST_COMBO__[(___i____i * 3) + ___i____i] = 0;
__COMBO_RUN__[___i____i] = 1;
}
}
#endif
}
}
else {
___i____i = 0;
do {
if(__io_vals__[___i____i]) set_val(___i____i, __io_vals__[___i____i]);
if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
if(__io_vals__[ ++ ___i____i]) set_val(___i____i, __io_vals__[___i____i]);
if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
} while( ++ ___i____i < _VM_BTN_COUNT_);
if(system_time() >= (__vm_run_time__+ ___vm_time___)) {
__run_vm__ = 1; __vm_run_time__ = system_time();
#ifdef __LAST_COMBO__
for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
if(__COMBO_RUN__[___i____i]) {
__LAST_COMBO__[(___i____i * 3) + ___i____i] = 1;
__COMBO_RUN__[___i____i] = 0;
}
}
#endif
}
}
}
int vm_tctrl_wait(int num) {
return ___vm_time___ ? ((num / ___vm_time___) + ((num % ___vm_time___) ? 1 : 0)) : num;
}
bool _event_press(uint8 io) {
return event_press(io) || __io_val_events__[io] == 1;
}
bool _event_release(uint8 io) {
return event_release(io) || __io_val_events__[io] == 3;
}
this is the error
GPC error: fif888.gpc(285): Declaration syntax error on array 'ZONE_P'
GPC error: fif888.gpc(285): Invalid parameter 'ZONE_P'
GPC error: fif888.gpc(328): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(329): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(348): Declaration syntax error 'combo'
GPC error: fif888.gpc(357): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(359): Declaration syntax error 'combo'
GPC error: fif888.gpc(371): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(448): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(449): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(571): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(593): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(594): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(599): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(603): Scope level mismatch '}' (possible mismatched brackets)
GPC error: fif888.gpc(607): Scope level mismatch '}' (possible mismatched brackets)
GPC: GPC Compile ABORTED with 1 warning(s) and 16 error(s).
-
jasp90 - Command Sergeant Major
- Posts: 125
- Joined: Wed Nov 26, 2014 4:06 pm
Re: i have converted this script with buffy help
I didn't test it but right off the bat I see this as wrong......
it needs the matching bracket right above the main keyword. Also remove semi-colon.
so this
That should remove the error you posted.
- Code: Select all
int ZONE_P [][] = {;
it needs the matching bracket right above the main keyword. Also remove semi-colon.
so this
- Code: Select all
int ZONE_P [][] = {
int move_lx, move_ly, zone_p;
int onoff_penalty;
int onoff_FK;
int LS_Sens_Corect;
int LS_Sens = 88;
int LS_Sprint_Sens = 100;
uint8 __COMBO_RUN__[2];
int8 __io_vals__[_VM_BTN_COUNT_];
uint8 __io_val_events__[_VM_BTN_COUNT_];
uint32 __vm_run_time__ = 0;
uint8 __run_vm__ = 1, ___vm_time___ = VM_TIME, ___i____i
};
That should remove the error you posted.
-
pele'sghost - Master Sergeant
- Posts: 41
- Joined: Tue Aug 15, 2017 12:04 am
Re: i have converted this script with buffy help
sorry so what should it look like in CODE so i can change it next time. thanks for your time
-
jasp90 - Command Sergeant Major
- Posts: 125
- Joined: Wed Nov 26, 2014 4:06 pm
Re: i have converted this script with buffy help
- Code: Select all
#pragma METAINFO("fif888.gpc", 1, 0, "Buffy's GPC Converter v0.28r6")
#include <titanone.gph>
#define _ot_i _ot_i2
const uint8 _ot_i2[42] = {
BUTTON_1, BUTTON_2, BUTTON_3, BUTTON_4, BUTTON_5, BUTTON_6,
BUTTON_7, BUTTON_8, BUTTON_9, STICK_1_X, STICK_1_Y, STICK_2_X,
STICK_2_Y, BUTTON_10, BUTTON_11, BUTTON_12, BUTTON_13, BUTTON_14,
BUTTON_15, BUTTON_16, BUTTON_17, ACCEL_1_X, ACCEL_1_Y, ACCEL_1_Z,
GYRO_1_X, GYRO_1_Y, GYRO_1_Z, PADDLE_1, POINT_1_X, POINT_1_Y,
PADDLE_2, PADDLE_3, PADDLE_4, ACCEL_2_X, ACCEL_2_Y, ACCEL_2_Z,
0, 0, BUTTON_18, BUTTON_19, BUTTON_20, BUTTON_21,
};
//------------------------------------------------------------------------
/*
==================================================================================================
Script was generated with | FIFA 22 S.G.I && PES 22| ver. 24.3.1.1 | Date :09/15/22 | Time: 16:00:20 |
Special thanks to DarkAngel - the author of one of the best new MODS like:
Ultimate Finishing, Dynamic Finishing,Defence MOD, Enhanced Movements and many more.
==================================================================================================
==================================================================================================
| This Script was made and intended for http://www.device.com & device ONLY. |
| UNLESS permission is given by the creator and/or copywritee, |
| All rights reserved. This material may not be reproduced, displayed, |
| modified or distributed without the express prior written permission of the |
| copyright holder. For permission, contact device. |
| __ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ |
| / ]| \ / \ | \ | | |/ ___/| | | / || | | |
| / / | D ) || _ || | ( \_ | _ _ || o || | | |
| / / | /| O || | || | |\__ || \_/ || ||_ _| |
| / \_ | \| || | || : |/ \ || | || _ || | |
| \ || . \ || | || |\ || | || | || | | |
| \____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| |
| |
==================================================================================================
==================================================================================================
**//*
$$$$$$$$\ $$$$$$\ $$$$$$$$\ $$$$$$\ $$$$$$\ $$$$$$\
$$ _____|\_$$ _|$$ _____|$$ __$$\ $$ __$$\ $$ __$$\
$$ | $$ | $$ | $$ / $$ | \__/ $$ |\__/ $$ |
$$$$$\ $$ | $$$$$\ $$$$$$$$ | $$$$$$ | $$$$$$ |
$$ __| $$ | $$ __| $$ __$$ | $$ ____/ $$ ____/
$$ | $$ | $$ | $$ | $$ | $$ | $$ |
$$ | $$$$$$\ $$ | $$ | $$ | $$$$$$$$\ $$$$$$$$\
\__| \______|\__| \__| \__| \________|\________|
**///-----------------------------------------------------------------------
/*
_____ _ _ _____ _ _ _ _
|_ _| | | | | / ___| | (_) | |
| | _ __ ___| |_ __ _ _ __ | |_ \ `--.| | ___| | |
| || _ \/ __| __/ _` | _ \| __| `--. \ |/ / | | |
_| || | | \__ \ || (_| | | | | |_ /\__/ / <| | | |
\___/_| |_|___/\__\__,_|_| |_|\__| \____/|_|\_\_|_|_|
**///====================================================
// DEVICE : device PLUS device
//====================================================
//====================================================
// YOUR BUTTON LAYOUT : ALTERNATIVE
//====================================================
// Pace Control
// Finesse Shot
// Player Run
// Shot Btn
// Sprint Btn
// Pass Btn
// Cross Btn
// Through Ball Btn
//--------------------------------------------------------------
// SKILLS LIST
//--------------------------------------------------------------
// Fake Shot
// Heel to Heel
// R1 + Heel to Heel
// Simple Rainbow
// Drag Back + R3 press
// R2 + Fake Shot
// hold R1, LS down
//
// L2 + Fake Shot + LS zero
// RS D to L, half circle L to R
// RS D to R, half circle R to L
// half circle from R to L
// half sircle from L to R
// Fake Shot + LS down
//--------------------------------------------------------------
// L1 + RS
// L2 + Fake Shot
// Roulette
// L1 + Roulette
// Ball Roll
// RS Up , <-/->
// R1 + BERBA Spin
// L1 + Berba Spin
// L2 + RS Down, <-/->
// R1 + RS Down, <-/->
// hold RS <-/ hold RS ->
// hold L1 + RS half circle from L to R / from R to L
// RS half circle from L to R / from R to L
// L1 + RS <-/->
// WAKA WAKA
// BODY FEINT
// Drag to Heel move
// Ball Roll Fake Turn : L2 + Berba Spin
// Feint Forward & Turn : RS double down
// Turn Back
// Advanced Croqueta
// Reverse Step Over
// Fake Drag Back
//
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
// FIFA 22
//--------------------------------------------------------------
// Direction of Left Stick
//--------------------------------------------------------------
// MAIN BLOCK
//--------------------------------------------------------------
//-----------------------------------------------------------
//----------------------------------------
// Left btn
//6. FAKE PASS (RT)
// Right Btn
// 5 Drag Back Sombrero
// Instant SKills
// + R2
//--------------------------------------------------------------
// end of main block
////////////////////////////////////////////////////////////////
// COMBO BLOCKS //////////////////////////////////////////////
////////////////////////////////////////////////////////////////
///
// wait for second tap
///////////////////////////////////////////////////////////////////
// 1. Fake Shot ////////////////////////////////////////
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////
// ZONE FUNCTION
// X, Y
//0 UP
//1 Up-Right
//2 Right
//3 Down right
//4 Down
//5 Down Left
//6 Left
//7 Left Up
// X
// Y
//--------------------------------------------------------------
// Analog Functions
//--------------------------------------------------------------
// right
// left
// right
// left
// right
// left
//--------------------------------------------------------------
//SKILLS LED INDICATION
//--------------------------------------------------------------
// func end
define PaceCtrol = XB1_LT;
define FinesseShot = XB1_RB;
define PlayerRun = XB1_LB;
define ShotBtn = XB1_X;
define SprintBtn = XB1_RT;
define PassBtn = XB1_A;
define MODIFIER = XB1_LB;
define CrossBtn = XB1_B;
define ThroughBall = XB1_Y;
define MOVE_X = PS4_LX;
define MOVE_Y = PS4_LY;
define SKILL_STICK_X = PS4_RX;
define SKILL_STICK_Y = PS4_RY;
define FAKE_SHOT_SKILL = 1;
define HEEL_TO_HEEL_FLICK_SKILL = 2;
define HEEL_FLICK_TURN_SKILL = 3;
define RAINBOW_SKILL = 4;
define DRAG_BACK_SOMBRERO_SKILL = 5;
define FAKE_PASS_SKILL = 6;
define DRAG_BACK_UNIVERSAL_SKILL = 7;
define STEP_OVER_FEINT_SKILL = 8;
define DRAG_TO_DRAG_SKILL = 9;
define HOCUS_POCUS_SKILL = 10;
define TRIPLE_ELASTICO_SKILL = 11;
define ELASTICO_SKILL = 12;
define REVERSE_ELASTICO_SKILL = 13;
define CRUYFF_TURN_SKILL = 14;
define LA_CROQUETA_SKILL = 15;
define RONALDO_CHOP_SKILL = 16;
define ROULETTE_SKILL = 17;
define FLAIR_ROULETTE_SKILL = 18;
define BALL_ROLL_SKILL = 19;
define BERBA_MCGEADY_SPIN_SKILL = 20;
define BOLASIE_FLICK_SKILL = 21;
define TORNADO_SKILL = 22;
define THREE_TOUCH_ROULETTE_SKILL = 23;
define ALTERNATIVE_ELASTICO_CHOP_SKILL = 24;
define BALL_ROLL_CHOP_SKILL = 25;
define FEINT_AND_EXIT_SKILL = 26;
define FEINT_L_EXIT_R_SKILL = 27;
define LATERAL_HEEL_TO_HEEL_SKILL = 28;
define WAKA_WAKA_SKILL = 29;
define BODY_FEINT_SKILL = 30;
define DRAG_TO_HEEL = 31;
define BALL_ROLL_FAKE_TURN = 32;
define FEINT_FORWARD_AND_TURN = 33;
define TURN_BACK = 34;
define ADVANCED_CROQUETA = 35;
define CANCELED_THREE_TOUCH_ROULETTE_SKILL = 36;
define REVERSE_STEP_OVER_SKILL = 37;
define FAKE_DRAG_BACK_SKILL = 38;
define RAINBOW_TO_SCORPION_KICK_SKILL = 39;
define STEP_OVER_BOOST_SKILL = 40;
define CANCEL_SHOOT_SKILL = 41;
define DIRECTIONAL_NUTMEG_SKILL = 42;
define CANCELED_BERBA_SPIN_SKILL = 43;
define CANCELED_BERBA_SPIN_WITH_DIRECTION = 44;
define BALL_ROLL_TO_SCOOP_TURN_SKILL = 45;
define DRIBBLING_SKILL = 46;
define FOUR_TOUCH_TURN_SKILLS = 47;
define SKILLED_BRIDGE_SKILL = 48;
define SCOOP_TURN_FAKE_SKILL = 49;
define BALL_ROLL_STEP_OVER_SKILL = 50;
define CANCELED_4_TOUCH_TURN_SKILL = 51;
define FAKE_SHOT_CANCEL_SKILL = 52;
define OKKOSHA_FLICK_SKILL = 53;
define ADVANCED_RAINBOW_SKILL = 54;
define STOP_LA_CROQUETA_SKILL = 55;
define JUGGLING_RAINBOW_SKILL = 56;
define STOP_NEYMAR_ROLL_SKILL = 57;
define STOP_V_DRAG_SKILL = 58;
define REV_OR_ELASTICO_SKILL = 59;
define STOP_REV_OR_ELASTICO_SKILL = 60;
define DRAG_REV_OR_ELASTICO_SKILL = 61;
define FAKE_RABONA_SKILL = 62;
define RABONA_TO_REV_ELASTICO_SKILL = 63;
define RABONA_TO_ELASTICO_SKILL = 64;
define SOMBRERO_FLICK_SKILL = 65;
define JUGGLE_BACK_SOMBRERO_SKILL = 66;
define FAKE_BERBA_OPP_EXIT_SKILL = 67;
define DIAGONAL_HEEL_CHOP_SKILL = 68;
define FAKE_BERBA_FAKE_DRAG_SKILL = 69;
define UP = 0;
define UP_RIGHT = 1;
define RIGHT = 2;
define DOWN_RIGHT = 3;
define DOWN = 4;
define DOWN_LEFT = 5;
define LEFT = 6;
define UP_LEFT = 7;
#define __LAST_COMBO__ c_DRAG_BACK
#define _VM_BTN_COUNT_ 42
#define DISABLE_VM_ // delete underscore to disable VM mode
#ifndef DISABLE_VM
#define VM_TIME 10
#define vm_tctrl(time) ___vm_time___ = (((10+ time) < 0) ? 0 : (10+ time))
#define wait(a) wait(vm_tctrl_wait(a));
#else
#define VM_TIME 0
#endif
int dEnd;
int ACTIVE;
int LX, LY;
int right_on;
int w_rstick = 50;
int Sombrero;
int hold_btn = 200;
int SKILL_1KS = TRUE;
int RumblePower = 100;
int Vibrate_type;
int time_to_dblclick = 300;
int tap;
int LS_BlockOutput;
int ZONE_P [][] = {
int move_lx, move_ly, zone_p;
int onoff_penalty;
int onoff_FK;
int LS_Sens_Corect;
int LS_Sens = 88;
int LS_Sprint_Sens = 100;
uint8 __COMBO_RUN__[2];
int8 __io_vals__[_VM_BTN_COUNT_];
uint8 __io_val_events__[_VM_BTN_COUNT_];
uint32 __vm_run_time__ = 0;
uint8 __run_vm__ = 1, ___vm_time___ = VM_TIME, ___i____i;
};
main {
if(__run_vm__) {
if (abs(get_val(PS4_LX)) > 45|| abs(get_val(PS4_LY)) > 45) {
f_calc_zone();
LX = ZONE_P[zone_p][0];
LY = ZONE_P[zone_p][1];
}
if (get_val(MODIFIER)) {
if (SKILL_1KS) {
if (_event_press(XB1_LT)) {
right_on = FALSE;
vm_tctrl(0);
ACTIVE = FAKE_PASS_SKILL;
combo_run(c_FAKE_SHOT);
}
if (_event_press(XB1_RB)) {
right_on = TRUE;
vm_tctrl(0);
Sombrero = TRUE;
combo_run(c_DRAG_BACK);
}
set_val(XB1_LT, 0);
set_val(XB1_RB, 0);
}
}
if (LS_BlockOutput) {
if (get_val(PS4_LX)) set_val(PS4_LX, 0);
if (get_val(PS4_LY)) set_val(PS4_LY, 0);
}
if (ACTIVE == FAKE_PASS_SKILL && combo_running(c_FAKE_SHOT)) set_val(SprintBtn, 100);
}
}
/* combo c_NOTIFY_cmb {
set_rumble(Vibrate_type, RumblePower);
wait(300);
reset_rumble();
wait(20);
}
*/
/* combo c_ONE_TAP {
tap = TRUE;
wait(time_to_dblclick);
tap = FALSE;
}
*/
combo c_FAKE_SHOT {
set_val(ShotBtn, 100);
wait(40);
set_val(ShotBtn, 100);
set_val(PassBtn, 100);
wait(60);
set_val(ShotBtn, 0);
set_val(PassBtn, 100);
wait(60);
}
combo c_DRAG_BACK {
set_val(MOVE_X, inv(LX));
set_val(MOVE_Y, inv(LY));
set_val(FinesseShot, 100);
set_val(PlayerRun, 100);
wait(60);
set_val(MOVE_X, inv(LX));
set_val(MOVE_Y, inv(LY));
set_val(FinesseShot, 100);
set_val(PlayerRun, 100);
if (Sombrero) set_val(PS4_R3, 100);
wait(40);
}
/* combo c_STOP_PLAYER_cmb {
f_zone_saver();
wait(20);
wait(100);
set_val(SprintBtn, 100);
wait(40);
wait(160);
}
*/
/* combo c_JUGGLING_cmb {
set_val(PaceCtrol, 100);
set_val(FinesseShot, 100);
wait(100);
set_val(PaceCtrol, 100);
wait(100);
}
*/
/* function f_f_set_notify(f_val) {
if (f_val) Vibrate_type = RUMBLE_A;
else Vibrate_type = RUMBLE_B;
combo_run(c_NOTIFY_cmb);
}
*/
/* function f_set_right_or_left() {
right_on = FALSE;
if (zone_p == 4|| zone_p == 3|| zone_p == 7) {
right_on = TRUE;
}
}
*/
/* function f_INSIDE_BOX_AIM() {
if (get_val(PS4_LX) >= 12) set_val(MOVE_X, 37);
else if (get_val(PS4_LX) <= -12) set_val(MOVE_X, -37);
if (get_val(PS4_LY) >= 12) set_val(MOVE_Y, 100);
else if (get_val(PS4_LY) <= -12) set_val(MOVE_Y, -100);
}
*/
/* function f_zone_saver() {
dEnd = zone_p;
f_calc_relative_xy(dEnd);
LX = move_lx;
LY = move_ly;
}
*/
function f_calc_zone() {
if (get_val(PS4_LX) >= 35) move_lx = 100;
else if (get_val(PS4_LX) <= -35) move_lx = -100;
else move_lx = 0;
if (get_val(PS4_LY) >= 35) move_ly = 100;
else if (get_val(PS4_LY) <= -35) move_ly = -100;
else move_ly = 0;
if (move_lx != 0|| move_ly != 0) {
zone_p = 0;
while (zone_p < 8) {
if (ZONE_P[zone_p][0] == move_lx && ZONE_P[zone_p][1] == move_ly) {
break;
}
zone_p=zone_p+( 1);
}
}
}
/* function f_calc_relative_xy(d) {
if (d < 0) d = 8-abs(d);
else if (d >= 8) d = d-8;
move_lx = ZONE_P[d][0];
move_ly = ZONE_P[d][1];
}
*/
/* function f_RA(xx, yy) {
set_val(SKILL_STICK_X, xx);
set_val(SKILL_STICK_Y, yy);
}
*/
/* function f_LA(x, y) {
set_val(MOVE_X, x);
set_val(MOVE_Y, y);
}
*/
/* function f_LA_L_R() {
if (right_on) {
set_val(MOVE_X, inv(LY));
set_val(MOVE_Y, LX);
}
else {
set_val(MOVE_X, LY);
set_val(MOVE_Y, inv(LX));
}
}
*/
/* function f_RA_L_R() {
if (right_on) {
set_val(SKILL_STICK_X, inv(LY));
set_val(SKILL_STICK_Y, LX);
}
else {
set_val(SKILL_STICK_X, LY);
set_val(SKILL_STICK_Y, inv(LX));
}
}
*/
/* function f_RA_OPP() {
if (!right_on) {
set_val(SKILL_STICK_X, inv(LY));
set_val(SKILL_STICK_Y, LX);
}
else {
set_val(SKILL_STICK_X, LY);
set_val(SKILL_STICK_Y, inv(LX));
}
}
*/
/* function f_RA_UP() {
set_val(SKILL_STICK_X, LX);
set_val(SKILL_STICK_Y, LY);
}
*/
/* function f_RA_DOWN() {
set_val(SKILL_STICK_X, inv(LX));
set_val(SKILL_STICK_Y, inv(LY));
}
*/
/* function f_RA_ZERO() {
set_val(SKILL_STICK_X, 0);
set_val(SKILL_STICK_Y, 0);
}
*/
/* function f_colorled(a, b, c, d) {
set_led(LED_1, a);
set_led(LED_2, b);
set_led(LED_3, c);
set_led(LED_4, d);
}
*/
main {
if(__run_vm__) {
__run_vm__ = system_time() >= (__vm_run_time__+ ___vm_time___);
if(__run_vm__) __vm_run_time__ = system_time();
else {
memset( & __io_vals__[0], 0, _VM_BTN_COUNT_);
memset( & __io_val_events__[0], 0, _VM_BTN_COUNT_);
for(___i____i = 0; ___i____i < _VM_BTN_COUNT_; ++ ___i____i) {
if(get_val(___i____i)) __io_vals__[___i____i] = get_val(___i____i);
if(get_val( ++ ___i____i)) __io_vals__[___i____i] = get_val(___i____i);
}
#ifdef __LAST_COMBO__
for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
if(__LAST_COMBO__[(___i____i * 3) + ___i____i]) {
__LAST_COMBO__[(___i____i * 3) + ___i____i] = 0;
__COMBO_RUN__[___i____i] = 1;
}
}
#endif
}
}
else {
___i____i = 0;
do {
if(__io_vals__[___i____i]) set_val(___i____i, __io_vals__[___i____i]);
if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
if(__io_vals__[ ++ ___i____i]) set_val(___i____i, __io_vals__[___i____i]);
if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
} while( ++ ___i____i < _VM_BTN_COUNT_);
if(system_time() >= (__vm_run_time__+ ___vm_time___)) {
__run_vm__ = 1; __vm_run_time__ = system_time();
#ifdef __LAST_COMBO__
for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
if(__COMBO_RUN__[___i____i]) {
__LAST_COMBO__[(___i____i * 3) + ___i____i] = 1;
__COMBO_RUN__[___i____i] = 0;
}
}
#endif
}
}
}
int vm_tctrl_wait(int num) {
return ___vm_time___ ? ((num / ___vm_time___) + ((num % ___vm_time___) ? 1 : 0)) : num;
}
bool _event_press(uint8 io) {
return event_press(io) || __io_val_events__[io] == 1;
}
bool _event_release(uint8 io) {
return event_release(io) || __io_val_events__[io] == 3;
}
-
pele'sghost - Master Sergeant
- Posts: 41
- Joined: Tue Aug 15, 2017 12:04 am
Re: i have converted this script with buffy help
can u convert taylor drift scripts?
-
NJHitma21 - Private
- Posts: 1
- Joined: Sat Nov 26, 2022 9:22 pm
5 posts
• Page 1 of 1
Return to GPC2 Script Programming
Who is online
Users browsing this forum: No registered users and 229 guests