any mortal kombat XL script?

Titan One general support. Questions, firmware update, feature request.

any mortal kombat XL script?

Postby fatimaroy » Fri Aug 12, 2016 9:18 am

Is There any script for this game with combos ?

Like select a character and that character will have some combos ?

Even if someone can make a script where I can put combos myself it will be a lot helpful.
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Re: any mortal kombat XL script?

Postby Prototype » Fri Aug 12, 2016 11:11 am

I don't found any in the online library but you can start to do it.
You can use the combo magic plugin for that and put the combo in this script:
Code: Select all
main {
 if(get_val(XB360_X)) {
 combo_run(magic);
 }
 }
 combo magic{
 // paste the combo here
}
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Re: any mortal kombat XL script?

Postby bonefisher » Fri Aug 12, 2016 11:21 am

Code: Select all

define TOUCH  = PS4_TOUCH;
define D      = PS4_DOWN;
define U      = PS4_UP;
define L      = PS4_LEFT;
define R      = PS4_RIGHT;
define ONE    = PS4_SQUARE;
define TWO    = PS4_TRIANGLE;
define THREE  = PS4_CROSS;
define FOUR   = PS4_CIRCLE;
define R2     = PS4_R2;
define L2     = PS4_L2;
define R1     = PS4_R1;
define L1     = PS4_L1;
define LX     = PS4_LX;
define LY     = PS4_LY;
define RX     = PS4_RX;
define RY     = PS4_RY;

int DPADF, DPADB;
int COMBO_SWITCH;

init {
COMBO_SWITCH = get_pvar(SPVAR_1, 1, 2, 1);
}

main {
   
    if (event_press(TOUCH)) {
        if (COMBO_SWITCH == 2) {
            COMBO_SWITCH = 1;
            set_pvar(SPVAR_1, COMBO_SWITCH);
            combo_run(RumbleNotifier);
        } else if (COMBO_SWITCH == 1) {
            COMBO_SWITCH = 2;
            set_pvar(SPVAR_1, COMBO_SWITCH);
            combo_run(DoubleRumbleNotifier);
        }
    }   
   
    if(get_val(R) || (get_val(LX) > 0)) {
        DPADF = R;
        DPADB = L;
    }
    if (get_val(L) || (get_val(LX) < 0)) {
        DPADF = L;
        DPADB = R;
    }
   
    if (COMBO_SWITCH == 1 && get_val(RX) > 90 && event_press(R) || event_press(L)) {
        combo_run (PUT_EM_UP_STANDOFF);
    }
    if (COMBO_SWITCH == 1 && get_val(RY) < -90 && event_press(R) || event_press(L)) {
        combo_run (SAND_SLIDE);
    }
    if (COMBO_SWITCH == 1 && get_val(RY) > 90 && event_press(R) || event_press(L)) {
        combo_run (SAND_GRENADE);
    }
    if (COMBO_SWITCH == 1 && get_val(RX) < -90 && event_press(R) || event_press(L)){
        combo_run(RUN_BLOCK);
    }
    if (COMBO_SWITCH == 2 && get_val(RX) > 90 && event_press(R) || event_press(L)) {
        combo_run (ABANDONED_STANDOFF);
    }
    if (COMBO_SWITCH == 2 && get_val(RY) < -90 && event_press(R) || event_press(L)) {
        combo_run (CALTROPS);
    }
    if (COMBO_SWITCH == 2 && get_val(RY) > 90 && event_press(R) || event_press(L)) {
        combo_run (SAND_TRAP);
    }
    if (COMBO_SWITCH == 2 && get_val(RX) < -90 && event_press(R) || event_press(L)){
        combo_run(RUN_BLOCK);
    }

}
combo    RumbleNotifier      {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    reset_rumble();
}
combo  DoubleRumbleNotifier  {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    reset_rumble();
}
combo  TripleRumbleNotifier  {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    reset_rumble();
}

combo RUN_BLOCK {     // This will go either way in both directions.
    set_val(DPADF, 100);
    set_val(DPADB, 0);
    wait(30);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(30)
    set_val(DPADF, 100);
    set_val(DPADB, 0);
    wait(30);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(500);         // change this number to how far you want to run.
    set_val(R2, 100);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(500);         // change this number for how long you want block.
    set_val(R2, 0);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(20);
}
combo ABANDONED_STANDOFF {
    set_val(ONE, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(ONE, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    set_val(ONE, 100);
    wait(30);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    set_val(ONE, 0)
    wait(30);
    set_val(THREE, 100);
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(THREE, 0);
    wait(300);
    set_val(D, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(D, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(ONE, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(ONE, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(300);
    set_val(THREE, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(THREE, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
}
combo SAND_TRAP {
    set_val(D, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(D, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(30);
    set_val(DPADF, 100);
    set_val(DPADB, 0);
    wait(30);
    set_val(TWO, 100);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(30);
    set_val(TWO, 0);
    set_val(DPADF, 0);
    set_val(DPADB, 0);
    wait(30);
}
combo PUT_EM_UP_STANDOFF {
    set_val(TWO, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(TWO, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(ONE, 100);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(ONE, 0)
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(ONE, 100);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(ONE, 0)
    wait(30);
    set_val(TWO, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(TWO, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(TWO, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(TWO, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(600);
    set_val(D, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(D, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(ONE, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(ONE, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(300);
    set_val(THREE, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(THREE, 0);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
}
combo SAND_SLIDE {
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 100);
    set_val(FOUR, 100);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(ONE, 0)
    wait(30);
}
combo CALTROPS {
    set_val(D, 100);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(D, 0);
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(THREE, 100);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(THREE, 0)
    wait(30);
}
combo SAND_GRENADE {
    set_val(DPADB, 100);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 100);
    set_val(THREE, 100);
    wait(30);
    set_val(DPADB, 0);
    set_val(DPADF, 0);
    set_val(THREE, 0);
    wait(30);
}


This is for ERRON BLACK Gunslinger. What ever direction your going hold D-Pad left or right plus some have a reverse affect!
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Re: any mortal kombat XL script?

Postby Prototype » Fri Aug 12, 2016 11:36 am

Ok, where did you found this one?
Console tuner since my 1st controller.
Scripting, a game in the game.
Believe or dare, It's Titanic! :smile0517:
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Re: any mortal kombat XL script?

Postby bonefisher » Fri Aug 12, 2016 1:54 pm

I built it for someone a while back in the scripting section.
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Re: any mortal kombat XL script?

Postby Prototype » Fri Aug 12, 2016 2:30 pm

Ok.
Console tuner since my 1st controller.
Scripting, a game in the game.
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Re: any mortal kombat XL script?

Postby Stunys » Sun Mar 03, 2019 10:22 am

I don't understand how to upload this into Gtuner. I am new to this whole thing (received my titan 2 in the mail today). When I follow the steps File-New-Minimum GPC script and past the script in the empty white space, I receive an error: GPC error: test3.gpc(3): syntax error, unexpected IDENTIFIER 'define'. What am I doing wrong? Please hold my hand through this first one as this is new territory for me. Thank you.
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Re: any mortal kombat XL script?

Postby J2Kbr » Mon Mar 04, 2019 2:27 pm

Stunys wrote:I don't understand how to upload this into Gtuner. I am new to this whole thing (received my titan 2 in the mail today). When I follow the steps File-New-Minimum GPC script and past the script in the empty white space, I receive an error: GPC error: test3.gpc(3): syntax error, unexpected IDENTIFIER 'define'. What am I doing wrong? Please hold my hand through this first one as this is new territory for me. Thank you.

This script was made for the Titan One device. However, the Titan Two has back compatibility with previous generation GPC scripts. Just include the titanone.gph header file at the very beginning of the code:
Code: Select all
#include <titanone.gph>
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