please convert this script to T1
Posted: Thu Nov 07, 2019 2:33 pm
- Code: Select all
define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG
// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------
define Geese2 = 0;
define GeeseJump4 = 1;
define GeeseF12 = 2;
define GeeseFCDF1 = 3;
define Geese2MaxMid = 4;
define Geese2MaxLow = 5;
define GeeseF12Max = 6;
define GeeseB32Max = 7;
define GeeseUniversal = 8;
define GeeseMaxUniversal = 9;
define GeeseRagingStorm = 10;
define GeeseHighParry = 11;
define GeeseMidParry = 12;
define GeeseLowParry = 13;
define iWR = 14;
define KBD = 15;
define SidestepForeground = 16;
define SidestepBackground = 17;
define DeadlyRave = 18;
define GeeseLowcombo = 19;
define Touch = 20;
data(</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">Touch,///L2 +TOUCHPAD ANYWHERE jumping wall ender
1,FORWARD,
2,
0,2,
1,FORWARD,
3,
0,5,
2,UP,
FORWARD,
20,
0,20,
1,BTN2,
4,
0,40,
1,BTN4,
4,0,31.5,
1,BTN1,
4,
0,2,
1,BTN1,
4,
0,2,
1,BTN1,
5,
0,20,
2,FORWARD,///////
BTN4,
4,
0,30,
2,DOWN,
BACK,
4,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN1,
4,0,120,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">EOC,
GeeseLowcombo,//RS LEFT - change ender
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,DOWN,
2,
2,DOWN,
BACK,
2,
2,BACK,
BTN1,
4,
0,30,
1,BTN3,
4,
0,30,
1,DOWN,
2,
2,DOWN,
FORWARD,
2,
1,FORWARD,
2,
1,DOWN,
2,
2,DOWN,
FORWARD,
2,
3,FORWARD,
BTN4,
BTN1,
4,0,120,
EOC,
Geese2, ///RS RIGHT - mix combo
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN2,
4,
0,160,
1,FORWARD,
4,
0,10,
1,FORWARD,
4,
0,20,
3,DOWN,
BTN4,
BTN3,
4,
0,100,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">GeeseF12,//RS UP - fwd 1+2 combo New S3
3,FORWARD,
BTN1,
BTN4,
4,
0,80,
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,40,
1,FORWARD,
4,
0,4,
1,FORWARD,
20,
0,2,//////////////
2,DOWN,
BTN2,
4,
0,10,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,130,
1,FORWARD,
2,
0,2,
1,FORWARD,
4,
0,2,
1,FORWARD,
30,
0,4,///// into RS right
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,
EOC,
GeeseFCDF1,/////RS DOWN geese dashing mid mixup
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,2,
1,FORWARD,
8,
0,4,
2,DOWN,///
BTN4,
4,0,15,////
2,FORWARD,
BTN4,
4,
0,30,
1,DOWN,
2,
2,DOWN,
BACK,
2,
2,BACK,
BTN1,
4,
0,30,
1,BTN3,
4,
0,75,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">EOC,
Geese2MaxMid,///rs RIGHT - MAX MODE MID SEASON3
1,BACK,
4,0,2,
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
2,BTN1,
BTN4,
4,
0,30,
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,////into new max mode move
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,140,//////into f 1+2
3,FORWARD,
BTN1,
BTN4,
4,
0,80,
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,78,///into ender
2,DOWN,
BTN2,
4,
0,5,///****
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">Geese2MaxLow,///NOW jumping mid s3 combo **WORKING with LOOOOONG carry
2,UP,
FORWARD,
20,
0,19,
1,BTN2,
4,
0,40,
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
2,BTN1,
BTN4,
4,
0,40,
1,BTN1,
5,
0,30,
2,FORWARD,
BTN4,
4,
0,20,///// new move
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,142,//////flying kick
2,UP,
FORWARD,
20,
0,15,
1,BTN2,
4,
0,50,
1,BTN4,
4,0,38,/////Carry
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,BTN4,//carry 1
4,0,40,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,2,
1,BTN4,///cary 2
4,0,35,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,2,
1,BTN4,///cary 3
4,0,35,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,2,
1,BTN4,//cary 4 into ender
4,0,05,
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">
EOC,
GeeseF12Max,///////////////////////////NOW low to mid ex fb
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,2,
1,FORWARD,
10,
0,5,
2,DOWN,
BTN3,
4,0,15,
2,DOWN,
BTN4,
4,0,10,
2,FORWARD,////
BTN4,
4,
0,5,
2,FORWARD,
BTN4,
4,
0,5,
2,FORWARD,
BTN4,
4,
0,30,
2,BTN1,
BTN4,
4,
0,40,
1,DOWN,///EX Intant fireball
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
2,UP,
BACK,
2,
1,UP,
2,
2,UP,
FORWARD,
3,
2,UP,
FORWARD,
2,
2,UP,
FORWARD,
2,
2,UP,
FORWARD,
2,0,5,
2,BTN1,
BTN4,
4,0,50,/////end of ex fireball
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,DOWN,
2,
2,DOWN,
BACK,
2,
3,BACK,
BTN4,
BTN1,
4,
0,30,
1,BTN3,
4,
0,100,
////////////////////////s3 new
EOC,
GeeseB32Max,///RS DOWN MAX MODE
2,BACK,
BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
2,BTN1,
BTN4,
4,
0,40,///max mode d4 fwd 3
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,80,////new move next
2,DOWN,
BTN2,
4,
0,10,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,143,//into ender run
1,FORWARD,
2,
0,2,
1,FORWARD,
4,
0,2,
1,FORWARD,
25,
0,4,///// into RS right
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,
EOC,
GeeseUniversal,//////////////
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,40,
1,FORWARD,
4,
0,4,
1,FORWARD,
20,
0,2,//////////////
2,DOWN,
BTN2,
4,
0,5,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,140,
1,FORWARD,
2,
0,2,
1,FORWARD,
4,
0,2,
1,FORWARD,
25,
0,4,///// into RS right
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">EOC,
GeeseMaxUniversal,
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,40,
1,FORWARD,
4,
0,4,
1,FORWARD,
20,
0,2,//////////////
2,DOWN,
BTN2,
4,
0,5,
1,FORWARD,
4,0,3,
1,FORWARD,
4,0,3,
1,DOWN,
4,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,0,140,
1,FORWARD,
2,
0,2,
1,FORWARD,
4,
0,2,
1,FORWARD,
25,
0,4,///// into RS right
1,BTN1,
4,
0,30,
2,FORWARD,
BTN4,
4,
0,30,
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,
EOC,
GeeseRagingStorm,
2,DOWN,
BACK,
2,
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,
0,160,
EOC,
GeeseHighParry,///
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
3,BACK,
BTN4,
BTN3,
4,
0,20,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">GeeseMidParry,////////////////WITH FOLLOW UP ATTACK
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
3,BACK,
BTN1,
BTN2,
4,
0,110,///////INTO 2fwd2***
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,1,
1,BTN1,
2,0,20,
2,BACK,
BTN4,
4,
2,BACK,
BTN4,
4,
0,30,
1,BACK,
2,
2,DOWN,
BACK,
2,
1,DOWN,
2,
2,DOWN,
FORWARD,
2,
1,FORWARD,
2,
1,BTN2,
4,
0,160,
1,BACK,
4,
0,10,
1,BACK,
4,
0,20,
3,DOWN,
BTN4,
BTN3,
4,
0,100,
EOC,
GeeseLowParry,///////////////WITH 60+ FOLLOW UP ATTACK AND CARRY
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
3,BACK,
BTN4,
BTN2,
4,
0,110,////
1,FORWARD,
2,0,2,
1,FORWARD,
6,0,2,
1,FORWARD,
10,0,2,
1,FORWARD,
26,
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,85,////
2,DOWN,
BTN2,
4,
0,30,
2,FORWARD,
BTN3,
4,
0,78,//////
2,DOWN,
BTN2,
4,
0,5,///****
1,FORWARD,
6,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
1,BTN3,
10,
0,150,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">DeadlyRave,
1,FORWARD,
2,
2,DOWN,
FORWARD,
2,
1,DOWN,
2,
2,DOWN,
BACK,
2,
1,BACK,
2,
3,FORWARD,
BTN3,
BTN2,
4,
0,100,
0,100,
0,30,
1,BTN4,
4,
0,21,
1,BTN1,
4,
0,21,
1,BTN2,///////////
4,
0,21,
1,BTN4,
5,
0,30,
1,BTN2,
5,
0,40,
1,BTN4,
4,
0,40,
1,BTN3,
4,
0,40,
1,BTN1,
4,
0,40,
2,BTN1,
BTN4,
4,
0,100,
EOC,
iWR,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,50,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">KBD,
1,BACK,
2,
0,2,
1,BACK,
20,
2,BACK,
DOWN,
2,
0,2,
EOC,
SidestepForeground,///LS down -WS2 combo</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">1,BACK,
3,
0,2,
2,DOWN,
FORWARD,
15.5,
0,5,
1,BTN4,
4,0,15,
2,FORWARD,
BTN4,
4,
0,30,
1,DOWN,
2,
2,DOWN,
BACK,
2,
2,BACK,
BTN1,
4,
0,30,
1,BTN3,
4,
0,100,
EOC,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">SidestepBackground,///LS UP into instant WR2
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
2,FORWARD,
BTN4,
4,0,50,</font></span>
<span style="font-family: "Open Sans",sans-serif"><font size="4">EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
int SWITCH
int MaxMode
main {
// Determine Back and Forward
if(get_val(PS4_L3)) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_R3)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------
// Determine Back and Forward for Combos
if(get_val(PS4_L3)) {
SWITCH = TRUE;
} else if(get_val(PS4_R3)) {
SWITCH = FALSE;
}
if(event_press(PS4_L1)){
MaxMode = !MaxMode;
}
// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}
if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L1) && !get_val(PS4_L2) && !get_val(PS4_R1) && !get_val(PS4_R2) ) {
i = -1;
combo_stop(execute_step);
}
}
// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);
// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
if(SWITCH) {
// Left Stick LEFT
if (get_val (11) <= -80) { //combo KoreanBackdash
cancel=1;
i = get_combo_index(KBD);
}
// Left Stick RIGHT
if (get_val (11) >= 80) { //combo iWR
cancel=1;
i = get_combo_index(iWR);
}
}else if(!SWITCH) { // Left Stick LEFT
if (get_val (11) > 80) { //combo KoreanBackdash
cancel=1;
i = get_combo_index(KBD);
}
// Left Stick RIGHT
if (get_val (11) < -80) { //combo iWR
cancel=1;
i = get_combo_index(iWR);
}
}// Left Stick UP
if (get_val (12) <= -80) { //combo SidestepBackground
cancel=1;
i = get_combo_index(SidestepBackground);
}
// Left Stick DOWN
if (get_val (12) >= 80) { //combo SidestepForeground
cancel=1;
i = get_combo_index(SidestepForeground);
}
if(!MaxMode) {
// Right Stick RIGHT
if (get_val (9) >= 80) { //combo Geese2
cancel=1;
i = get_combo_index(Geese2);
}
// Right Stick LEFT
if (get_val (9) <= -80) { //combo Geese jumping 4
cancel=1;
i = get_combo_index(GeeseLowcombo);
}
// Right Stick UP
if (get_val (10) <= -80) { //combo Geese f+1+2
cancel=1;
i = get_combo_index(GeeseF12);
}
// Right Stick DOWN
if (get_val (10) >= 80) { //combo Geese FC d/f+1
cancel=1;
i = get_combo_index(GeeseFCDF1);
}
}
else if(MaxMode) {
// Right Stick RIGHT
if (get_val (9) >= 80) { //combo Geese2MaxMid
cancel=1;
i = get_combo_index(Geese2MaxMid);
}
// Right Stick LEFT
if (get_val (9) <= -80) { //combo Geese 2 MaxLow
cancel=1;
i = get_combo_index(Geese2MaxLow);
}
// Right Stick UP
if (get_val (10) <= -80) { //combo Geese f+1+2 MAX
cancel=1;
i = get_combo_index(GeeseF12Max);
}
// Right Stick DOWN
if (get_val (10) >= 80) { //combo Geese b+3,2 MAX
cancel=1;
i = get_combo_index(GeeseB32Max);
}
}
// Press R1
if (get_val (PS4_R1)) {
cancel=2;
i = get_combo_index(GeeseUniversal);
}
// Press R2
if (get_val (PS4_R2)) { //combo Deadly Rave
cancel=2;
i = get_combo_index(DeadlyRave);
}
// Press L2
if (get_val (PS4_L2)) {
set_val(PS4_TRIANGLE,0);
cancel=2;
if(get_lval(PS4_TRIANGLE)) i = get_combo_index(GeeseHighParry);
}
// Press L2
if (get_val (PS4_L2)) {
set_val(PS4_SQUARE,0);
cancel=2;
if(get_lval(PS4_SQUARE)) i = get_combo_index(GeeseMidParry);
}
// Press L2
if (get_val (PS4_L2)) {
set_val(PS4_CROSS,0);
cancel=2;
if(get_lval(PS4_CROSS)) i = get_combo_index(GeeseLowParry);
}
// Press L2
if (get_val (PS4_L2)) {
set_val(PS4_CIRCLE,0);
cancel=2;
if(get_lval(PS4_CIRCLE)) i = get_combo_index(GeeseRagingStorm);
}
// Press L2/R1
if (get_val (PS4_L2)) {
set_val(PS4_R1,0);
cancel=2;
if(get_lval(PS4_R1)) i = get_combo_index(GeeseLowcombo);
}
// TOUCH PAD
if (get_val (PS4_TOUCH)) { //1,1,db2,3
cancel=2;
i = get_combo_index(Touch);
}
}// <combo activation> end
}//<main> block end
// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}
// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}
combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}
// Returns the starting index of a combo
function 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);
}
// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);
if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }
if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }
if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }
if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }
if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }
wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;
return(TRUE);
}
// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}
// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}</font></span>