/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: | WIIMOTE FOR DARK SOUL III By WiiMot3 [Vers 4.00]
| ::: |
| ::: |
| 1 |
| 2 |
|_____|
WiiMot3*/
unmap ALL_REMAPS;
remap WII_NX -> PS4_LX;
remap WII_NY -> PS4_LY;
remap WII_IRX -> PS4_RX;
remap WII_IRY -> PS4_RY;
remap WII_UP -> PS4_UP ;
remap WII_DOWN -> PS4_DOWN;
remap WII_LEFT -> PS4_LEFT;
remap WII_RIGHT -> PS4_RIGHT;
remap WII_MINUS -> PS4_L1;
remap WII_HOME -> PS4_TRIANGLE;
remap WII_PLUS -> PS4_R1;
remap WII_C -> PS4_R3;
remap WII_Z -> PS4_CIRCLE;
remap WII_A -> PS4_CROSS;
remap WII_RT -> PS4_L3;
remap WII_ZR -> PS4_L2;
remap WII_RX -> PS4_R2;
remap WII_RY -> PS4_SQUARE;
remap WII_ONE -> PS4_OPTIONS;
remap WII_TWO -> PS4_PS;
int Var_Shield, Var_ShieldON, Var_Counter, Var_CounterON, Var_Throw;
int Var_Sword, Var_SwordCharge, Var_SwordChargeON;
int Var_Drink, Var_DrinkOFF;
int Var_IR, Var_IRON, Var_IROFF;
main {
set_val(TRACE_1, Var_Drink);
set_val(TRACE_2, Var_DrinkOFF);
// Nunchuk (Joystick)
sensitivity(WII_NX , NOT_USE, 150);
sensitivity(WII_NY , NOT_USE, 200);
deadzone(WII_NX, WII_NY, DZ_CIRCLE, NOT_USE);
stickize(PS3_LX, PS3_LY, 100);
deadzone(WII_NX, WII_NY, DZ_CIRCLE, 10);
// Wiimote (IR)
set_val(WII_IRX, inv(get_val(WII_IRX)));
sensitivity(WII_IRX , NOT_USE, NOT_USE);
sensitivity(WII_IRY , NOT_USE, NOT_USE);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 20);
// Wiimote (ACC)
if (get_val(WII_C)) {
set_val(WII_ACCX, inv(get_val(WII_ACCX)));
set_val(WII_ACCY, inv(get_val(WII_ACCY)));
sensitivity(WII_ACCX , NOT_USE, 320);
sensitivity(WII_ACCY , NOT_USE, 320);
deadzone(WII_ACCX, WII_ACCY, DZ_CIRCLE, 20);
stickize(PS3_RX, PS3_RY, 100);}else{
sensitivity(WII_ACCX , NOT_USE, NOT_USE);
sensitivity(WII_ACCY , NOT_USE, NOT_USE);
deadzone(WII_ACCX, WII_ACCY, DZ_CIRCLE, NOT_USE);
stickize(PS3_RX, PS3_RY, 100);}
// IR OFF
if (get_val(WII_C)) {
swap(WII_IRX, WII_ACCX);
swap(WII_IRY, WII_ACCY);}else{
if(wiir_offscreen()) {
Var_IR = Var_IR+1;}else{Var_IR = Var_IR-1}
if (Var_IR >= 50) {Var_IR = 50;}
if (Var_IR <= 0) {Var_IR = 0;}
if (Var_IR != 0) {
set_val(WII_IRX, 0);
set_val(WII_IRY, 0);}
// Sword
if (((get_val(WII_ACCX) > 80)||(get_val(WII_ACCX) < -80))||((get_val(WII_ACCY) > 50)||(get_val(WII_ACCY) < -60))){
combo_run(Sword_ON);}
// Charge Sword
if ((get_val(WII_ACCZ) > -15)&&(get_val(WII_ACCX) < -15)||(get_val(WII_ACCZ) > -15)&&(get_val(WII_ACCX) > 15)) {
Var_SwordCharge = Var_SwordCharge+1;
if (Var_SwordCharge >= 30){Var_SwordCharge = 30; Var_SwordChargeON = 1;}}else{Var_SwordCharge = 0; Var_SwordChargeON = 0;}
if (Var_SwordCharge == 29){combo_run(SwordCharge_ON);}}
// ShielD
if (((get_val(WII_ACCNZ) > -15))&&(get_val(WII_ACCNY) > -15)&&(get_val(WII_ACCNX) < -15)) {
Var_Shield = Var_Shield+1;
if (Var_Shield >= 20){Var_Shield = 20; Var_ShieldON = 1;}}else{Var_Shield = 0; Var_ShieldON = 0;}
if (Var_Shield == 19){combo_run(Shield_ON);}
// Counter
if ((((get_val(WII_ACCNZ) > -15))&&(get_val(WII_ACCNY) > -10))&&(get_val(WII_ACCNX) > 15)) {
Var_Counter = Var_Counter+1;
if (Var_Counter >= 20){Var_Counter = 20; Var_CounterON = 1}}else{Var_Counter = 0; Var_CounterON = 0;}
if (Var_Counter == 19){combo_run(Counter_ON);}
// Throw
if ((get_val(WII_ACCNY) > -5)&&(get_val(WII_ACCNZ) > 10)&&((get_val(WII_ACCNX) < 20)&&(get_val(WII_ACCNX) > -20))) {
combo_run(Throw_ON);}
// Drink
if ((get_val(WII_ACCZ) > 10)&&(get_val(WII_ACCY) < 5)&&((get_val(WII_ACCX) < 10)&&(get_val(WII_ACCX) > -10))) {
Var_Drink = Var_Drink+1;}else{Var_Drink = 0;}
if (Var_Drink >= 30){Var_Drink = 30; Var_DrinkOFF = Var_DrinkOFF+1;}else{Var_DrinkOFF = Var_DrinkOFF-1;}
if (Var_DrinkOFF >= 50) {Var_DrinkOFF = 50;}
if (Var_DrinkOFF <= 0) {Var_DrinkOFF = 0;}
if (Var_Drink == 19) {combo_run(Drink_ON);}
if (Var_DrinkOFF != 0){
if (get_val(WII_A)){
set_val(WII_A, 0);
set_val(WII_RY, 100);}
if (Var_Sword == 1) {set_val(WII_RY, 100);}}else{
if (get_val(WII_A)) {
set_val(WII_RT, 100);}
if (get_val(WII_B)) {
if (Var_Throw == 1) {set_val(WII_ZR, 100);}
if ((Var_Sword == 1)||(Var_SwordChargeON == 1)) {set_val(WII_PLUS, 100);}}
else{
if (Var_Throw == 1) {set_val(WII_MINUS, 100);}
if ((Var_Sword == 1)||(Var_SwordChargeON == 1)) {set_val(WII_RX, 100);}}}
if (Var_ShieldON == 1) {set_val(WII_MINUS, 100);}
if (Var_CounterON == 1) {set_val(WII_ZR, 100);}
}
combo Sword_ON {
Var_Sword = 1;
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);
wait(40);
Var_Sword = 0;}
combo SwordCharge_ON {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo Shield_ON {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo Counter_ON {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo Throw_ON {
Var_Throw = 1;
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);
wait(40);
Var_Throw = 0;}
combo Drink_ON {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}