/* ***** Brut@l (PS4) *****
* Author : Chicken
* AutoCombo : Holding down square button for automatic attack combo (Result: Square,Square,Square,...)
* EasySpecial : Press L1 or R1 for automatic special attack (Result: L1+L2)
* default : Both enabled
*
* On / Off : (rumbles on change)
* L2 + Left : disabled/enable AutoCombo
* L2 + Right : disabled/enable EasySpecial
*
* Led color states :
* blue = both disabled
* white = both enabled
* pink = AutoCombo enabled, EasySpecial disabled
* cyan = EasySpecial enabled, AutoCombo disabled
*/
int AutoCombo;
int EasySpecial;
init {
AutoCombo = get_pvar(SPVAR_1, 0, 1, 1);
EasySpecial = get_pvar(SPVAR_2, 0, 1, 1);
set_led(LED_2,AutoCombo); // red
set_led(LED_3,EasySpecial); // green
}
main {
// Attack combo (Square, Square, ... , as long as pressed)
if (AutoCombo == 1 && get_val(PS4_SQUARE)) {
if ( get_ptime(PS4_SQUARE) > 50 ) {
if (! combo_running(Attack) ) { combo_run(Attack); }
}
}
// Special attack (L1 + R1) ((get_ptime check for rotating the weapon/flask menu in the direction initially pressed))
if (EasySpecial == 1) {
if (get_val(PS4_L1) && get_ptime(PS4_L1) > 10 ) { set_val(PS4_R1, 100); }
if (get_val(PS4_R1) && get_ptime(PS4_R1) > 10 ) { set_val(PS4_L1, 100); }
}
// on/off AutoCombo - with save
if (get_val(PS4_L2) && event_press(PS4_LEFT)) {
if (AutoCombo == 1) { AutoCombo = 0; }
else if (AutoCombo == 0) { AutoCombo = 1; }
set_pvar(SPVAR_1,AutoCombo);
set_led(LED_2,AutoCombo); // red
combo_run(DoRumble);
set_val(PS4_L2,0):
set_val(PS4_LEFT,0):
}
// on/off EasySpecial - with save
if (get_val(PS4_L2) && event_press(PS4_RIGHT)) {
if (EasySpecial == 1) { EasySpecial = 0; }
else if (EasySpecial == 0) { EasySpecial = 1; }
set_pvar(SPVAR_2,EasySpecial);
set_led(LED_3,EasySpecial); // green
combo_run(DoRumble);
set_val(PS4_L2,0):
set_val(PS4_RIGHT,0):
}
if (get_val(PS4_L2)) { block(PS4_LEFT, 1000); block(PS4_RIGHT, 1000); }
}
combo Attack {
set_val(PS4_SQUARE, 0);
wait(50);
set_val(PS4_SQUARE, 100);
}
combo DoRumble {
set_rumble(RUMBLE_A, 100);
set_rumble(RUMBLE_B, 100);
wait(300);
reset_rumble();
}