// Castlevania SOTN
int TimeY=1200; //30000 Milliseconds = 30 seconds
int TimeX=2350; //30000 Milliseconds = 30 seconds
int runLoop;
main {
vm_tctrl(-8);
if (event_press(PS4_UP)) {
if (runLoop == TRUE) {
runLoop = FALSE;
} else if (runLoop == FALSE) {
runLoop = TRUE;
}
}
if (runLoop == TRUE) {
combo_run(AutoSummonAttack);
combo_run(AutoSummonAttack1);
}
}
combo AutoSummonAttack{
set_val(PS4_TRIANGLE, 100);
wait(600);
set_val(PS4_LEFT, 100);
wait(TimeX);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_SQUARE, 100);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_SQUARE, 100);
wait(10);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_SQUARE, 100);
wait(10);
set_val(PS4_CIRCLE, 100);
wait(150);
set_val(PS4_SQUARE, 100);
wait(300);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(TimeY);
}
combo AutoSummonAttack1{
set_val(PS4_UP, 100);
}