/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: | WIIMOTE FOR BLOOD BORNE By WiiMot3 [Vers 1.00]
| ::: |
| ::: |
| 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_C -> PS4_R3;
remap WII_Z -> PS4_L2;
remap WII_HOME -> PS4_L1;
remap WII_RT -> PS4_R2;
remap WII_ZR -> PS4_R1;
remap WII_RX -> PS4_CROSS;
remap WII_RY -> PS4_CIRCLE;
remap WII_X -> PS4_SQUARE;
remap WII_Y -> PS4_TRIANGLE;
remap WII_ONE -> PS4_OPTIONS;
remap WII_TWO -> PS4_PS;
int Var_IR, Var_Cam;
int Evade;
int Regenerate, Regenerate_Active;
int Sword2, Sword2_Active;
int Throw, Throw_Active;
int Sword, SwordCharge;
main {
// 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, 10);
// IR OFF
if ((get_val(WII_C))||(get_val(WII_A))){
if(wiir_offscreen()) {
set_val(WII_IRX, Var_Cam);
set_val(WII_IRY, 0);}}else{
set_val(WII_IRX, Var_Cam);
set_val(WII_IRY, 0);}
if (get_val(WII_NX) >= 60) {
Var_Cam = 70;}else{
Var_Cam = 0;}
if (get_val(WII_NX) <= -60) {
Var_Cam = -70;}
// Valid && Evade
if(get_val(WII_A) && (get_ptime(WII_A) > 200)) {
set_val(WII_RY, 100);
if (Evade == 1){combo_run(Jump);}}else{if (Evade == 1){combo_run(Jump1);}}
if(event_release(WII_A) && ((get_ptime(WII_A) > 0) && (get_ptime(WII_A) < 200))) {
combo_run(Cross);}
if ((get_val(WII_ACCNY) > -5)&&(get_val(WII_ACCNZ) > 10)&&((get_val(WII_ACCNX) < 20)&&(get_val(WII_ACCNX) > -20))) {
Evade = 1;}else{Evade = 0;}
// Regenerate
if (((get_val(WII_ACCX) < 10) && (get_val(WII_ACCZ) > -10))&&((get_val(WII_ACCY) > 10))){
Regenerate = Regenerate + 1;}else{Regenerate = Regenerate - 1;}
if (Regenerate >= 20){Regenerate = 20; Regenerate_Active = 1;}
if (Regenerate <= 0){Regenerate = 0; Regenerate_Active = 0;}
if (Regenerate_Active == 0){if (Regenerate == 19){combo_run(ActionActive);}}
if (Regenerate_Active == 1){
if ((get_val(WII_ACCY) > 40)||(get_val(WII_ACCY) < -40)){
set_val(WII_Y, 100);
combo_run(Regen);}}
if (get_val(WII_PLUS)){
set_val(WII_Y, 100);}
// Sword2
if (((get_val(WII_ACCX) > 10) && (get_val(WII_ACCZ) > -10))&&((get_val(WII_ACCY) > 10))){
Sword2 = Sword2 + 1;}else{Sword2 = Sword2 - 1;}
if (Sword2 >= 10){Sword2 = 10; Sword2_Active = 1;}
if (Sword2 <= 0){Sword2 = 0; Sword2_Active = 0;}
if (Sword2_Active == 0){if (Sword2 == 9){combo_run(ActionActive);}}
if (Sword2_Active == 1){
if ((get_val(WII_ACCZ) > 20)&&(get_val(WII_ACCY) < -15)&&(get_val(WII_ACCX) > 15)){
combo_run(Sword2R);}}
// Throw
if ((get_val(WII_ACCZ) > 20)&&(get_val(WII_ACCY) < 10)&&((get_val(WII_ACCX) < 10)&&(get_val(WII_ACCX) > -10))) {
Throw = Throw + 1;}else{Throw = Throw - 1;}
if (Throw >= 20){Throw = 20; Throw_Active = 1;}
if (Throw <= 0){Throw = 0; Throw_Active = 0;}
if (Throw_Active == 0){if (Throw == 19){combo_run(ActionActive);}}
if (Throw_Active == 1){
if ((get_val(WII_ACCZ) > 50)){
set_val(WII_X, 100);
combo_run(ThrowR);}}
if (get_val(WII_MINUS)){
set_val(WII_X, 100);}
// Sword (Right Hand)
if (Sword2_Active != 1){
if (((get_val(WII_ACCX) > 80)||(get_val(WII_ACCX) < -80))){
Sword = 1;combo_run(SwordR);}else{Sword = 0;}
if (get_val(WII_B)) {
if ((Sword == 1)||(SwordCharge == 20)){set_val(WII_RT, 100);}}
else{
if (Sword == 1){set_val(WII_ZR, 100);}}}
// Charge Sword
if (((get_val(WII_ACCY) > -8)&&(get_val(WII_ACCY) < 8))&&((get_val(WII_ACCX) < -18)||(get_val(WII_ACCX) > 18))) {
SwordCharge = SwordCharge + 1;}else{SwordCharge = 0;}
if (SwordCharge >= 20){SwordCharge = 20; }
if (get_val(WII_B)&&(SwordCharge == 19)){combo_run(SwordCharge_ON);}
}
combo Cross {
set_val(WII_RX, 100);
wait(200);}
combo Jump {
set_val(WII_RY, 0);
set_rumble(RUMBLE_B, 100);
wait(50);
set_rumble(RUMBLE_B, 0);
wait(50);
set_val(WII_RY, 0);
wait(50);}
combo Jump1 {
set_val(WII_RY, 100);
set_rumble(RUMBLE_B, 100);
wait(50);
set_val(WII_RY, 0);
set_rumble(RUMBLE_B, 0);}
combo Regen {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo ActionActive {
set_rumble(RUMBLE_B, 100);
wait(30);
set_rumble(RUMBLE_B, 0);
wait(30);
set_rumble(RUMBLE_B, 100);
wait(30);
set_rumble(RUMBLE_B, 0);}
combo Sword2R {
set_val(WII_HOME, 100);
set_rumble(RUMBLE_B, 100);
wait(60);
set_val(WII_HOME, 0);
set_rumble(RUMBLE_B, 0);}
combo ThrowR {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo SwordR {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}
combo SwordCharge_ON {
set_rumble(RUMBLE_B, 100);
wait(60);
set_rumble(RUMBLE_B, 0);}