Smash Ultimate Combo Shell

Script that maps Combo Magick combos to the dpad. Users need to copy and paste their own combos in the code.
Version1.1
AuthorBigRig
Publish DateTue, 22 Jan 2019 - 00:07
Last UpdateSat, 26 Jan 2019 - 20:02
Downloads114
RATE


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Release Notes: Added random function and prevents combos from stepping over eachother
Code: Select all
int loopToggle;
int randomToggle;
int trainMode;
 
init {
    trainMode = 0;
    loopToggle = 0;
}
main {
    if (event_press(SWITCH_A))
    {
        if(loopToggle)
        {
         loopToggle = 0;
        }
 
        else
        {
          loopToggle = 1;
          randomToggle = 0;
        }
    }
 
    if (event_press(SWITCH_Y))
    {
        if(randomToggle)
        {
         randomToggle = 0;
        }
 
        else
        {
          randomToggle = 1;
          loopToggle = 0;
        }
    }
 
    if (event_press(SWITCH_LEFT) && !combo_running(comboStart)
    && !combo_running(B)
    && !combo_running(C)
    && !combo_running(D))
    {
      trainMode = 0;
      combo_run(waitTaunt);
      randomToggle = 0;
    }
    else if (event_press(SWITCH_UP) && !combo_running(comboStart)
    && !combo_running(A)
    && !combo_running(D)
    && !combo_running(D))
    {
      trainMode = 1;
      combo_run(waitTaunt);
      randomToggle = 0;
    }
    else if (event_press(SWITCH_RIGHT) && !combo_running(comboStart)
    && !combo_running(A)
    && !combo_running(B)
    && !combo_running(D))
    {
      trainMode = 2;
      combo_run(waitTaunt);
      randomToggle = 0;
    }
    else if (event_press(SWITCH_DOWN) && !combo_running(comboStart)
    && !combo_running(A)
    && !combo_running(B)
    && !combo_running(C))
    {
      trainMode = 3;
      combo_run(waitTaunt);
      randomToggle = 0;
    }
 
    if (loopToggle)
    {
      combo_run(comboStart);
    }
 
    if (randomToggle && !combo_running(comboStart)
    && !combo_running(A)
    && !combo_running(B)
    && !combo_running(C)
    && !combo_running(C))
    {
        trainMode = irand(0, 3);   
        combo_run(comboStart);   
    }
}
 
combo waitTaunt
{
    wait(3000);
    combo_run(comboStart);
}
 
combo comboStart
{
    if (trainMode == 0)
    {
      combo_run(A);
    }
    else if (trainMode == 1)
    {
      combo_run(B);
    }
    else if (trainMode == 2)
    {
      combo_run(C);
    }
    else if (trainMode == 3)
    {
      combo_run(D);
    }
 
}
 
 combo A {
 //Paste left taunt combo here
}
 
combo B {
//Paste up taunt combo here
}
 
combo C {
//Paste right taunt combo here
}
 
 combo D {
//Paste down taunt combo here
    }