// BY CODERZSCRIPTZ
// X-MEN SCRIPT.gpc
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/*
█▀▄ █▀█ █▄░█ ▀█▀ ▀█▀ █▀█ █░█ █▀▀ █░█
█▄▀ █▄█ █░▀█ ░█░ ░█░ █▄█ █▄█ █▄▄ █▀█
*/
//╔═══════════════════════════════════════════════════════════════════════════════════X-MEN-SECTION════════════════════════════════════════════════════════════════╗
int AimAssist = TRUE; //X-MEN
int AIMBOT = 12; //X-MEN
int aa_Delay = 18; //X-MEN
int AimAbuse = TRUE; //X-MEN
int AimAbuse_Hold = 280; //X-MEN
int AimAbuse_Release = 20; //X-MEN
int RMBLE = RUMBLE_A;
//Button Layout
define FIRE_BTN = 4; //XB1_RT / PS4_R2
define ADS_BTN = 7; //XB1_LT / PS4_L2
define CROUCH_BTN = 5; //XB1_RS / PS4_R3
define RELOAD_BTN = 20; //XB1_X / PS4_SQAURE
define SPRINT_BTN = 8; //XB1_LS / PS4_L3
define JUMP_BTN = 19; //XB1_A / PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT / PS4_R1
define RIGHT_BUMP = 3; // XB1_RB / PS4_R1
define LEFT_BUMP = 6; //ADS_BTN / PS4_L1
define SWAP_BTN = 17; //XB1_Y / PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B / PS4_CIRCLE
define R_X = 9; //XB1_R_X / PS4_R_X
define R_Y = 10; //XB1_R_Y / PS4_R_Y
define L_X = 11; //XB1_L_X / PS4_L_X
define L_Y = 12; //XB1_L_Y / PS4_L_Y
define UP = 13; //XB1_UP / PS4_UP
define DOWN = 14; //XB1_DOWN / PS4_DOWN
define LEFT = 15; //XB1_LEFT / PS4_LEFT
define RIGHT = 16; //XB1_RIGHT / PS4_RIGHT
/*===========================================================
*** M e n u N a v i g a t i o n I n t e r g e r s ***
===========================================================*/
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main {
if(get_val(XB1_RT)) {
combo_run(RAPIDFIRE);
}
if(AimAssist){
if(get_val(XB1_LT)){ if (event_press(UP)) {
AimAssist = !AimAssist;
AimAssist = !AimAssist;
RMBLE_A(AimAssist); }set_val(3, 0);}
combo_run(cAimAssist);}
if(abs(get_val(R_X)) > 19||abs(get_val(R_Y)) > 19){
combo_stop(cAimAssist);}
//AIM ABUSE
if(AimAbuse){
if(get_val(XB1_LT)){ if (event_press(RIGHT)) {
AimAbuse = !AimAbuse;
AimAbuse = !AimAbuse;
RMBLE_A(AimAbuse); }set_val(3, 0);}
combo_run(cAimAbuse);}
if(event_release(ADS_BTN)){
combo_stop(cAimAbuse);
}
combo_run(Rainbow);
//HOLD BREATH
if(HOLD_BREATH)
{
if(get_val(XB1_LT))
set_val(XB1_LS,100);
if(get_val(PS4_LY) <-90 && get_val(XB1_LT) && get_ptime(XB1_LT) > 200 && combo_running(HOLD_BREATH))
combo_stop(HOLD_BREATH);
if(event_press(XB1_LT))
combo_run(HOLD_BREATH);
if(get_val(XB1_LT) && get_lval(XB1_LS))
set_val(XB1_LS,0);
}}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo HOLD_BREATH{
set_val(XB1_LS,0);
wait(64);
set_val(XB1_LS,100);
wait(112);
set_val(XB1_LS,0);
wait(112);
}
combo RAPIDFIRE {
set_val(XB1_RT, 100);
wait(20);
set_val(XB1_RT, 0);
wait(20);
set_val(XB1_RT, 0);
}
combo cAimAssist{
set_val(R_Y,(AIMBOT));
wait(aa_Delay);
set_val(R_X,(AIMBOT));
wait(aa_Delay);
set_val(R_Y,AIMBOT*-1);
wait(aa_Delay);
set_val(R_X,AIMBOT*-1);
wait(aa_Delay);
}
combo cAimAbuse{
set_val(ADS_BTN,100);
wait(AimAbuse_Hold);
set_val(ADS_BTN,100);
wait(AimAbuse_Release);
}
combo Rainbow {
LED(1,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,1,1,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,2,2,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,3);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,3,3,3);
wait(100);
LED(0,0,0,0);
wait(40);
}
combo RUMBLE {
set_rumble(RMBLE, 100); wait(300);
reset_rumble();
}//END
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function RMBLE_A(var) {
if (var) RMBLE = RUMBLE_A;
else RMBLE = RUMBLE_B;
combo_run(RUMBLE);
}
function LED(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | E | N | | D | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/\0
wait(���\08����B1_LS,0);
wait(112);
}
combo RAPIDFIRE {
set_val(XB1_RT, 100);
wait(20);
set_val(XB1_RT, 0);
wait(20);
set_val(XB1_RT, 0);
}
combo cAimAssist{
set_val(R_Y,(AIMBOT));
wait(aa_Delay);
set_val(R_X,(AIMBOT));
wait(aa_Delay);
set_val(R_Y,AIMBOT*-1);
wait(aa_Delay);
set_val(R_X,AIMBOT*-1);
wait(aa_Delay);
}
combo cAimAbuse{
set_val(ADS_BTN,100);
wait(AimAbuse_Hold);
set_val(ADS_BTN,100);
wait(AimAbuse_Release);
}
combo Rainbow {
LED(1,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,1,1,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,2,2,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,3);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,3,3,3);
wait(100);
LED(0,0,0,0);
wait(40);
}
combo RUMBLE {
set_rumble(RMBLE, 100); wait(300);
reset_rumble();
}//END
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function RMBLE_A(var) {
if (var) RMBLE = RUMBLE_A;
else RMBLE = RUMBLE_B;
combo_run(RUMBLE);
}
function LED(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | E | N | | D | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/