/* *
* HIGH VELOCITY BOWLING
* ************************************************************************** */
remap WII_ONE -> PS3_CIRCLE,
PS3_L1 -> PS3_TRIANGLE,
WII_ACCX -> PS3_ACCZ;
int preffect, effect = 0;
main {
// Get ball effect from ACCY
if(get_val(WII_B) && !effect) {
preffect = get_val(WII_ACCY);
if(preffect > 0) {
set_val(PS3_R2, preffect);
sensitivity(PS3_R2, NOT_USE, 650, NOT_USE, 0, 100);
preffect = get_val(PS3_R2);
} else if(preffect < 0) {
set_val(PS3_L2, preffect * -1);
sensitivity(PS3_L2, NOT_USE, 600, NOT_USE, 0, 100);
preffect = get_val(PS3_L2) * -1;
}
if(event_release(WII_A)) {
effect = preffect;
}
set_val(WII_A, 0);
} else if(event_release(WII_B)) effect = 0;
// Assing effect value to R2 or L2
if(effect > 0) {
set_val(PS3_R2, effect);
} else if(effect < 0) {
set_val(PS3_L2, effect * -1);
}
// Adjust sensitivity
set_val(WII_ACCX, get_val(WII_ACCX) + 3);
sensitivity(WII_ACCX, NOT_USE, 90, NOT_USE, -12, +18);
sensitivity(WII_ACCY, NOT_USE, 160, NOT_USE, -100, +100);
// Start combo on UP press
if(event_press(WII_UP)) {
combo_run(strike);
}
}
combo strike {
// Set Position
set_val(PS3_ACCX, -10);
wait(500);
set_val(PS3_ACCX, -10);
set_val(PS3_CROSS, 100);
wait(50);
// Set Angle
set_val(PS3_ACCX, -10);
wait(500);
set_val(PS3_ACCX, -10);
set_val(PS3_CROSS, 100);
wait(50);
// Set Effect and Power
wait(1500);
set_val(PS3_R2, 90); // <- Effect
set_val(PS3_ACCY, -60);
wait(500);
set_val(PS3_R2, 90);
set_val(PS3_ACCY, 48); // <- Power
wait(700);
set_val(PS3_R2, 90);
set_val(PS3_ACCY, 0);
wait(4000);
}