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View Full Version : I need some help creating a MASSIVE DATA script for USF4(while only using one slot)!



SUPERFEAZELL
30th June 15, 22:19
I created this script when I exhausted the basic data segment... its for (ULTRA STREETFIGHTER4). I want access to all 44 character's in (one slot) without using slot change. I would like each fighter too have access too at least 40 combo's a piece? I will post this starter script... but understand this script makes combo's work on both sides with one combo input... and it also gives turbo buttons and cancels/ rumble! If this script can be greatly improved in order too fit all 44f/44combos ....if not... give me a blueprint that will better suit my situational needs......:facepalm:

MOD EDIT - Removed wall of text. Wrap your code in [ PHP ] ---- [ / PHP ] (Remove the spaces and ----!) Also, don't create a duplicate thread.

This is a script for ULTRA STREETFIGHTER4 ... I was trying too create a script that would give me access to all 44 fighters and give me the capablities of 40 combos per character and some turbo buttons and cancels on the fly.. so far I have the turbo and cancel with just one character with 20 combos max and nearly the byte code is almost drained... I should mention... I only want too use one slot for all these combo's and characters... I don't want too use slot change in order too complete this massive situation.... QUESTION? is it possible too use other variables in order too create data script.... like can I use [Persistent Variables] in one slot in order too separate the charters into slots inside one script... and call them with a toggle switch or something.... and use the same buttons and slot in order too switch only between characters on the same slot the combos and characters are present.... I am open too any data segment tools or variables or whatever... as long as I can just use one slot..{other plans in mind for the other slots}. ...... I was looking at the GPC lanuage and I believe this script should make use of more words before we just use the bytes..I don't know how to decrease and modify everthing but I believe it's their....I just don't no all the other part's of the gpc language/tools and script saver's just yet.... but if somebody gives me a blueprint for my vision .... i could catch on fast.... I just tweeked this script from after MASTER EXCALIBUR layed down the foundation's..... Thanks for your help everyone! hope too hear suggestions from everybody! SUPERFEAZEE:cool2:out






// Script was generated with < Script Manipulator > ver. 9.8 Date :06/28/15 Time: 7:57:12 PM
//------------------------------------------------------------------------

define BACK_PUNCH = 17; // TRIANGLE, Y
define BACK_KICK = 18; // CIRCLE, B
define FRONT_KICK = 19; // CROSS, A
define FRONT_PUNCH = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define THROW = 6; // L1, LB
define L2 = 7; // L2, LT
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
define back_button = 1; // back button
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define DeeJayT22 = 0;
define DeeJayT24 = 1;
define DeeJayT13 = 2;
define GuileT24 = 3;
define GuyT20 = 4;
define GuyT22 = 5;
define DudleyT22 = 6;
define DudleyT24 = 7;
define DeeJayULTRA2 = 8;
define DeeJaymagic19 = 9;
define PUSSY = 10;
define PUSSY2 = 11;
define PUSSY3 = 12;
define PUSSY4 = 13;
define PUSSY5 = 14;
define PUSSY6 = 15;
define PUSSY7 = 16;
define PUSSY8 = 17;
define PUSSY9 = 18;
define PUSSY10 = 19;
data(
DeeJayT22,
2,UP,100,
FORWARD,100,
2,
1,DOWN,100,
50,
2,DOWN,100,
BACK_KICK,100,
2,
1,DOWN,100,
40,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
30,
2,DOWN,100,
BACK_PUNCH,100,
2,
0,2,
2,UP,100,
THROW,100,
2,
1,BACK,100,
160,
0,2,
2,FORWARD,100,
L2 ,100,
2,
EOC,
DeeJayT24,
2,UP,100,
FORWARD,100,
2,
1,BACK,100,
50,
2,BACK,100,
R2,100,
2,
1,BACK,100,
50,
2,BACK,100,
BACK_KICK,100,
2,
0,5,
2,FORWARD,100,
BACK_KICK,100,
2,
0,15,
1,BACK,100,
2,
0,2,
2,FORWARD,100,
BACK_KICK,100,
2,
EOC,
DeeJayT13,
2,UP,100,
FORWARD,100,
2,
1,DOWN,100,
50,
2,DOWN,100,
R2,100,
2,
1,DOWN,100,
50,
2,DOWN,100,
BACK_PUNCH,100,
2,
0,5,
2,UP,100,
R2,100,
2,
EOC,
GuileT24,
3,DOWN,100,
BACK,100,
FRONT_PUNCH,100,
2,
2,DOWN,100,
BACK,100,
30,
3,DOWN,100,
BACK,100,
FRONT_PUNCH,100,
2,
2,DOWN,100,
BACK,100,
30,
3,DOWN,100,
BACK,100,
BACK_PUNCH,100,
2,
1,BACK,100,
25,
2,FORWARD,100,
FRONT_KICK,100,
2,
EOC,
GuyT20,
1,FORWARD,100,
80,
2,BACK,100,
FRONT_PUNCH,100,
2,
1,FORWARD,100,
1.1,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
2,UP,100,
FORWARD,100,
2,
1,BACK,100,
50,
2,BACK,100,
R1,100,
2,
1,BACK,100,
40,
1,FRONT_KICK,100,
2,
2,FORWARD,100,
R1,100,
1,
2,BACK,100,
FRONT_KICK,100,
2,
2,FORWARD,100,
R1,100,
1,
2,BACK,100,
FRONT_KICK,100,
2,
2,FORWARD,100,
L2 ,100,
2,
EOC,
GuyT22,
2,UP,100,
FORWARD,100,
2,
1,BACK,100,
50,
2,BACK,100,
R1,100,
2,
1,BACK,100,
50,
3,DOWN,100,
BACK,100,
FRONT_PUNCH,100,
2,
1,BACK,100,
29.5,
2,BACK,100,
R1,100,
2,
0,7.5,
2,FORWARD,100,
R2,100,
7.5,
0,7.5,
1,BACK,100,
7.5,
0,7.5,
2,FORWARD,100,
R2,100,
7.5,
EOC,
DudleyT22,
2,DOWN,100,
BACK,100,
100,
2,DOWN,100,
BACK,100,
2,
3,DOWN,100,
BACK,100,
FRONT_PUNCH,100,
2,
0,2,
2,FORWARD,100,
THROW,100,
2,
1,DOWN,100,
102.5,
2,DOWN,100,
FRONT_PUNCH,100,
2,
0,2,
2,UP,100,
THROW,100,
2,
1,DOWN,100,
140,
0,2,
2,UP,100,
R2,100,
2,
EOC,
DudleyT24,
2,UP,100,
FORWARD,100,
2,
1,DOWN,100,
50,
2,DOWN,100,
BACK_KICK,100,
2,
1,DOWN,100,
40,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
30,
2,DOWN,100,
BACK_PUNCH,100,
2,
0,2,
2,UP,100,
THROW,100,
2,
1,BACK,100,
160,
0,2,
2,FORWARD,100,
L2 ,100,
2,
EOC,
DeeJayULTRA2,
2,UP,100,
FORWARD,100,
2,
1,DOWN,100,
50,
2,DOWN,100,
R2,100,
2,
1,DOWN,100,
40,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
31,
2,DOWN,100,
BACK_PUNCH,100,
2,
1,DOWN,100,
5,
2,UP,100,
THROW,100,
2,
2,DOWN,100,
BACK,100,
140,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
1,FORWARD,100,
1.1,
0,1.1,
2,DOWN,100,
BACK,100,
6,
0,6,
3,UP,100,
FORWARD,100,
THROW,100,
6,
EOC,
DeeJaymagic19,
2,BACK_PUNCH,100,
BACK_KICK,100,
90,
0,5,
1,FORWARD,100,
2,
0,2,
1,FORWARD,100,
2,
1,DOWN,100,
90,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
30,
2,DOWN,100,
BACK_PUNCH,100,
2,
1,DOWN,100,
5,
2,UP,100,
THROW,100,
7.5,
EOC,
PUSSY,
2,UP,100,
FORWARD,100,
2,
1,BACK,100,
50,
2,BACK,100,
R1,100,
2,
2,DOWN,100,
BACK,100,
40,
3,DOWN,100,
BACK,100,
BACK_PUNCH,100,
2,
1,DOWN,100,
15,
2,FORWARD,100,
THROW,100,
2,
1,FORWARD,100,
15,
3,FORWARD,100,
BACK_PUNCH,100,
BACK_KICK,100,
42.5,
0,2,
2,DOWN,100,
BACK,100,
120,
0,2,
2,DOWN,100,
FORWARD,100,
2,
0,2,
2,DOWN,100,
BACK,100,
2,
0,2,
3,UP,100,
FORWARD,100,
L2,100,
2,
EOC,
PUSSY2,
2,DOWN,100,
BACK,100,
100,
3,DOWN,100,
BACK,100,
FRONT_KICK,100,
2,
2,DOWN,100,
BACK,100,
30,
3,DOWN,100,
BACK,100,
FRONT_KICK,100,
2,
2,DOWN,100,
BACK,100,
32.5,
3,DOWN,100,
BACK,100,
FRONT_PUNCH,100,
2,
2,DOWN,100,
BACK,100,
27.5,
2,DOWN,100,
FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
3,UP,100,
FORWARD,100,
BACK_KICK,100,
2,
0,2,
2,DOWN,100,
BACK,100,
150,
2,DOWN,100,
BACK,100,
150,
2,DOWN,100,
FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
3,UP,100,
FORWARD,100,
L2,100,
2,
EOC,
PUSSY3,
1,R2,100,
2,
0,60,
1,FRONT_PUNCH,100,
2,
0,20,
1,BACK_PUNCH,100,
2,
0,20,
1,R1,100,
2,
0,20,
1,R2,100,
2,
0,85,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
THROW,100,
2,
EOC,
PUSSY4,
2,UP,100,
FORWARD,100,
2,
0,50,
1,R2,100,
2,
0,40,
2,DOWN,100,
FRONT_KICK,100,
2,
1,DOWN,100,
37.5,
2,DOWN,100,
FRONT_KICK,100,
2,
1,DOWN,100,
32.5,
2,DOWN,100,
FRONT_KICK,100,
2,
1,DOWN,100,
5,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
FRONT_KICK,100,
2,
0,130,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
FRONT_PUNCH,100,
2,
EOC,
PUSSY5,
2,UP,100,
FORWARD,100,
2,
0,5,
1,BACK_KICK,100,
2,
0,4,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
37.5,
2,DOWN,100,
R1,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
L2,100,
2,
EOC,
PUSSY6,
1,FRONT_PUNCH,100,
2,
0,30,
1,FRONT_PUNCH,100,
2,
0,30,
2,DOWN,100,
BACK_PUNCH,100,
2,
0,5,
1,BACK,100,
2,
2,DOWN,100,
BACK,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
2,
EOC,
PUSSY7,
2,UP,100,
FORWARD,100,
2,
0,50,
1,R1,100,
2,
0,40,
2,FORWARD,100,
BACK_KICK,100,
2,
0,45,
1,FRONT_PUNCH,100,
2,
0,30,
1,FRONT_PUNCH,100,
2,
0,5,
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
2,
0,5,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
2,
EOC,
PUSSY8,
1,BACK_PUNCH,100,
2,
0,2,
1,L2,100,
2,
0,37.5,
2,DOWN,100,
FRONT_KICK,100,
2,
0,2,
1,THROW,100,
2,
0,50,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
R1,100,
2,
0,220,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
1,BACK,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
THROW,100,
2,
EOC,
PUSSY9,
2,DOWN,100,
FRONT_KICK,100,
2,
1,DOWN,100,
30,
2,DOWN,100,
FRONT_KICK,100,
2,
0,32.5,
1,BACK_PUNCH,100,
2,
0,5,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
2,
0,2,
1,L2,100,
2,
0,220,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
1,BACK,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
L2,100,
2,
EOC,
PUSSY10,
2,DOWN,100,
FRONT_PUNCH,100,
2,
1,DOWN,100,
32.5,
1,BACK_PUNCH,100,
2,
0,5,
1,FRONT_PUNCH,100,
2,
0,5,
1,FRONT_PUNCH,100,
2,
0,5,
1,FRONT_PUNCH,100,
2,
0,5,
1,FRONT_PUNCH,100,
2,
0,5,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
2,
0,220,
1,BACK,100,
2,
2,DOWN,100,
BACK,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
R2,100,
2,
0,65,
1,R2,100,
2,
0,50,
1,R2,100,
2,
0,50,
1,R2,100,
2,
0,50,
1,R2,100,
2,
0,30,
1,R2,100,
2,
0,30,
1,R2,100,
2,
0,15,
1,R2,100,
2,
0,15,
1,R2,100,
2,
EOC,
EOD );
unmap 9; //PS4_RX
unmap 10; //PS4_RY
unmap 11; //PS4_LX
unmap 12; //PS4_LY
unmap 8; //PS4_L3
unmap 5; //PS4_R3
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int value_1, value_2, value_3, value_4, value_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int BTN;

main {


if (get_val(XB360_X)) {BTN=20;combo_run (TURBO);}
if (get_val(XB360_Y)) {BTN=17;combo_run (TURBO);}
if (get_val(XB360_A)) {BTN=19;combo_run (TURBO);}
if (get_val(XB360_B)) {BTN=18;combo_run (TURBO);}



if(delay_t>0){
delay_t=delay_t-get_rtime();
if(delay_t>2000 ){
if(!combo_running(RUMBLE_NOTIFICATION))combo_run(RUMBLE_NOTIFICATION);
}
}


// Determine Back and Forward
if(get_val(RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(get_val(LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
delay_t=1000;
}
}


// CANCEL combos condition-----------------------------------------
if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==3){
if ( (abs(get_val (8)) <= 20 && abs(get_val (5)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}

}


// Make sure the user inputs does not interfere in the combo
set_val(BACK_PUNCH , 0);
set_val(BACK_KICK , 0);
set_val(FRONT_KICK , 0);
set_val(FRONT_PUNCH , 0);
set_val(R1 , 0);
set_val(R2 , 0);
set_val(THROW , 0);
set_val(L2 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 60) { //combo DeeJayT22,
cancel=1;
back = LEFT; forward = RIGHT;
i = get_combo_index(DeeJayT22);
}
// Right Stick LEFT
if (get_val (9) <= -60) { //combo DeeJayT24
cancel=1;
back = RIGHT; forward = LEFT;
i = get_combo_index(DeeJayT24);
}
// Right Stick UP
if (get_val (10) <= -60) { //Combo DeeJayT13
cancel=1;
back = LEFT; forward = RIGHT;
i = get_combo_index(DeeJayT13);
}
// Right Stick DOWN
if (get_val (10) >= 60) { //Combo GuileT24
cancel=1;
back = RIGHT; forward = LEFT;
i = get_combo_index(GuileT24);
}
// Left Stick RIGHT
if (get_val (11) >= 60) { //combo GuyT20
cancel=2;
back = LEFT; forward = RIGHT;
i = get_combo_index(GuyT20);
}
// Left Stick LEFT
if (get_val (11) <= -60) { //combo GuyT22
cancel=2;
back = RIGHT; forward = LEFT;
i = get_combo_index(GuyT22);
}
// Left Stick UP
if (get_val (12) <= -60) { //Combo DudleyT22
cancel=2;
back = LEFT; forward = RIGHT;
i = get_combo_index(DudleyT22);
}
// Left Stick DOWN
if (get_val (12) >= 60) { //Combo DudleyT24
cancel=2;
back = RIGHT; forward = LEFT;
i = get_combo_index(DudleyT24);
}
// hold LS / L3
if (get_val (8)) { //Fatality 1
cancel=3;
i = get_combo_index(DeeJayULTRA2);
}
// hold RS / R3
if (get_val (5)) { //Fatality 2
cancel=3;
i = get_combo_index(DeeJaymagic19);
}

////EVEN MORE COMBO!!!!
// hold LS / L3
if(get_val(8) && get_val(1)) { //Fatality 1
cancel=3;
i = get_combo_index(PUSSY);
}
// hold RS / R3
if(get_val(5) && get_val(1)) { //Fatality 2
cancel=3;
i = get_combo_index(PUSSY2);
}
// hold LS / L3
if(get_val(8) && get_val(3)) { //Fatality 1
cancel=3;
i = get_combo_index(PUSSY3);
}
// hold RS / R3
if(get_val(5) && get_val(3)) { //Fatality 2
cancel=3;
i = get_combo_index(PUSSY4);
}


// hold LS / L3
if(get_val(8) && get_val(4)) { //Fatality 1
cancel=3;
i = get_combo_index(PUSSY5);
}
// hold RS / R3
if(get_val(5) && get_val(4)) { //Fatality 2
cancel=3;
i = get_combo_index(PUSSY6);
}

// hold LS / L3
if(get_val(8) && get_val(6)) { //Fatality 1
cancel=3;
i = get_combo_index(PUSSY7);
}
// hold RS / R3
if(get_val(5) && get_val(6)) { //Fatality 2
cancel=3;
i = get_combo_index(PUSSY8);
}

// hold LS / L3
if(get_val(8) && get_val(7)) { //Fatality 1
cancel=3;
i = get_combo_index(PUSSY9);
}
// hold RS / R3
if(get_val(5) && get_val(7)) { //Fatality 2
cancel=3;
i = get_combo_index(PUSSY10);
// end editing here --------------------------------------------------------------------
} /////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

combo TURBO {
set_val(BTN, 100);
wait(10);
set_val(BTN, 0);
wait(10);
set_val(BTN, 0);
}

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
value_1 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} else { button_5 = -1; value_5 = 0; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;
else if(wait_time > 2530) wait_time = 2530;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}

Solo.
30th June 15, 23:31
We can't read that properly, you will have to format it correctly.

Paste the code as plain test and then wrap gpc codes around the coding.