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falconpunch323
21st May 16, 02:59
Here is a fun FUN Batgirl script I made at the top of the week after Ares. they are an awesome pair lol I have not lost a match yet with Ares or this Batgirl so if you are still popping on Injustice from time to time then Enjoy this its fun to use //Posted by falconpunch323, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums

//Posted : Wednesday 28th of October, 2015 3:40 UTC


define BACK_PUNCH = 17; // BACK_PUNCHANGLE, 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 = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
// 253 Combo Name
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment

define Combo_1 =0;
define Combo_2 =1;
define Combo_3 =2;
define Combo_4 =3;
define Combo_5 =4;
define Combo_6 =5;
define Combo_7 =6;
define Combo_8 =7;
define Fatality_1 =8;
define Fatality_2 =9;
data(


Combo_1,

2,BACK,100,
BACK_PUNCH,100,
4,
0,10,
2,UP,100,
FRONT_KICK,100,
4,
0,90,
2,BACK,100,
BACK_PUNCH,100,
4,
0,10,
2,UP,100,
FRONT_KICK,100,
4,
0,80,
2,DOWN,100,
BACK_PUNCH,100,
4,
0,10,
1,BACK,100,
4,
0,10,
2,FORWARD,100,
FRONT_PUNCH,100,
4,
0,120,
2,UP,100,
FORWARD,100,
4,
0,40,
1,BACK_PUNCH,100,
4,
0,20,
1,FRONT_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,200,
EOC,

Combo_2,

2,BACK,100,
FRONT_PUNCH,100,
4,
0,10,
1,BACK_PUNCH,100,
4,
0,80,
2,BACK,100,
BACK_PUNCH,100,
4,
0,10,
2,UP,100,
FRONT_KICK,100,
4,
0,80,
2,DOWN,100,
BACK_PUNCH,100,
4,
0,10,
1,BACK,100,
4,
0,10,
2,FORWARD,100,
FRONT_PUNCH,100,
4,
0,120,
2,UP,100,
FORWARD,100,
4,
0,40,
1,BACK_PUNCH,100,
4,
0,20,
1,FRONT_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,200,

EOC,


Combo_3,

2,BACK,100,
BACK_PUNCH,100,
4,
0,10,
2,UP,100,
FRONT_KICK,100,
4,
0,80,
2,UP,100,
FORWARD,100,
4,
0,10,
1,BACK_PUNCH,100,
4,
0,50,
2,FORWARD,100,
BACK_PUNCH,100,
4,
0,10,
1,FRONT_KICK,100,
4,
0,30,
1,DOWN,100,
4,
0,4,
2,FORWARD,100,
BACK_PUNCH,100,
4,
0,20,
1,R2,100,
4,
0,55,
1,BACK_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,10,
1,BACK_PUNCH,100,
4,
0,10,
1,DOWN,100,
4,
0,4,
2,BACK,100,
BACK_PUNCH,100,
4,
0,20,
1,UP,100,
45,
0,200,
EOC,


Combo_4,

2,BACK,100,
BACK_PUNCH,100,
4,
0,10,
2,DOWN,100,
FRONT_KICK,100,
4,
0,20,
1,BACK,100,
4,
0,4,
2,FORWARD,100,
FRONT_KICK,100,
4,
0,45,
1,R2,100,
4,
0,130,
2,BACK,100,
FRONT_KICK,100,
4,
0,100,
2,UP,100,
FORWARD,100,
4,
0,34,
1,BACK_PUNCH,100,
4,
0,55,
1,BACK_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,10,
1,BACK_PUNCH,100,
4,
0,10,
1,DOWN,100,
4,
0,4,
2,BACK,100,
BACK_PUNCH,100,
4,
0,20,
1,UP,100,
45,
0,200,

EOC,

Combo_5,
2,BACK,100,
FRONT_PUNCH,100,
4,
0,10,
1,DOWN,100,
4,
0,4,
2,BACK,100,
BACK_PUNCH,100,
4,
0,20,
1,UP,100,
45,
0,50,
2,FORWARD,100,
BACK_PUNCH,100,
4,
0,10,
1,FRONT_PUNCH,100,
4,
0,65,
2,DOWN,100,
BACK_PUNCH,100,
4,
0,10,
2,BACK,100,
FRONT_KICK,100,
4,
0,200,
EOC,


Combo_6,
1,BACK,100,
2,
2,BACK,100,
FRONT_PUNCH,100,
7,
2,BACK,100,
FRONT_PUNCH,100,
4,
1,BACK,100,
6,
1,BACK_PUNCH,100,
8,
1,BACK_PUNCH,100,
73,
1,FORWARD,100,
1,
2,FORWARD,100,
BACK_PUNCH,100,
6,
2,FORWARD,100,
BACK_PUNCH,100,
2,
1,FORWARD,100,
5,
1,FRONT_KICK,100,
8,
1,FRONT_KICK,100,
60,
1,FORWARD,100,
3,
2,FORWARD,100,
BACK_PUNCH,100,
6,
2,FORWARD,100,
BACK_PUNCH,100,
2,
1,FORWARD,100,
9,
1,FRONT_KICK,100,
8,
1,FRONT_KICK,100,
17,
1,DOWN,100,
6,
1,DOWN,100,
7,
1,FORWARD,100,
3,
2,FORWARD,100,
BACK_PUNCH,100,
2,
2,FORWARD,100,
BACK_PUNCH,100,
4,
1,BACK_PUNCH,100,
7,
1,R2,100,
11,
1,R2,100,
43,
1,BACK_PUNCH,100,
7,
1,BACK_PUNCH,100,
10,
1,FRONT_PUNCH,100,
8,
2,DOWN,100,
FRONT_PUNCH,100,
6,
1,BACK_PUNCH,100,
6,
0,200,
EOC,

Combo_7,
1,DOWN,100,
4,0,2,
2,DOWN,100,
FRONT_KICK,100,
4,0,200,

EOC,

Combo_8,
1,DOWN,100,
4,0,4,
2,BACK,100,
BACK_PUNCH,100,
4,0,120,
EOC,
Fatality_1,

EOC,
Fatality_2,

EOC,
EOD );


unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

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 cancel;
main {






// 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;

}
}

// CANCEL combos condition-----------------------------------------
// RS X and Y are in rest - cancel the combo
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);
}
}

// 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);
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// RS RIGHT
if (get_val (9) >= 60) { //Combo 1
cancel=1;
i = get_combo_index(Combo_1);
}
// RS LEFT
if (get_val (9) <= -60) { //Combo 2
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) { //Combo 3
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) { //Combo 4
cancel=1;
i = get_combo_index(Combo_4);
}
// LS UP
if (get_val (12)<= -60) { //Combo 5
cancel=2;
i = get_combo_index(Combo_5);
}
// LS RIGHT
if (get_val (11)>= 60) { //Combo 5.5
cancel=2;
i = get_combo_index(Combo_8);
}
// LS DOWN
if (get_val (12) >= 60) { //Combo 6
cancel=2;
i = get_combo_index(Combo_7);
}
//LS LEFT
if (get_val (11)<= -60) { //Combo 4
cancel=2;
i = get_combo_index(Combo_6);
}
// LEFT Stick Pressed
if (get_val (5)) { //Fatality Eye Squish
cancel=3;
i = get_combo_index(Fatality_1);
}
// RIGHT Stick Pressed
if (get_val (8)) { //Fatality Pole
cancel=3;
i = get_combo_index(Fatality_2);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}
}

// 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();
}



// 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);
}

Rampage
22nd May 16, 18:23
Thanks for script i luv Batgirl

Jennifer88
28th May 16, 20:13
Hello Mr.Falcon would u happen have a catwoman or killer frost script