PDA

View Full Version : CLAUDIO!



falconpunch323
6th June 17, 10:43
HERE IS A CLAUDIO I THINK ITS THE BEST ONE I HAVE SO FAR (ASIDE FROM MY KING) AWESOME DAMAGE AND FLASHY STUFF THIS IS JUST A TASTE OF TEKKEN 7
IM IN THE LAB WITH ALOT OF CHARACTERS AND ALOT OF GAMES SO PLEASE BE EASY ON ME THX!


JUST NEED TO KNOW RS ARE ALL COMBOS NOT 10 HIT PRESET COMBOS ACTUAL COMBOS OFF GROUND HITS ETC.. LS UP IS THE 10 HIT STRING RIGHT IS A VERY FAST 52% GRAB STRING AND THE OTHER 2 ON LS ARE WALL SPLAT COMBOS.. I DON;T KNOW WHEN THE NEXT ONE WILL BE OUT ATM YOU WILL HAVE TO BE WAIT ON IT SORRY :(

PPS: RS UP AND DOWN NEED TO HAVE STARBURST TO WORK SO EITHER RUN COMBOS 1 OR 2 (RSR/RSL) TO GET IT AT THE END OF THE COMBO OR AT ANY POINT YOU CAN PRESS B2 OR DOWN 2 ON RISE FROM DUCK TO GET IT!

//Posted by falconpunch323, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Monday 21st of November, 2016 6:15 UTC

//Posted by falconpunch323, a member of the community in the CronusMAX Forums - <a href="http://www.cronusmax.com/forums" target="_blank">http://www.cronusmax.com/forums</a>

//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,
3,UP,100,
FORWARD,100,
BACK_KICK,100,
4,0,70,
2,FORWARD,100,
FRONT_KICK,100,
4,0,81,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
8,
1,FORWARD,100,
2,
2,FORWARD,100,
BACK_KICK,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
2,BACK,100,
BACK_KICK,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,200,
EOC,


Combo_2,
3,DOWN,100,
FORWARD,100,
FRONT_PUNCH,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,100,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,50,
2,FORWARD,100,
FRONT_KICK,100,
4,0,80,
1,FORWARD,100,
4,0,2,
1,FORWARD,100,
2,
1,FORWARD,100,
40,
1,BACK_PUNCH,100,
4,0,200,


EOC,




Combo_3,
3,FORWARD,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,5,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,100,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
15,
1,FORWARD,100,
4,
2,FORWARD,100,
FRONT_KICK,100,
4,0,81,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
15,
1,FORWARD,100,
2,
2,FORWARD,100,
BACK_KICK,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
2,BACK,100,
BACK_KICK,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,200,



EOC,



Combo_4,
2,DOWN,100,
BACK_PUNCH,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,80,
1,FRONT_PUNCH,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,50,
2,FORWARD,100,
FRONT_KICK,100,
4,0,80,
1,FORWARD,100,
4,0,2,
1,FORWARD,100,
2,
1,FORWARD,100,
30,
1,BACK_PUNCH,100,
4,0,200,
1,

EOC,

Combo_5,
1,BACK_PUNCH,100,
4,0,15,
1,FRONT_PUNCH,100,
4,0,5,
1,FRONT_KICK,100,
4,0,30,
1,FRONT_PUNCH,100,
4,0,60,
1,BACK_KICK,100,
4,0,30,
1,FRONT_KICK,100,
4,0,30,
1,BACK_PUNCH,100,
4,0,30,
1,BACK_KICK,100,
4,0,60,
1,FRONT_KICK,100,
4,0,60,
1,BACK_PUNCH,100,
4,0,200,






EOC,



Combo_6,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,10,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,15,
2,BACK,100,
BACK_PUNCH,100,
4,0,200,
EOC,

Combo_7,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,FRONT_PUNCH,100,
4,0,80,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,BACK_PUNCH,100,
4,0,70,
3,DOWN,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,200,

EOC,

Combo_8,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,FRONT_PUNCH,100,
4,0,80,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,BACK_PUNCH,100,
4,0,70,
2,BACK,100,
FRONT_KICK,100,
4,0,200,
EOC,
Fatality_1,
3,BACK,100,
FRONT_KICK,100,
BACK_PUNCH,100,
4,0,10,
Fatality_2,
3,BACK,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,10,
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);
}

glitchh
6th June 17, 12:45
thanks for all the hard work! Just a quick note,

RS up isn't a combo
The final hit of RS left (superman punch) f,f,f+2 doesn't connect
RS down doesn't connect

**have to set cpu action 2 to block to see if combos are true combos**
rs up is a combo if you have starburst I will look into the sm punch but it all works for me and depending on when you have downloaded this
I have made edits to it

Mr Fwak
6th June 17, 13:55
HERE IS A CLAUDIO I THINK ITS THE BEST ONE I HAVE SO FAR (ASIDE FROM MY KING) AWESOME DAMAGE AND FLASHY STUFF THIS IS JUST A TASTE OF TEKKEN 7
IM IN THE LAB WITH ALOT OF CHARACTERS AND ALOT OF GAMES SO PLEASE BE EASY ON ME THX!


JUST NEED TO KNOW RS ARE ALL COMBOS NOT 10 HIT PRESET COMBOS ACTUAL COMBOS OFF GROUND HITS ETC.. LS UP IS THE 10 HIT STRING RIGHT IS A VERY FAST 52% GRAB STRING AND THE OTHER 2 ON LS ARE WALL SPLAT COMBOS.. I DON;T KNOW WHEN THE NEXT ONE WILL BE OUT ATM YOU WILL HAVE TO BE WAIT ON IT SORRY :(

PPS: RS UP AND DOWN NEED TO HAVE STARBURST TO WORK SO EITHER RUN COMBOS 1 OR 2 (RSR/RSL) TO GET IT AT THE END OF THE COMBO OR AT ANY POINT YOU CAN PRESS B2 OR DOWN 2 ON RISE FROM DUCK TO GET IT!

//Posted by falconpunch323, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Monday 21st of November, 2016 6:15 UTC

//Posted by falconpunch323, a member of the community in the CronusMAX Forums - <a href="http://www.cronusmax.com/forums" target="_blank">http://www.cronusmax.com/forums</a>

//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,
3,UP,100,
FORWARD,100,
BACK_KICK,100,
4,0,70,
2,FORWARD,100,
FRONT_KICK,100,
4,0,81,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
8,
1,FORWARD,100,
2,
2,FORWARD,100,
BACK_KICK,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
2,BACK,100,
BACK_KICK,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,200,
EOC,


Combo_2,
3,DOWN,100,
FORWARD,100,
FRONT_PUNCH,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,100,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,50,
2,FORWARD,100,
FRONT_KICK,100,
4,0,80,
1,FORWARD,100,
4,0,2,
1,FORWARD,100,
2,
1,FORWARD,100,
40,
1,BACK_PUNCH,100,
4,0,200,


EOC,




Combo_3,
3,FORWARD,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,5,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,100,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
15,
1,FORWARD,100,
4,
2,FORWARD,100,
FRONT_KICK,100,
4,0,81,
1,FORWARD,100,
4,0,5,
1,FORWARD,100,
15,
1,FORWARD,100,
2,
2,FORWARD,100,
BACK_KICK,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,50,
2,BACK,100,
BACK_KICK,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,200,



EOC,



Combo_4,
2,DOWN,100,
BACK_PUNCH,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,80,
1,FRONT_PUNCH,100,
4,0,60,
2,BACK,100,
FRONT_KICK,100,
4,0,60,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,50,
2,FORWARD,100,
FRONT_KICK,100,
4,0,80,
1,FORWARD,100,
4,0,2,
1,FORWARD,100,
2,
1,FORWARD,100,
30,
1,BACK_PUNCH,100,
4,0,200,
1,

EOC,

Combo_5,
1,BACK_PUNCH,100,
4,0,15,
1,FRONT_PUNCH,100,
4,0,5,
1,FRONT_KICK,100,
4,0,30,
1,FRONT_PUNCH,100,
4,0,60,
1,BACK_KICK,100,
4,0,30,
1,FRONT_KICK,100,
4,0,30,
1,BACK_PUNCH,100,
4,0,30,
1,BACK_KICK,100,
4,0,60,
1,FRONT_KICK,100,
4,0,60,
1,BACK_PUNCH,100,
4,0,200,






EOC,



Combo_6,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,10,
2,FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,15,
2,BACK,100,
BACK_PUNCH,100,
4,0,200,
EOC,

Combo_7,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,FRONT_PUNCH,100,
4,0,80,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,BACK_PUNCH,100,
4,0,70,
3,DOWN,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,200,

EOC,

Combo_8,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,FRONT_PUNCH,100,
4,0,80,
3,DOWN,100,
FORWARD,100,
FRONT_KICK,100,
4,0,20,
1,BACK_PUNCH,100,
4,0,70,
2,BACK,100,
FRONT_KICK,100,
4,0,200,
EOC,
Fatality_1,
3,BACK,100,
FRONT_KICK,100,
BACK_PUNCH,100,
4,0,10,
Fatality_2,
3,BACK,100,
FRONT_PUNCH,100,
BACK_PUNCH,100,
4,0,10,
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);
}
Your a beast Falcon

glitchh
6th June 17, 14:07
thanks for the update! I'll try the updated script later, the SM punch wasn't a big deal as I could manually input it after the screw. Thanks again!!!

QANASQ
8th July 17, 00:11
Sometims the combos not works dunno why it gives me wrong inputs

reaction44
7th September 18, 08:45
Great script <3

rishi01
17th December 18, 06:45
Tfue Settings (https://fortnitepub.com/settings/tfue/)
Mongraal Settings (https://fortnitepub.com/settings/mongraal/)