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falconpunch323
27th September 17, 14:08
4139

OK SO BASICALLY THIS IS A PRETTY SIMPLE SETUP FOR KEN SHOULD WORK JUST FINE ONLINE AND OFFLINE. COMBO DESCRIPTIONS ARE IN THE SCRIPT THIS IS AN EARLY ONE I PUT TOGETHER TODAY. I WILL BE WORKING ON IT MORE AND ADDING V TRIGGER OPTIONS ON THE L1 L2 L1 R2 TRIGGERS ( NO THIS WILL NOT MAKE THE BUTTONS STOP WORKING NORMALLY) THEY ARE NOT IN HERE BECAUSE I WANTED TO GIVE YOU GUYS SOMETHING I WILL DO RYU NEXT I WILL RELEASE BALROG LATER EVEN THOUGH HE IS DONE.. VERRYYYYYY IMPORTANTEEEEEEEEEE!!!!!!!!!! YOU WILL NEED TO TOUCH THE TOUCH PAD ON WHATEVER SIDE YOUR OPPONENT IS ON SOOO IF YOU START ON THE RIGHT AND THE OTHER GUY IS ON THE LEFT THEN YOU TOUCH THE LEFT SIDE OF THE TOUCH PAD DONT HAVE TO PRESS IT!!!! I DO THIS BECAUSE IT WORKS WELL IN INJUSTICE/ TEKKEN ETC AND HAS BEEN WORKING WELL FOR ME AND I DONT KNOW ABOUT YOU GUYS BUT I LIKE TO BE ABLE TO COMBO AFTER BLOCKING WITHOUT PRESSING FORWARD ...IT WILL TAKE SOME GETTING USED TO BUT IT IS REALLY SIMPLE TO GET TRAINED ON IF YOU HAVE A REQUEST FOR A CHARACTER LEAVE IT SOMEWHERE AND I WILL TRY TO GET IT MADE ASAP HOWEVER I DONT HAVE ALL THE SEASON 2 CHARACTERS JUST ABIGAIL SO I WILL HAVE TO SEE ABOUT GETTING THEM FOR SCRIPTING.. OK ENJOY THIS LET ME KNOW HOW IT WORKS AND WHEN ITS READY i WILL RELEASE THE FUL VERSION OF THIS WITH V TRIGGER SELECTS ON ALL COMBOS PEACEEEEEE!!

define TRI = 17; // TRIANGLE, Y
define CIRCLE = 18; // CIRCLE, B
define CROSS = 19; // CROSS, A
define SQUARE = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define L1 = 6; // L1, LB
define L2 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define BACK = 15; // DPAD BACK
define FORWARD = 16; // DPAD FORWARD
define MOVE_X = 11; // BACK ANALOG X
define MOVE_Y = 12; // BACK ANALOG Y

// 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 Combos
//--------------------------------------
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 Fatality1 =8; //
define Fatality2 =9; //
//--------------------------------------

//Define Combo Adjusters
//--------------------------------------
define L1_PRESS =10; //
define L2_PRESS =11; //
define R1_PRESS =12; //
define R2_PRESS =13; //
//--------------------------------------

// Combo Data
//--------------------------------------
data(

R2_PRESS,

EOC,

R1_PRESS,

EOC,

L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,//STANDING 7 HIT 214 DAM//
1,SQUARE,100,
4,0,30,
2,BACK,100,
TRI,100,
4,0,30,
1,R1,100,
4,0,10,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
R2,100,
4,0,200,
EOC,

Combo_2,//STANDING 6 HIT 206 DAM DP//
1,SQUARE,100,
4,0,30,
2,BACK,100,
TRI,100,
4,0,30,
1,R1,100,
4,0,10,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

Combo_3,// LOW START 11 HIT 1 METER 242 DAM DP//
2,DOWN,100,
CIRCLE,100,
4,0,10,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
CIRCLE,100,
4,0,130,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
L1,100,
4,0,120,

EOC,

Combo_4,//5 HIT 199 DAM DP//
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

Combo_5,//LOW STARTER 7 HIT 244 DAM//
2,DOWN,100,
TRI,100,
4,0,40,
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
R2,100,
4,0,200,
EOC,

Combo_6,//CROUCH START 12 HIT COMBO EX DP 263 DAM//
2,DOWN,100,
TRI,100,
4,0,40,
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
CIRCLE,100,
4,0,120,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
L1,100,
4,0,200,
EOC,

Combo_7,//HEATRUSH INTO V-TRIGGER INTO HEAVY DP//
2,TRI,100,
CIRCLE,100,
40,0,10,
2,R1,100,
R2,100,
4,0,100,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,140,
EOC,

Combo_8,//HEATRUSH INTO V-TRIGGER INTO CA//
2,TRI,100,
CIRCLE,100,
40,0,10,
2,R1,100,
R2,100,
4,0,100,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,0,2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
CROSS,100,
4,0,200,
EOC,

Fatality1,//PERFECT FIREBALL INPUT LOOP//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
TRI,100,
4,0,10,
EOC,

Fatality2,//HEAVY DP LOOP//
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,10,
EOC,

EOD );
//End Of Combo Data
//--------------------------------------

//Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = BACK, forward = FORWARD;
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 nohtyPecasreV;
int cancel;
int L2_press;
int L1_press;
int R2_press;
int R1_press;
int CanStart;
int SWITCH
main {
//Determine L2/L1 Press
//------------------------
if(event_press(PS4_L2)) {
L2_press =TRUE;
}else if(event_press(PS4_L1)) {
L1_press =TRUE;
}else if(event_press(PS4_R1)) {
R1_press =TRUE;
}else if(event_press(PS4_R2)) {
R2_press =TRUE;
}

// Determine Back and Forward
if(get_val(PS4_TOUCHX) >= 70) {
back = BACK; forward = FORWARD;
} else if(get_val(PS4_TOUCHX) <= -70) {
back = FORWARD; forward = BACK;
}//----------------------------------------------

// Determine Back and Forward for Combos
if(get_val(PS4_TOUCHX) >= 70) {
SWITCH = TRUE;
} else if(get_val(PS4_TOUCHX) <= -70) {
SWITCH = FALSE;
}

// If there is a combo to be executed
if(i >= 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 {
//Determine combo on L1/L2 Press
if(L2_press) {
L2_press = FALSE;
i = get_combo_index(L2_PRESS);
}else if(L1_press) {
L1_press = FALSE;
i = get_combo_index(L1_PRESS);
}else if(R1_press) {
R1_press = FALSE;
i = get_combo_index(R1_PRESS);
}else if(R2_press) {
R2_press = FALSE;
i = get_combo_index(R2_PRESS);

}else{
i = -1;
}
}
}

// CANCEL combos condition-----------------------------------------
// RS X / 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(TRI, 0);
set_val(CIRCLE, 0);
set_val(CROSS, 0);
set_val(SQUARE, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(L1, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(BACK, 0);
set_val(FORWARD, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {

// Combo Run
//--------------------------------------

// RS FORWARD
if (get_val (9) >= 60) {
cancel=1;
i = get_combo_index(Combo_1);
}
// RS BACK
if (get_val (9) <= -60) {
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) {
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) {
cancel=1;
i = get_combo_index(Combo_4);
}
// LS FORWARD
if (get_val (11)>= 60) {
cancel=2;
i = get_combo_index(Combo_5);
}
//LS BACK
if (get_val (11)<= -60) {
cancel=2;
i = get_combo_index(Combo_6);
}
// LS UP
if (get_val (12)<= -60) {
cancel=2;
i = get_combo_index(Combo_7);
}
// LS DOWN
if (get_val (12) >= 60) {
cancel=2;
i = get_combo_index(Combo_8);
}
// R3 Pressed
if (get_val (PS4_R3)) {
cancel=3;
i = get_combo_index(Fatality1);
}
// L3 Pressed
if (get_val (PS4_L3)) {
cancel=3;
i = get_combo_index(Fatality2);
}

// End Of Combo Run
//--------------------------------------
}
}

// 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) {
L1_press=0;
L2_press=0;
R1_press=0;
R2_press=0;
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;

//Determine L1/L2 Press
if(b > 5) {
if(L2_press) {
return(FALSE);
}else if(L1_press) {
return(FALSE);
}else if(R1_press) {
return(FALSE);
}else if(R2_press) {
return(FALSE);
}else{
b = b -6;
if(b<1 || 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);
}

THE_HAWK
28th September 17, 14:04
1.000.000 times thank you..hope i can help somehow with scripting.

byakugam
2nd October 17, 13:39
you is the best!

eletif
10th October 17, 14:07
If I try to abruptly stop a combo, my character is rendered wide open without any response, for example if i press R3 to spam hadoken and I try doing something else, sometimes I get stuck in place unable to move or press any button for a solid 1-2 seconds, this is really disadvantageous. Any idea why this happens?

Enam85
14th October 17, 02:55
Hi falcon just a question what have u set your buttons configuration as on the PS4 Controller? For this game?

falconpunch323
20th October 17, 16:12
default

falconpunch323
22nd October 17, 00:19
UPDATED SO IT DOES NOT FREEZE YOU AFTER DP OR FIREBALL AND YOU CAN NOW USE IT FOR AN ACTUAL WAKE UP DP SINCE IT REPEATS FAST

kalkane100
4th February 18, 21:50
4139

OK SO BASICALLY THIS IS A PRETTY SIMPLE SETUP FOR KEN SHOULD WORK JUST FINE ONLINE AND OFFLINE. COMBO DESCRIPTIONS ARE IN THE SCRIPT THIS IS AN EARLY ONE I PUT TOGETHER TODAY. I WILL BE WORKING ON IT MORE AND ADDING V TRIGGER OPTIONS ON THE L1 L2 L1 R2 TRIGGERS ( NO THIS WILL NOT MAKE THE BUTTONS STOP WORKING NORMALLY) THEY ARE NOT IN HERE BECAUSE I WANTED TO GIVE YOU GUYS SOMETHING I WILL DO RYU NEXT I WILL RELEASE BALROG LATER EVEN THOUGH HE IS DONE.. VERRYYYYYY IMPORTANTEEEEEEEEEE!!!!!!!!!! YOU WILL NEED TO TOUCH THE TOUCH PAD ON WHATEVER SIDE YOUR OPPONENT IS ON SOOO IF YOU START ON THE RIGHT AND THE OTHER GUY IS ON THE LEFT THEN YOU TOUCH THE LEFT SIDE OF THE TOUCH PAD DONT HAVE TO PRESS IT!!!! I DO THIS BECAUSE IT WORKS WELL IN INJUSTICE/ TEKKEN ETC AND HAS BEEN WORKING WELL FOR ME AND I DONT KNOW ABOUT YOU GUYS BUT I LIKE TO BE ABLE TO COMBO AFTER BLOCKING WITHOUT PRESSING FORWARD ...IT WILL TAKE SOME GETTING USED TO BUT IT IS REALLY SIMPLE TO GET TRAINED ON IF YOU HAVE A REQUEST FOR A CHARACTER LEAVE IT SOMEWHERE AND I WILL TRY TO GET IT MADE ASAP HOWEVER I DONT HAVE ALL THE SEASON 2 CHARACTERS JUST ABIGAIL SO I WILL HAVE TO SEE ABOUT GETTING THEM FOR SCRIPTING.. OK ENJOY THIS LET ME KNOW HOW IT WORKS AND WHEN ITS READY i WILL RELEASE THE FUL VERSION OF THIS WITH V TRIGGER SELECTS ON ALL COMBOS PEACEEEEEE!!

define TRI = 17; // TRIANGLE, Y
define CIRCLE = 18; // CIRCLE, B
define CROSS = 19; // CROSS, A
define SQUARE = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define L1 = 6; // L1, LB
define L2 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define BACK = 15; // DPAD BACK
define FORWARD = 16; // DPAD FORWARD
define MOVE_X = 11; // BACK ANALOG X
define MOVE_Y = 12; // BACK ANALOG Y

// 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 Combos
//--------------------------------------
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 Fatality1 =8; //
define Fatality2 =9; //
//--------------------------------------

//Define Combo Adjusters
//--------------------------------------
define L1_PRESS =10; //
define L2_PRESS =11; //
define R1_PRESS =12; //
define R2_PRESS =13; //
//--------------------------------------

// Combo Data
//--------------------------------------
data(

R2_PRESS,

EOC,

R1_PRESS,

EOC,

L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,//STANDING 7 HIT 214 DAM//
1,SQUARE,100,
4,0,30,
2,BACK,100,
TRI,100,
4,0,30,
1,R1,100,
4,0,10,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
R2,100,
4,0,200,
EOC,

Combo_2,//STANDING 6 HIT 206 DAM DP//
1,SQUARE,100,
4,0,30,
2,BACK,100,
TRI,100,
4,0,30,
1,R1,100,
4,0,10,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

Combo_3,// LOW START 11 HIT 1 METER 242 DAM DP//
2,DOWN,100,
CIRCLE,100,
4,0,10,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
CIRCLE,100,
4,0,130,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
L1,100,
4,0,120,

EOC,

Combo_4,//5 HIT 199 DAM DP//
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

Combo_5,//LOW STARTER 7 HIT 244 DAM//
2,DOWN,100,
TRI,100,
4,0,40,
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
R2,100,
4,0,200,
EOC,

Combo_6,//CROUCH START 12 HIT COMBO EX DP 263 DAM//
2,DOWN,100,
TRI,100,
4,0,40,
2,BACK,100,
TRI,100,
4,0,10,
1,R1,100,
4,0,30,
1,DOWN,100,
4,
2,DOWN,100,
BACK,100,
4,
2,BACK,100,
CIRCLE,100,
4,0,120,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
L1,100,
4,0,200,
EOC,

Combo_7,//HEATRUSH INTO V-TRIGGER INTO HEAVY DP//
2,TRI,100,
CIRCLE,100,
40,0,10,
2,R1,100,
R2,100,
4,0,100,
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,140,
EOC,

Combo_8,//HEATRUSH INTO V-TRIGGER INTO CA//
2,TRI,100,
CIRCLE,100,
40,0,10,
2,R1,100,
R2,100,
4,0,100,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,FORWARD,100,
2,0,2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
CROSS,100,
4,0,200,
EOC,

Fatality1,//PERFECT FIREBALL INPUT LOOP//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
TRI,100,
4,0,10,
EOC,

Fatality2,//HEAVY DP LOOP//
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
R1,100,
4,0,10,
EOC,

EOD );
//End Of Combo Data
//--------------------------------------

//Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = BACK, forward = FORWARD;
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 nohtyPecasreV;
int cancel;
int L2_press;
int L1_press;
int R2_press;
int R1_press;
int CanStart;
int SWITCH
main {
//Determine L2/L1 Press
//------------------------
if(event_press(PS4_L2)) {
L2_press =TRUE;
}else if(event_press(PS4_L1)) {
L1_press =TRUE;
}else if(event_press(PS4_R1)) {
R1_press =TRUE;
}else if(event_press(PS4_R2)) {
R2_press =TRUE;
}

// Determine Back and Forward
if(get_val(PS4_TOUCHX) >= 70) {
back = BACK; forward = FORWARD;
} else if(get_val(PS4_TOUCHX) <= -70) {
back = FORWARD; forward = BACK;
}//----------------------------------------------

// Determine Back and Forward for Combos
if(get_val(PS4_TOUCHX) >= 70) {
SWITCH = TRUE;
} else if(get_val(PS4_TOUCHX) <= -70) {
SWITCH = FALSE;
}

// If there is a combo to be executed
if(i >= 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 {
//Determine combo on L1/L2 Press
if(L2_press) {
L2_press = FALSE;
i = get_combo_index(L2_PRESS);
}else if(L1_press) {
L1_press = FALSE;
i = get_combo_index(L1_PRESS);
}else if(R1_press) {
R1_press = FALSE;
i = get_combo_index(R1_PRESS);
}else if(R2_press) {
R2_press = FALSE;
i = get_combo_index(R2_PRESS);

}else{
i = -1;
}
}
}

// CANCEL combos condition-----------------------------------------
// RS X / 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(TRI, 0);
set_val(CIRCLE, 0);
set_val(CROSS, 0);
set_val(SQUARE, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(L1, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(BACK, 0);
set_val(FORWARD, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {

// Combo Run
//--------------------------------------

// RS FORWARD
if (get_val (9) >= 60) {
cancel=1;
i = get_combo_index(Combo_1);
}
// RS BACK
if (get_val (9) <= -60) {
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) {
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) {
cancel=1;
i = get_combo_index(Combo_4);
}
// LS FORWARD
if (get_val (11)>= 60) {
cancel=2;
i = get_combo_index(Combo_5);
}
//LS BACK
if (get_val (11)<= -60) {
cancel=2;
i = get_combo_index(Combo_6);
}
// LS UP
if (get_val (12)<= -60) {
cancel=2;
i = get_combo_index(Combo_7);
}
// LS DOWN
if (get_val (12) >= 60) {
cancel=2;
i = get_combo_index(Combo_8);
}
// R3 Pressed
if (get_val (PS4_R3)) {
cancel=3;
i = get_combo_index(Fatality1);
}
// L3 Pressed
if (get_val (PS4_L3)) {
cancel=3;
i = get_combo_index(Fatality2);
}

// End Of Combo Run
//--------------------------------------
}
}

// 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) {
L1_press=0;
L2_press=0;
R1_press=0;
R2_press=0;
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;

//Determine L1/L2 Press
if(b > 5) {
if(L2_press) {
return(FALSE);
}else if(L1_press) {
return(FALSE);
}else if(R1_press) {
return(FALSE);
}else if(R2_press) {
return(FALSE);
}else{
b = b -6;
if(b<1 || 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);
}



am a real noob at this. what do i have to edit to turn into a gpc file? as not accepting just copy and paste.
a

falconpunch323
30th April 18, 16:37
am a real noob at this. what do i have to edit to turn into a gpc file? as not accepting just copy and paste.
a
its already a gpc file you just need to copy it and place in the compiler tab in the software. save it and then drop into a slot

crunchypickle
8th August 18, 04:30
I am completely new to the Cronus and just ordered it tonight so I'm trying to learn as much as I can before it comes in the mail. I have the PC version of SFV, will this function right if I use a PS4 controller on the PC? So I hook up the Cronus to my PC and then a PS4 controller to the Cronus, will this work with your scripts, falcon?

Sorry for the newbie question.

crunchypickle
8th August 18, 06:50
falcon I maxed out on giving you thanks from other posts you've made but just know I will give you more soon. can't wait to get my cronus for this weekend :D

cpgrules
3rd March 19, 20:41
Hi Falcon. I'm trying to tailor this script to use with Rashid. The Ken fireball script is the same for Rashid, but I'd like to add a few extra button presses of the Triangle key to maximize damage. Here is my attempt below, but it doesn't work. Any help would be great!
Fatality1,//PERFECT FIREBALL INPUT LOOP//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
TRI,100,
TRI,100,
TRI,100,
TRI,100,
TRI,100
4,0,10,
EOC,