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falconpunch323
22nd October 17, 00:28
SAME DEAL AS KEN BUT FOR ALEX I LOVE THIS CHARACTER ALOT HES VERY FUN AND PRETTY SIMPLE...
COMBO HITS/DAMAGE AND "DISCRIPS" ARE IN THE ACTUAL SCRIPT NEXT TO THE COMBO NUMBERS.. IMPORTANT FOR COMBO 3 ITS MULTI USE IF YOU PRESS R1 DURING THE COMBO THEN YOU WILL DO A V-TRIGGER CANCEL COMBO INTO EX SLAM... R2 WILL DO V TRIGGER CANCEL COMBO INTO CA( BIIIIIIGGG DAMAGE!)
ALSO COMBO 2 RSL... IS A COUNTER HIT COMBO...... WILL NOT WORK UNLESS YOU ARE LANDING A COUNTER HIT OR YOU HAVE V SKILL ACTIVE BEFORE THE HIT SO STAY WARMED UP IF YOU WANT TO USE IT.. OTHER THAN THAT ITS STRAIGHT FORWARD.. HOPE YALL ENJOY IT.. AND FOR KEEN EYES YOU WILL SEE A TREAT IN THE SCRIPT SOOO YEAAA ENJOY THAT TOO :)
4218

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,//V-TRIGGER CA COMBO WORKS WITH COMBOS:3,//
7,TRI,100,
4,0,10,
2,R1,100,
R2,100,
4,0,105,
1,R1,100,
4,0,30,
2,R1,100,
R2,100,
4,0,145,
1,SQUARE,100,
4,0,30,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
1,BACK,100,
2,0,2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
SQUARE,100,
4,0,200,
EOC,

R1_PRESS,//V-TRIGGER COMBO EX SLAM/ WORKS WITH COMBOS:3//
7,TRI,100,
4,0,10,
2,R1,100,
R2,100,
4,0,105,
1,R1,100,
4,0,30,
2,R1,100,
R2,100,
4,0,125,
1,BACK,100,
2,
2,DOWN,100,
BACK,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
L1,100,
4,0,120,
EOC,

L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,//STANDING 3 HIT HEAVY COMBO D.301/S.501//
1,R1,100,
4,0,30,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,80,
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
R1,100,
4,0,120,
EOC,

Combo_2,//3 HIT D.329/S.476/1 BAR COUNTER HIT//
1,R2,100,
4,0,100,
2,DOWN,100,
R1,100,
4,0,100,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
2,FORWARD,100,
L2,100,
4,0,120,
EOC,

Combo_3,// 3 HIT D.190//S.390//
2,FORWARD,100,
R1,100,
4,0,70,
7,TRI,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
4,
1,DOWN,100,
100,
2,UP,100,
SQUARE,100,
4,0,120,


EOC,

Combo_4,//5 HIT 199 DAM DP//
2,DOWN,100,
SQUARE,100,
4,0,30,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
2,
1,DOWN,100,
80,
2,UP,100,
CROSS,100,
4,0,120,
EOC,

Combo_5,//CR HP EX AIR KNEE SMASH//
2,DOWN,100,
R1,100,
4,0,100,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
2,FORWARD,100,
L2,100,
4,0,120,
EOC,

Combo_6,//CROUCH START 12 HIT COMBO EX DP 263 DAM//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
TRI,100,
4,0,90,
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
R1,100,
4,0,120,
EOC,

Combo_7,//HEATRUSH INTO V-TRIGGER INTO HEAVY DP//
2,FORWARD,100,
R1,100,
4,0,71,
7,TRI,100,
2,
1,DOWN,100,
60,
2,UP,100,
CROSS,100,
4,0,110,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,80,
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
R1,100,
4,0,120,
EOC,

Combo_8,//HEATRUSH INTO V-TRIGGER INTO CA//
1,TRI,100,
4,0,45,
1,CROSS,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
L1,100,
4,0,120,
EOC,

Fatality2,//PERFECT FIREBALL INPUT LOOP//
1,FORWARD,100,
4,
2,DOWN,100,
BACK,100,
4,
2,FORWARD,100,
CIRCLE,100,
4,0,10,
EOC,

Fatality1,//POWER BOMB LOOP//
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
L1,100,
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);
}