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View Full Version : UPDATED RYU SCRIPT SINCE THE 1ST WAS SO POPULAR



falconpunch323
23rd October 17, 00:14
HERE IS AN UPGRADED VERSION OF MY RYU SCRIPT 2 DEDICATED V TRIGGER COMBOS AND AN OPTIO TO MAKE COMBO 1 RSR INTO V TRIGGER COMBO VIA R2 PRESS ON COMBO START.
I THINK THE DESCRIPTS ARE UPDATED IN THE SCRIPT ITSELF SO YOU GUYS CAN FIGURE IT OUT..SINCE IM NOT GETTING ANY REAL RESPONSES OR FEED BACK I WILL PROBLY NOT BE DOING ANY MORE ANY TIME SOON.

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 COMBO FOR COMBO 1 (RSR),//
2,R1,100,
R2,100,
4,0,110,
1,R2,100,
4,0,72,
1,CROSS,100,
4,0,8,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

R1_PRESS,

EOC,

L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,//STANDING 4 HIT HEAVY COMBO D.267/S.405//
2,FORWARD,100,
R1,100,
4,0,110,
2,DOWN,100,
R1,100,
4,0,8,
7,FORWARD,100,
4,0,2,
2,DOWN,100,
BACK,100,
4,0,2,
1,FORWARD,100,
4,0,2,
1,R1,100,
4,0,200,
EOC,

Combo_2,//METERLESS 2 HIT COMBO S.MPx2 HP>HK D.219/S.340//
1,TRI,100,
4,0,40,
1,TRI,100,
4,0,30,
1,R1,100,
4,0,30,
1,R2,100,
4,0,120,
EOC,

Combo_3,// 3 HIT D.190//S.390//
1,TRI,100,
4,0,40,
2,DOWN,100,
R1,100,
4,0,30,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
R1,100,
4,0,120,
EOC,

Combo_4,//SIMPLE 3 HIT COMBO D.119/S.253//
2,DOWN,100,
CROSS,100,
4,0,25,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
CROSS,100,
4,0,120,
EOC,

Combo_5,//CR HP EX AIR KNEE SMASH//
1,TRI,100,
4,0,40,
2,DOWN,100,
R1,100,
4,0,30,
2,R1,100,
R2,100,
4,0,90,
1,R2,100,
4,0,72,
1,CROSS,100,
4,0,8,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
2,FORWARD,100,
R1,100,
4,0,200,
EOC,

Combo_6,//CROUCH START 12 HIT COMBO EX DP 263 DAM//
2,BACK,100,
R2,100,
4,0,92,
1,CROSS,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
L2,100,
4,0,120,
1,FORWARD,100,
4,0,2,
2,DOWN,100,
BACK,100,
4,0,2,
1,FORWARD,100,
4,0,2,
1,L1,100,
4,0,200,
EOC,

Combo_7,////
1,R1,100,
4,0,10,
2,R1,100,
R2,100,
4,0,120,
1,R2,100,
4,0,72,
1,CROSS,100,
4,0,8,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
1,FORWARD,100,
4,0,2,
1,R1,100,
4,0,200,
EOC,

Combo_8,//CR.LPx2 DP INTO CA//
2,DOWN,100,
SQUARE,100,
4,
0,20,
2,DOWN,100,
SQUARE,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
2,DOWN,100,
BACK,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,SQUARE,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,SQUARE,100,
4,
0,200,
EOC,
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);
}

JQuest313
25th October 17, 18:17
Gonna try these out and let you know, thanks for the hard work.

alpinesuper
28th October 17, 16:54
Dude please make a urien one.

falconpunch323
28th October 17, 20:36
Dude please make a urien one.

Already done. But im not happy with it yet i need good frametraps into combos..

monad989
4th November 17, 16:51
Good stuff!

eletif
10th January 18, 23:17
Already done. But im not happy with it yet i need good frametraps into combos..

did you ever post it?

kalkane100
5th February 18, 19:54
are there tutorials to show how to turn this into a gpc? thnx

hiddindragon08
25th February 18, 04:53
I just got Cronusmax and am trying to figure out some scripting things. I downloaded this script and it's amazing but I'm using a different controller without a touch pad and I'd like to make this simple and just use the shoulder buttons and triggers to do basic things.

R3: Fireball to right
L2: Fireball to left
L1: DP to right
L2: DP to left

R Analog stick doing combos that cancel when you let go would be really awesome but I for the life of me can't figure out how to get around the L1/L2 issue im having with the script.

I've been playing around with the coding language all night but I've not made any progress and can't seem to figure out how to use the visual block editor to build it. Can you guys help me?
Thanks for your time.

crunchypickle
8th August 18, 05:46
I will try it as soon as I get my Cronus in the mail later this week, it'll be my first experience with the product. You make some great stuff glad you are doing this.