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View Full Version : DBFZ Black Goku test



Momo8038
31st January 18, 11:19
Hi guys made a little test script for you to test :biggrin: let me know if it works, not the best combos but if it works im planing to do more...

// Script was generated with < Script Manipulator > ver. 12.1 Date :01.31.18 Time: 16:06:23
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
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.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define black3 = 0;
define black1 = 1;
define blackTC = 2;
define blackD = 3;
data(
black3,
1,BTN4,
11,
0,5,
1,BTN4,
9,
0,32,
1,DOWN,
10,
2,DOWN,
BTN1,
7,
1,BTN1,
3,
0,6,
1,BTN1,
9,
0,19,
1,FORWARD,
10,
2,UP,
FORWARD,
13,
0,8,
1,BTN4,
8,
0,8,
1,BTN1,
11,
0,14,
1,FORWARD,
14,
2,UP,
FORWARD,
8,
1,UP,
2,
0,4,
1,BTN4,
9,
0,9,
1,BTN1,
11,
0,15,
1,DOWN,
5,
2,DOWN,
BTN2,
8,
1,BTN2,
1,
0,67,
1,BTN6,
17,
0,42,
1,BTN4,
11,
0,8,
1,BTN1,
11,
0,13,
1,BTN2,
9,
0,163,
1,DOWN,
7,
2,DOWN,
BACK,
3,
3,BTN5,
DOWN,
BACK,
1,
2,BTN5,
BACK,
8,
1,BACK,
2,
0,400,
0,400,
EOC,
black1,
1,BTN4,
10,
0,5,
1,BTN4,
8,
0,33,
1,DOWN,
11,
2,DOWN,
BTN1,
8,
1,DOWN,
1,
0,7,
1,BTN1,
9,
0,23,
1,FORWARD,
9,
2,UP,
FORWARD,
12,
1,UP,
2,
0,6,
1,BTN4,
9,
0,8,
1,BTN1,
11,
0,16,
1,FORWARD,
10,
2,UP,
FORWARD,
10,
1,UP,
2,
0,2,
1,BTN4,
6,
0,9,
1,BTN1,
10,
0,20,
1,DOWN,
4,
2,DOWN,
BTN2,
9,
0,65,
1,BTN6,
15,
0,48,
1,BTN4,
9,
0,8,
1,BTN1,
9,
0,11,
1,BTN2,
10,
0,9,
1,BTN2,
11,
0,130,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
3,
2,BTN5,
FORWARD,
7,
0,400,
EOC,
1,BTN4,
9,
0,9,
1,BTN1,
12,
0,12,
1,FORWARD,
7,
2,UP,
FORWARD,
11,
1,UP,
4,
0,4,
1,BTN4,
8,
0,8,
1,BTN1,
11,
0,17,
1,BTN2,
2,
2,BTN1,
BTN2,
10,
0,155,
1,DOWN,
14,
2,DOWN,
BTN1,
2,
1,BTN1,
9,
0,5,
1,BTN1,
10,
0,4,
1,BTN1,
11,
0,3,
1,BACK,
8,
2,UP,
BACK,
18,
0,4,
1,BTN4,
11,
0,5,
1,BTN1,
12,
0,17,
1,BACK,
5,
2,UP,
BACK,
16,
3,UP,
BACK,
BTN4,
1,
1,BTN4,
9,
0,7,
1,BTN1,
9,
0,8,
1,DOWN,
3,
2,DOWN,
BACK,
10,
1,BACK,
3,
2,BTN5,
BACK,
2,
1,BTN5,
5,
0,400,
EOC,
blackTC,
1,DOWN,
5,
2,DOWN,
BACK,
5,
1,BACK,
1,
2,BACK,
BTN4,
12,
1,BTN4,
1,
0,31,
1,BTN2,
10,
0,6,
1,BTN2,
9,
0,36,
1,BTN4,
10,
0,7,
1,BTN4,
9,
0,28,
1,DOWN,
10,
2,DOWN,
BTN1,
9,
1,DOWN,
1,
0,4,
1,BTN1,
9,
0,5,
1,BTN1,
11,
0,13,
1,FORWARD,
8,
2,UP,
FORWARD,
11,
1,UP,
2,
0,4,
1,BTN4,
9,
0,8,
1,BTN1,
10,
0,22,
1,FORWARD,
6,
2,UP,
FORWARD,
12,
1,UP,
0,
2,UP,
BTN4,
2,
1,BTN4,
7,
0,7,
1,BTN1,
10,
0,17,
1,DOWN,
5,
2,DOWN,
BTN2,
8,
1,BTN2,
1,
0,70,
1,BTN6,
15,
0,43,
1,BTN4,
11,
0,6,
1,BTN1,
12,
0,9,
1,BTN2,
7,
0,8,
1,BTN2,
6,
0,7,
1,BTN2,
7,
0,5,
1,BTN2,
10,
0,123,
1,DOWN,
5,
2,DOWN,
BACK,
7,
2,BTN5,
BACK,
7,
1,BTN5,
1,
0,400,
0,400,
EOC,
blackD,
1,BTN6,
13,
0,56,
1,BTN4,
10,
0,10,
1,BTN1,
12,
0,22,
1,FORWARD,
6,
2,UP,
FORWARD,
9,
1,UP,
2,
2,UP,
BTN4,
2,
1,BTN4,
7,
0,10,
1,BTN1,
10,
0,19,
1,BTN2,
1,
2,BTN1,
BTN2,
12,
0,151,
1,DOWN,
11,
2,DOWN,
BTN1,
4,
1,BTN1,
7,
0,5,
1,BTN1,
10,
0,3,
1,BTN1,
9,
0,10,
1,BACK,
7,
2,UP,
BACK,
16,
1,UP,
1,
0,2,
1,BTN4,
9,
0,7,
1,BTN1,
9,
0,21,
1,BACK,
3,
2,UP,
BACK,
15,
1,BACK,
1,
2,BACK,
BTN4,
1,
1,BTN4,
8,
0,7,
1,BTN1,
10,
0,10,
1,DOWN,
3,
2,DOWN,
BACK,
12,
2,BTN5,
BACK,
5,
1,BTN5,
4,
EOC,
EOD );
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 RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;

main {



// Determine Back and Forward
if(get_val(RIGHT) || get_val(MOVE_X) >= 30) {
back = LEFT; forward = RIGHT;
} else if(get_val(LEFT) || get_val(MOVE_X) <= -30) {
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-----------------------------------------
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (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(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 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);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 60) { //combo black3
i = get_combo_index(black3);
}
// Right Stick LEFT
if (get_val (9) <= -60) { //combo black1
i = get_combo_index(black1);
}
// Right Stick UP
if (get_val (10) <= -60) { //Combo blackD
i = get_combo_index(blackD);
}
// Right Stick DOWN
if (get_val (10) >= 60) { //Combo blackTC
i = get_combo_index(blackTC);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// 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();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// 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 = 100;
} else { button_1 = -1; value_1 = 0; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = 100;
} else { button_2 = -1; value_2 = 0; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = 100;
} else { button_3 = -1; value_3 = 0; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = 100;
} else { button_4 = -1; value_4 = 0; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = 100;
} 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);
}

ttttttttttt
5th February 18, 13:56
works well, but ive only tested them offline so far, thanks

acidmango
5th February 18, 16:35
Works good. I have a few notes for future combos you may make.

This game uses damage scaling, so if you initiate a combo with a light attack the final damage count is going to be much lower than if you started with a medium attack.
Most players/characters can start with Down Medium > medium > jump cancel into a bread & butter combo to increase damage.

Your combo that starts with a super dash (Right Stick Up) has to be initiated from fullscreen in order for the timings to line up. Fullscreen super dash is VERY easy to punish so I wouldn't recommend employing this.