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Topic: INTO THE DARKNESS NOOB SAIBOT SCRIPT

  1. #1
    SILVER ELITE MASTER

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    INTO THE DARKNESS NOOB SAIBOT SCRIPT

    //NEW NOOB INTO THE EXODARKNESS
    // WATCH TO LEARN HOW TO USE https://youtu.be/Y2wYOL-UtXQ
    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
    //ACILSS--------------------------------------------
    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.
    //ACILSS--------------------------------------------
    define EOC = 254; // End of Combo
    define EOD = 255; // End of Data Segment
    //ACILSS--------------------------------------------


    define lowcrush = 0;
    define twobars = 1;
    define low2 = 2;
    define overstring = 3;
    define spiritball =4;
    define Combo3 =5;
    data(
    Combo3,
    1,BACK,
    7,
    0,3,
    1,FORWARD,
    1,
    2,FORWARD,
    BTN1,
    4,
    2,FORWARD,
    BTN1,
    4,
    2,FORWARD,
    BTN1,
    3,
    1,BTN1,
    1,
    EOC,
    lowcrush,
    2,BACK,
    BTN3,
    11,
    1,BACK,
    1,
    0,13,
    1,BTN7,
    11,
    0,155,
    1,BACK,
    11,
    0,5,
    1,BACK,
    11,
    0,103,
    2,FORWARD,
    BTN4,
    10,
    1,BTN4,
    1,
    0,6,
    1,BTN7,
    11,
    0,19,
    1,DOWN,
    11,
    0,8,
    1,UP,
    9,
    0,96,
    1,BTN5,
    10,
    0,136,
    1,BACK,
    25,
    2,BACK,
    BTN1,
    9,
    1,BTN1,
    1,
    0,5,
    1,BTN1,
    8,
    0,6,
    1,BTN1,
    9,
    0,6,
    1,BTN4,
    11,
    0,15,
    1,DOWN,
    8,
    2,DOWN,
    FORWARD,
    2,
    3,DOWN,
    FORWARD,
    BTN4,
    3,
    2,FORWARD,
    BTN4,
    5,
    1,BTN4,
    5,
    0,63,
    1,BTN5,
    11,
    0,65,
    1,FORWARD,
    1,
    2,FORWARD,
    BTN4,
    11,
    1,BTN4,
    1,
    0,6,
    1,BTN7,
    12,
    0,36,
    1,DOWN,
    16,
    0,12,
    1,UP,
    10,
    EOC,
    twobars,
    1,BTN4,
    9,
    0,5,
    1,BTN4,
    12,
    0,11,
    1,BTN3,
    11,
    0,19,
    1,DOWN,
    12,
    0,8,
    1,UP,
    10,
    0,40,
    1,BTN5,
    11,
    0,150,
    1,FORWARD,
    20,
    2,FORWARD,
    BTN1,
    9,
    1,FORWARD,
    6,
    2,FORWARD,
    BTN1,
    8,
    1,BTN1,
    4,
    0,24,
    1,BTN4,
    14,
    0,14,
    1,DOWN,
    10,
    2,DOWN,
    BACK,
    6,
    3,DOWN,
    BACK,
    BTN4,
    2,
    2,BACK,
    BTN4,
    7,
    1,BTN4,
    4,
    0,35,
    1,BTN5,
    10,
    0,75,
    1,BACK,
    7,
    2,BACK,
    BTN4,
    11,
    1,BACK,
    1,
    0,7,
    1,BTN3,
    2,
    2,BTN3,
    BTN4,
    11,
    1,BTN3,
    1,
    0,62,
    1,DOWN,
    9,
    2,DOWN,
    FORWARD,
    4,
    1,FORWARD,
    1,
    0,1,
    1,UP,
    15,
    EOC,
    low2,
    1,BTN1,
    7,
    0,9,
    1,BTN4,
    8,
    0,6,
    1,BTN1,
    10,
    0,4,
    1,DOWN,
    10,
    0,7,
    1,UP,
    10,
    0,84,
    1,BTN5,
    8,
    0,150,
    1,FORWARD,
    11,
    2,FORWARD,
    BTN1,
    8,
    1,FORWARD,
    6,
    2,FORWARD,
    BTN1,
    4,
    1,BTN1,
    4,
    0,4,
    1,BTN1,
    10,
    0,8,
    1,BTN4,
    11,
    0,16,
    1,DOWN,
    8,
    2,DOWN,
    BACK,
    4,
    3,DOWN,
    BACK,
    BTN4,
    4,
    2,BACK,
    BTN4,
    7,
    1,BTN4,
    1,
    0,40,
    1,BTN5,
    10,
    0,88,
    2,BACK,
    BTN4,
    11,
    0,2,
    1,BTN7,
    10,
    0,15,
    1,DOWN,
    13,
    0,13,
    1,UP,
    10,
    EOC,
    overstring,
    2,FORWARD,
    BTN1,
    9,
    1,FORWARD,
    6,
    2,FORWARD,
    BTN1,
    8,
    1,BTN1,
    4,
    0,24,
    1,BTN4,
    14,
    0,14,
    1,DOWN,
    10,
    2,DOWN,
    BACK,
    6,
    3,DOWN,
    BACK,
    BTN4,
    2,
    2,BACK,
    BTN4,
    7,
    1,BTN4,
    4,
    0,35,
    1,BTN5,
    10,
    0,75,
    1,FORWARD,
    6,
    2,BACK,
    BTN4,
    11,
    1,BACK,
    1,
    0,7,
    1,BTN3,
    2,
    2,BTN3,
    BTN4,
    11,
    1,BTN3,
    1,
    0,62,
    1,DOWN,
    9,
    2,DOWN,
    FORWARD,
    4,
    1,FORWARD,
    1,
    0,1,
    1,UP,
    10,
    0,40,
    1,BTN5,
    11,
    0,150,
    1,FORWARD,
    18,
    2,FORWARD,
    BTN1,
    8,
    1,FORWARD,
    4,
    2,FORWARD,
    BTN1,
    8,
    1,BTN1,
    4,
    0,24,
    1,BTN4,
    10,
    0,14,
    1,BTN1,
    10,
    EOC,
    spiritball,
    1,BACK,
    9,
    0,5,
    1,FORWARD,
    1,
    2,FORWARD,
    BTN4,
    11,
    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;
    unmap PS4_LX
    //unmap PS4_LY
    unmap PS4_RX
    unmap PS4_RY

    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;
    }//ACILSS-------------------------------------



    // 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;
    }
    }

    // RS X and Y are in rest - cancel the combo
    if ( (abs(get_val(9)) <= 20 && abs(get_val(10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) && (!get_val(5) && !get_val(8))) {
    i = -1;
    combo_stop(execute_step);
    }
    //CANCEL ----------------------------------------------------------



    // 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 twobars
    i = get_combo_index(twobars);
    }
    // Right Stick LEFT
    if (get_val (9) <= -60) { //combo low2
    i = get_combo_index(twobars);
    }
    // Right Stick UP
    if (get_val (10) <= -60) { //Combo overstring
    i = get_combo_index(overstring);
    }
    // Right Stick DOWN
    if (get_val (10) >= 60) { //Combo lowcrush
    i = get_combo_index(lowcrush);
    }

    // L3 Press
    if (get_val (PS4_L3)) {
    cancel=2;
    i = get_combo_index(Combo3);
    }


    // Left Stick LEFT
    if (get_val (11) <= -80) {
    cancel=1;
    i = get_combo_index(low2);
    }
    // Left Stick RIGHT
    if (get_val (11) >= 80) {
    cancel=1;
    i = get_combo_index(low2);
    }
    // R3 Press
    if (get_val (PS4_R3)) {
    cancel=2;
    i = get_combo_index(spiritball);
    }

    // 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) {//ACILSS--------------
    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;
    }//=============================
    }//ACILSS--------------------------
    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;

    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);
    }

  2. #2
    MASTER GUARDIAN I

    User Info Menu


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