//========================================================================================================================================= // ▌║█║▌│║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█║▌│ ~~~~ COREX FC26 SCRIPT ~~~~ ▌║█║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█▌│║▌ //========================================================================================================================================= int angle; int x; int y; int tempo_value; int speed_boost_first_press = TRUE; // Wird jetzt nur für die Logik in main beibehalten, aber nicht mehr zur Steuerung des Combos verwendet int perfect_shot_is_active; enum { Shot = XB1_B, Pass = XB1_A, ThroughPass = XB1_Y, Cross = XB1_X, Sprint = XB1_RT, Jockey = XB1_LT, SkillMoves = XB1_RS, PaceControl = XB1_LS, TacticalFoul = XB1_RB, SwitchPlayer = XB1_LB, SkillRY = XB1_RY, SkillRX = XB1_RX, moveLY = XB1_LY, moveLX = XB1_LX, Menu = XB1_MENU, DPAD_U = XB1_UP, DPAD_D = XB1_DOWN, DPAD_L = XB1_LEFT, DPAD_R = XB1_RIGHT, // Screen states SCREEN_WELCOME = 0, SCREEN_GAMEPLAY = 1, SCREEN_MASTER_KILL = 2, SCREEN_CATEGORIES = 3, SCREEN_EDIT = 4, SCREEN_MOD_SUBMENU = 5, // Alignment constants ALIGN_STRING = 0, ALIGN_LEFT = -1, ALIGN_CENTER = -2, ALIGN_RIGHT = -3, // Themes DARK = 0, LIGHT = 1 } //✨ ==== CUSTOM MATH TABLES ==== const int16 cos_table[] = { 100, 100, 100, 99, 99, 99, 99, 98, 98, 97, 97, 96, 96, 95, 95, 94, 93, 93, 92, 91, 90, 89, 88, 87, 86, 85, 84, 83, 82, 81, 79, 78, 77, 76, 75, 73, 72, 70, 69, 68, 66, 64, 63, 61, 60, 58, 56, 54, 53, 51, 49, 47, 45, 43, 41, 39, 37, 35, 33, 31, 29, 27, 25, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 3, 1, 0, -1, -3, -5, -7, -9, -11, -13, -15, -17, -19, -21, -23, -25, -27, -29, -31, -33, -35, -37, -39, -41, -43, -45, -47, -49, -51, -53, -54, -56, -58, -60, -61, -63, -64, -66, -68, -69, -70, -72, -73, -75, -76, -77, -78, -79, -81, -82, -83, -84, -85, -86, -87, -88, -89, -90, -91, -92, -93, -93, -94, -95, -95, -96, -96, -97, -97, -98, -98, -99, -99, -99, -100, -100, -100, -100, -99, -99, -99, -98, -98, -97, -97, -96, -96, -95, -95, -94, -93, -93, -92, -91, -90, -89, -88, -87, -86, -85, -84, -83, -82, -81, -79, -78, -77, -76, -75, -73, -72, -70, -69, -68, -66, -64, -63, -61, -60, -58, -56, -54, -53, -51, -49, -47, -45, -43, -41, -39, -37, -35, -33, -31, -29, -27, -25, -23, -21, -19, -17, -15, -13, -11, -9, -7, -5, -3, -1, 0, 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43, 45, 47, 49, 51, 53, 54, 56, 58, 60, 61, 63, 64, 66, 68, 69, 70, 72, 73, 75, 76, 77, 78, 79, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 93, 94, 95, 95, 96, 96, 97, 97, 98, 98, 99, 99, 99, 100 }; const int16 sin_table[] = { 0, 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43, 45, 47, 49, 51, 53, 54, 56, 58, 60, 61, 63, 64, 66, 68, 69, 70, 72, 73, 75, 76, 77, 78, 79, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 93, 94, 95, 95, 96, 96, 97, 97, 98, 98, 99, 99, 99, 100, 100, 100, 100, 99, 99, 99, 98, 98, 97, 97, 96, 96, 95, 95, 94, 93, 93, 92, 91, 90, 89, 88, 87, 86, 85, 84, 83, 82, 81, 79, 78, 77, 76, 75, 73, 72, 70, 69, 68, 66, 64, 63, 61, 60, 58, 56, 54, 53, 51, 49, 47, 45, 43, 41, 39, 37, 35, 33, 31, 29, 27, 25, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 3, 1, 0, -1, -3, -5, -7, -9, -11, -13, -15, -17, -19, -21, -23, -25, -27, -29, -31, -33, -35, -37, -39, -41, -43, -45, -47, -49, -51, -53, -54, -56, -58, -60, -61, -63, -64, -66, -68, -69, -70, -72, -73, -75, -76, -77, -78, -79, -81, -82, -83, -84, -85, -86, -87, -88, -89, -90, -91, -92, -93, -93, -94, -95, -95, -96, -96, -97, -97, -98, -98, -99, -99, -99, -100, -100, -100, -100, -99, -99, -99, -98, -98, -97, -97, -96, -96, -95, -95, -94, -93, -93, -92, -91, -90, -89, -88, -87, -86, -85, -84, -83, -82, -81, -79, -78, -77, -76, -75, -73, -72, -70, -69, -68, -66, -64, -63, -61, -60, -58, -56, -54, -53, -51, -49, -47, -45, -43, -41, -39, -37, -35, -33, -31, -29, -27, -25, -23, -21, -19, -17, -15, -13, -11, -9, -7, -5, -3, -1 }; enum { CATEGORY_FC26_MODS, CATEGORY_PERFECT_TIMINGS, CATEGORY_PRECISION_SHOT, CATEGORY_SKILLS, CATEGORY_FLEX, CATEGORY_F, CATEGORY_COUNT, FC26_MOD_COUNT = 6, PERFECT_TIMINGS_COUNT = 6, PRECISION_SHOT_COUNT = 8, SKILLS_MOD_COUNT = 4, FLEX_MOD_COUNT = 4, VISUAL_MOD_COUNT = 8 } const string CATEGORY_NAMES[] = { "FC26 MODS", "PERFECT TIMINGS", "PRECISION SHOT", "SKILLS", "FLEX", "VISUAL" }; enum { // FC26 Mods (0-5) AUTO_JOCKEY_TOGGLE = 0, PERFECT_SPRINT_TOGGLE = 1, PERFECT_SPRINT_IDX = 2, PRECISION_PASS_TOGGLE = 3, FAST_DRIBBLE_TOGGLE = 4, SPEED_BOOST_TOGGLE = 5, // Perfect Timings (6-11) PERFECT_PASS_TOGGLE = 6, PERFECT_PASS_IDX = 7, PERFECT_CROSS_TOGGLE = 8, PERFECT_CROSS_IDX = 9, PERFECT_SHOT_TOGGLE = 10, PERFECT_SHOT_IDX = 11, // Precision Shot mods (12-19) LOW_DRIVEN_SHOT_IDX = 12, PERFECT_SHOT_LOW_DRIVE_TOGGLE = 13, LACE_SHOT_ASSIST_IDX = 14, FINESSE_SHOT_ASSIST_IDX = 15, FLAIR_SHOT_ASSIST_IDX = 16, POWER_SHOT_ASSIST_IDX = 17, AUTO_POWER_SHOT_IDX = 18, AUTO_POWER_AIM_IDX = 19, // Indizes der folgenden Kategorien müssen um +1 verschoben werden // Skills mods (20-23) SKILL_UP_IDX = 20, SKILL_DOWN_IDX = 21, SKILL_LEFT_IDX = 22, SKILL_RIGHT_IDX = 23, // Flex mods (24-27) FLEX_UP_IDX = 24, FLEX_DOWN_IDX = 25, FLEX_LEFT_IDX = 26, FLEX_RIGHT_IDX = 27, // Visual mods (28-35) THEME_IDX = 28, BRIGHTNESS_IDX = 29, SCREENSAVER_IDX = 30, BORDER_STYLE_IDX = 31, SELECTION_STYLE_IDX = 32, PROGRESS_STYLE_IDX = 33, LAYOUT_STYLE_IDX = 34, MAX_VISIBLE_IDX = 35, TOTAL_OPTIONS = 36 } const uint16 fc26_mods[] = { AUTO_JOCKEY_TOGGLE, PERFECT_SPRINT_TOGGLE, PERFECT_SPRINT_IDX, PRECISION_PASS_TOGGLE, FAST_DRIBBLE_TOGGLE, SPEED_BOOST_TOGGLE }; const uint16 perfect_timings_mods[] = { PERFECT_PASS_TOGGLE, PERFECT_PASS_IDX, PERFECT_CROSS_TOGGLE, PERFECT_CROSS_IDX, PERFECT_SHOT_TOGGLE, PERFECT_SHOT_IDX }; const uint16 precision_shot_mods[] = { LOW_DRIVEN_SHOT_IDX, PERFECT_SHOT_LOW_DRIVE_TOGGLE, LACE_SHOT_ASSIST_IDX, FINESSE_SHOT_ASSIST_IDX, FLAIR_SHOT_ASSIST_IDX, POWER_SHOT_ASSIST_IDX, AUTO_POWER_SHOT_IDX, AUTO_POWER_AIM_IDX }; const uint16 skills_mods[] = { SKILL_UP_IDX, SKILL_DOWN_IDX, SKILL_LEFT_IDX, SKILL_RIGHT_IDX }; const uint16 flex_mods[] = { FLEX_UP_IDX, FLEX_DOWN_IDX, FLEX_LEFT_IDX, FLEX_RIGHT_IDX }; const uint16 visual_mods[] = { THEME_IDX, BRIGHTNESS_IDX, SCREENSAVER_IDX, BORDER_STYLE_IDX, SELECTION_STYLE_IDX, PROGRESS_STYLE_IDX, LAYOUT_STYLE_IDX, MAX_VISIBLE_IDX }; enum{ TYPE_TOGGLE = 0, TYPE_RANGE = 1, TYPE_DISCRETE = 2, TYPE_PERCENTAGE = 3 } // Aktualisierte ValueRanges mit korrigierten Indizes const int16 ValueRanges[][] = { // FC26 Mods (0-5) {TYPE_TOGGLE, 0, 1, 0, 1}, // [0] AUTO_JOCKEY_TOGGLE {TYPE_TOGGLE, 0, 1, 0, 1}, // [1] PERFECT_SPRINT_TOGGLE {TYPE_RANGE, 0, 100, 100, 5}, // [2] PERFECT_SPRINT_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [3] PRECISION_PASS_TOGGLE {TYPE_TOGGLE, 0, 1, 0, 1}, // [4] FAST_DRIBBLE_TOGGLE {TYPE_TOGGLE, 0, 1, 0, 1}, // [5] SPEED_BOOST_TOGGLE // Perfect Timings (6-11) {TYPE_TOGGLE, 0, 1, 0, 1}, // [6] PERFECT_PASS_TOGGLE {TYPE_RANGE, 50, 500, 200, 10}, // [7] PERFECT_PASS_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [8] PERFECT_CROSS_TOGGLE {TYPE_RANGE, 50, 500, 300, 10}, // [9] PERFECT_CROSS_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [10] PERFECT_SHOT_TOGGLE {TYPE_RANGE, 50, 500, 150, 10}, // [11] PERFECT_SHOT_IDX // Precision Shot mods (12-19) {TYPE_TOGGLE, 0, 1, 0, 1}, // [12] LOW_DRIVEN_SHOT_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [13] PERFECT_SHOT_LOW_DRIVE_TOGGLE {TYPE_TOGGLE, 0, 1, 0, 1}, // [14] LACE_SHOT_ASSIST_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [15] FINESSE_SHOT_ASSIST_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [16] FLAIR_SHOT_ASSIST_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [17] POWER_SHOT_ASSIST_IDX {TYPE_TOGGLE, 0, 1, 0, 1}, // [18] AUTO_POWER_SHOT_IDX {TYPE_RANGE, 0, 359, 0, 1}, // [19] AUTO_POWER_AIM_IDX - Range 0-359 // Skills mods (20-23) {TYPE_DISCRETE, 0, 76, 0, 1}, // [20] SKILL_UP_IDX {TYPE_DISCRETE, 0, 76, 0, 1}, // [21] SKILL_DOWN_IDX {TYPE_DISCRETE, 0, 76, 0, 1}, // [22] SKILL_LEFT_IDX {TYPE_DISCRETE, 0, 76, 0, 1}, // [23] SKILL_RIGHT_IDX // Flex mods (24-27) {TYPE_DISCRETE, 0, 9, 0, 1}, // [24] FLEX_UP_IDX {TYPE_DISCRETE, 0, 9, 0, 1}, // [25] FLEX_DOWN_IDX {TYPE_DISCRETE, 0, 9, 0, 1}, // [26] FLEX_LEFT_IDX {TYPE_DISCRETE, 0, 9, 0, 1}, // [27] FLEX_RIGHT_IDX // Visual mods (28-35) {TYPE_DISCRETE, 0, 1, 0, 1}, // [28] THEME_IDX {TYPE_RANGE, 1, 10, 5, 1}, // [29] BRIGHTNESS_IDX {TYPE_RANGE, 10, 60, 30, 5}, // [30] SCREENSAVER_IDX {TYPE_DISCRETE, 0, 3, 0, 1}, // [31] BORDER_STYLE_IDX {TYPE_DISCRETE, 0, 3, 0, 1}, // [32] SELECTION_STYLE_IDX {TYPE_DISCRETE, 0, 4, 0, 1}, // [33] PROGRESS_STYLE_IDX {TYPE_DISCRETE, 0, 2, 2, 1}, // [34] LAYOUT_STYLE_IDX {TYPE_DISCRETE, 0, 3, 3, 1} // [35] MAX_VISIBLE_IDX }; const string CurveOptions[] = { "Linear", "Dynamic", "Smooth" }; const string SprintOptions[] = { "Hold", "Toggle", "Auto" }; const string ThemeOptions[] = { "Dark", "Light" }; const string BorderOptions[] = { "None", "Simple", "Double", "Rounded" }; const string SelectionOptions[] = { "Solid", "Outline", "Arrows", "Blink" }; const string ProgressOptions[] = { "Segments", "Solid", "Dots", "Lines", "Gradient" }; const string LayoutOptions[] = { "Compact", "Spaced", "Centered" }; const string MaxVisibleOptions[] = { "2", "3", "4", "5" }; const string SkillOptions[] = { "None", "Ball Roll", "Fake Pass", "Stop & Turn", "Roulette", "Elastico", "Dir. Nutmeg", "Ball Juggle", "Fake Shot L", "Fake Shot R", "Flick Up", "Feint Turn", "Feint Fwd Turn", "Body Feint R", "Body Feint L", "Stepover R", "Stepover L", "Rev Stepover R", "Rev Stepover L", "Ball Roll L", "Ball Roll R", "Drag Back", "Heel Flick", "Roulette R", "Roulette L", "Fake L&Go R", "Fake R&Go L", "Heel Chop L", "Heel Chop R", "Feint L&Exit R", "Feint R&Exit L", "Stutter Feint", "Ball Hop", "Ball Roll Drag", "Drag Back Turn", "Flair Nutmegs", "Heel to Heel Flick", "Simple Rainbow", "Spin L", "Spin R", "Stop&Turn L", "Stop&Turn R", "Ball Roll Cut R", "Ball Roll Cut L", "Fake Pass Exit L", "Fake Pass Exit R", "Quick Ball Rolls", "Lane Change L", "Lane Change R", "3T Roulette L", "3T Roulette R", "Drag Back Spin L", "Drag Back Spin R", "Drag to Heel", "Heel to Ball Roll", "Ball Roll Cut", "Rev Elastico", "Advanced Rainbow", "Hocus Pocus", "Triple Elastico", "Ball Roll&Flick L", "Ball Roll&Flick R", "Heel Flick Turn", "Sombrero Flick", "Turn&Spin L", "Turn&Spin R", "Ball Roll Fake L", "Ball Roll Fake R", "Ball Roll Fake Turn", "Rabona Fake", "Elastico Chop L", "Elastico Chop R", "Spin Flick", "Flick Over", "Tornado Spin", "Heel Fake", "Flair Rainbow" }; const string FlexSkillOptions[] = { "None", "Around the World", "T.Around the World", "Flick Up", "Sombrero Fwd", "Sombrero Fwd L", "Sombrero Fwd R", "In Air Elastico", "Rev In Air Elastico", "Chest Flick" }; const string Labels[] = { "Auto Jockey", // [0] "Perfect Sprint", // [1] Toggle "Sprint Strength", // [2] Value "Precision Pass", // [3] NEU "Fast Dribble", // [4] NEU "Speed Boost", // [5] NEU "Perfect Pass", // [6] Toggle "Pass Timing", // [7] Value "Perfect Cross", // [8] Toggle "Cross Timing", // [9] Value "Perfect Shot", // [10] NEU "Shot Timing", // [11] NEU "Low Driven Shot (Old)", // [12] "PS Low Driven", // [13] NEU: Low Driven spezifisch für Perfect Shot "Lace Shot ", // [14] "Finesse Shot", // [15] "Flair Shot ", // [16] "Power Shot ", // [17] "Auto Power Shot", // [18] "Auto Power Aim", // [19] "Skill Up", // [20] "Skill Down", // [21] "Skill Left", // [22] "Skill Right", // [23] "Flex Up", // [24] "Flex Down", // [25] "Flex Left", // [26] "Flex Right", // [27] "Theme", // [28] "Brightness", // [29] "Screensaver", // [30] "Border Style", // [31] "Selection Style", // [32] "Progress Style", // [33] "Layout Style", // [34] "Max Visible" // [35] }; //======================================================================================================================================= // ~~~~GLOBAL VARIABLES - DON'T MODIFY~~~~ //======================================================================================================================================= // System state int master_kill_switch = TRUE; int screen_state = SCREEN_WELCOME; int in_menu = FALSE; int editing = FALSE; // Menu navigation int selection_idx = 0; int scroll_offset = 0; int category_scroll_offset = 0; int selected_category = -1; int selected_mod = -1; int max_visible_categories = 3; // Options storage int options[TOTAL_OPTIONS]; int category_toggles[CATEGORY_COUNT]; // UI theme int theme_for_internal_purpose_only = DARK; int bg_color, fg_color; // Animation int blink_timer = 0; int blink_on = FALSE; // General purpose int i_loop, val, temp_value, start_x, y_pos, num_width; int value_type, min_val, max_val, step_size, changed; int current_max, true_idx; // Style variables int border_style, selection_style, progress_style, layout_style; int line_spacing, item_height, content_start_y, max_visible_items; int current_max_visible,text_color; int i_temp, progress_width, fill_width, slider_x, blink_color,fill_i; // UI strings const string ON[] = { "ON" }; const string OFF[] = { "OFF" }; const string CATEGORY_MENU_TITLE[] = { "CATEGORIES" }; const string ARROW[] = { "v" }; const string ARROWD[] = { "^" }; const string ARROWL[] = { ">" }; const string ARROWR[] = { "<" }; const string OLEDLabels[] = { "MASTER KILL", // [0] "On", // [1] "OFF", // [2] "Press A to Edit", // [3] "Saved!" // [4] }; // Gameplay variables int low_drive_shot_timer = 0; int is_shooting = FALSE; int is_skill_active = FALSE; //===================================================================================================================================== // ~~~~INITIALIZATION - DON'T MODIFY~~~~ //===================================================================================================================================== init { for (i_loop = 0; i_loop < CATEGORY_COUNT; i_loop++) { category_toggles[i_loop] = TRUE; } for (i_loop = 0; i_loop < TOTAL_OPTIONS; i_loop++) { options[i_loop] = ValueRanges[i_loop][3]; } Load(); screen_state = SCREEN_WELCOME; } main { blink_timer += get_rtime(); if (blink_timer >= 1000) blink_timer = 0; blink_on = (blink_timer % 500 < 250); if (screen_state == SCREEN_WELCOME) { executeGreeting(); } if (screen_state >= SCREEN_GAMEPLAY) { if (get_ival(Jockey) && event_press(Menu) && !editing) { in_menu = !in_menu; if (in_menu) { BlockAllOutputs(); screen_state = SCREEN_CATEGORIES; cls_oled(0); } else { screen_state = SCREEN_GAMEPLAY; cls_oled(0); } } if (in_menu) { BlockAllOutputs(); run_menu(); } } if (screen_state == SCREEN_GAMEPLAY && !in_menu) { //====================================================================== if (master_kill_switch) { perfect_shot_is_active = options[PERFECT_SHOT_TOGGLE]; // **PERFECT SHOT PRIORITÄT** if (perfect_shot_is_active && event_press(Shot)) { combo_run(perfect_shot_combo); } // PRECISION PASS MOD if (options[PRECISION_PASS_TOGGLE] && get_ival(Pass)) { set_val(TacticalFoul, 100); } // FAST DRIBBLE MOD: Hält R1/RB nur, wenn der linke Stick (Bewegung) aktiv ist. if (options[FAST_DRIBBLE_TOGGLE] && (abs(get_ival(moveLX)) > 10 || abs(get_ival(moveLY)) > 10) && !get_ival(Shot) && !get_ival(Pass) && !get_ival(ThroughPass) && !get_ival(Cross) && !get_ival(Sprint)) { set_val(TacticalFoul, 100); } // SPEED BOOST MOD if (options[SPEED_BOOST_TOGGLE] && event_press(Sprint)) { if (abs(get_ival(moveLX)) > 10 || abs(get_ival(moveLY)) > 10) { combo_run(speed_boost_combo); } } if (is_skill_active) { set_val(SkillRX, 0); set_val(SkillRY, 0); set_val(Jockey, 0); set_val(SwitchPlayer, 0); set_val(TacticalFoul, 0); } if (options[PERFECT_SPRINT_TOGGLE] && get_ival(Sprint)) { tempo_value = options[PERFECT_SPRINT_IDX]; if (get_val(SkillRY) < -90) { tempo_value = 100; set_val(SkillRX, 0); set_val(SkillRY, 0); } set_val(Sprint, tempo_value); } // Auto Jockey if (options[AUTO_JOCKEY_TOGGLE] && !get_ival(Sprint) && !get_ival(Shot) && !get_ival(Pass) && !get_ival(ThroughPass) && !get_ival(Cross) && !get_ival(TacticalFoul)) { set_val(Jockey, 100); } if (options[LOW_DRIVEN_SHOT_IDX] && !perfect_shot_is_active) { if (get_ival(Shot)) { is_shooting = TRUE; low_drive_shot_timer = get_rtime(); } else if (!get_ival(Shot) && is_shooting) { is_shooting = FALSE; if (options[LACE_SHOT_ASSIST_IDX] && !get_ival(Jockey) && !get_ival(TacticalFoul) && !get_ival(SwitchPlayer) && !get_ival(PaceControl)) { combo_run(low_driven_combo); } else if (options[FINESSE_SHOT_ASSIST_IDX] && get_ival(TacticalFoul) && !get_ival(SwitchPlayer)) { combo_run(low_driven_combo); } else if (options[FLAIR_SHOT_ASSIST_IDX] && get_ival(Jockey) && !get_ival(SwitchPlayer)) { combo_run(low_driven_combo); } else if (options[POWER_SHOT_ASSIST_IDX] && get_ival(SwitchPlayer) && get_ival(TacticalFoul)) { combo_run(low_driven_combo); } } } // Auto Power Shot Mod if (options[AUTO_POWER_SHOT_IDX] && get_ival(Shot) && !get_ival(TacticalFoul) && !get_ival(Jockey)) { set_val(TacticalFoul, 100); set_val(SwitchPlayer, 100); } // Auto Power Aim Logic if (options[AUTO_POWER_AIM_IDX] > 0) { if (get_ival(Shot) && ((get_ival(TacticalFoul) && get_ival(SwitchPlayer)) || options[AUTO_POWER_SHOT_IDX])) { angle = options[AUTO_POWER_AIM_IDX]; x = cos_table[angle]; y = sin_table[angle]; set_val(moveLX, x); set_val(moveLY, -y); // Invert Y-axis } } // Perfect Pass/Cross Mods if (options[PERFECT_PASS_TOGGLE] && event_press(Pass) && !get_ival(ThroughPass) && !get_ival(Shot)) { combo_run(perfect_pass_combo); } if (options[PERFECT_CROSS_TOGGLE] && event_press(Cross) && !get_ival(ThroughPass) && !get_ival(Shot)) { combo_run(perfect_cross_combo); } // Stick nach oben if (get_val(SkillRY) < -50 && get_val(SkillRX) > -50 && get_val(SkillRX) < 50 && options[SKILL_UP_IDX] != 0) { execute_skill(options[SKILL_UP_IDX]); } // Stick nach unten if (get_val(SkillRY) > 50 && get_val(SkillRX) > -50 && get_val(SkillRX) < 50 && options[SKILL_DOWN_IDX] != 0) { execute_skill(options[SKILL_DOWN_IDX]); } // Stick nach links if (get_val(SkillRX) < -50 && get_val(SkillRY) > -50 && get_val(SkillRY) < 50 && options[SKILL_LEFT_IDX] != 0) { execute_skill(options[SKILL_LEFT_IDX]); } // Stick nach rechts if (get_val(SkillRX) > 50 && get_val(SkillRY) > -50 && get_val(SkillRY) < 50 && options[SKILL_RIGHT_IDX] != 0) { execute_skill(options[SKILL_RIGHT_IDX]); } // **Flex Skill Logic (L1+R1)** - Bleibt unverändert. if (get_ival(SwitchPlayer) && get_ival(TacticalFoul)) { if (get_val(SkillRY) < -50 && get_val(SkillRX) > -50 && get_val(SkillRX) < 50 && options[FLEX_UP_IDX] != 0) { execute_flex_skill(options[FLEX_UP_IDX]); } if (get_val(SkillRY) > 50 && get_val(SkillRX) > -50 && get_val(SkillRX) < 50 && options[FLEX_DOWN_IDX] != 0) { execute_flex_skill(options[FLEX_DOWN_IDX]); } if (get_val(SkillRX) < -50 && get_val(SkillRY) > -50 && get_val(SkillRY) < 50 && options[FLEX_LEFT_IDX] != 0) { execute_flex_skill(options[FLEX_LEFT_IDX]); } if (get_val(SkillRX) > 50 && get_val(SkillRY) > -50 && get_val(SkillRY) < 50 && options[FLEX_RIGHT_IDX] != 0) { execute_flex_skill(options[FLEX_RIGHT_IDX]); } } } } } // Low Driven Shot Combo (Bleibt für die alte Logik) combo low_driven_combo { wait(137); set_val(Shot, 100); wait(137); set_val(Shot, 0); wait(137); } // NEU: Speed Boost Combo combo speed_boost_combo { // Die Stick-Werte werden von main übernommen, wo das Combo gestartet wurde set_val(SkillRX, get_ival(moveLX)); set_val(SkillRY, get_ival(moveLY)); wait(50); // Hält den Flick kurz set_val(SkillRX, 0); set_val(SkillRY, 0); } // Perfect Pass/Cross Combos combo perfect_pass_combo { set_val(Pass, 100); wait(options[PERFECT_PASS_IDX]); set_val(Pass, 0); wait(137); } combo perfect_cross_combo { set_val(Cross, 100); wait(options[PERFECT_CROSS_IDX]); set_val(Cross, 0); wait(137); } // NEU: Low Driven Teil der Perfect Shot Combo combo perfect_shot_low_drive_part { // 137ms Pause vor dem Low Drive Klick wait(137); set_val(Shot, 100); // Dritter Schuss-Klick (Low Driven) wait(137); set_val(Shot, 0); wait(137); // Abschließende Wartezeit } combo perfect_shot_combo { set_val(Shot, 100); wait(options[PERFECT_SHOT_IDX]); set_val(Shot, 0); if (options[PERFECT_SHOT_LOW_DRIVE_TOGGLE]) { combo_run(perfect_shot_low_drive_part); } wait(137); } // Function to execute a skill based on its index function execute_skill(skill_index) { if (skill_index == 1) combo_run(ball_roll_combo); if (skill_index == 2) combo_run(fake_pass_combo); if (skill_index == 3) combo_run(stop_and_turn_combo); if (skill_index == 4) combo_run(roulette_combo); if (skill_index == 5) combo_run(elastico_combo); if (skill_index == 6) combo_run(directional_nutmeg_combo); if (skill_index == 7) combo_run(ball_juggle_combo); if (skill_index == 8) combo_run(fake_shot_L_combo); if (skill_index == 9) combo_run(fake_shot_R_combo); if (skill_index == 10) combo_run(flick_up_combo); if (skill_index == 11) combo_run(feint_turn_combo); if (skill_index == 12) combo_run(feint_fwd_turn_combo); if (skill_index == 13) combo_run(body_feint_right_combo); if (skill_index == 14) combo_run(body_feint_left_combo); if (skill_index == 15) combo_run(stepover_right_combo); if (skill_index == 16) combo_run(stepover_left_combo); if (skill_index == 17) combo_run(reverse_stepover_right_combo); if (skill_index == 18) combo_run(reverse_stepover_left_combo); if (skill_index == 19) combo_run(ball_roll_left_combo); if (skill_index == 20) combo_run(ball_roll_right_combo); if (skill_index == 21) combo_run(drag_back_combo); if (skill_index == 22) combo_run(heel_flick_combo); if (skill_index == 23) combo_run(roulette_right_combo); if (skill_index == 24) combo_run(roulette_left_combo); if (skill_index == 25) combo_run(fake_left_go_right_combo); if (skill_index == 26) combo_run(fake_right_go_left_combo); if (skill_index == 27) combo_run(heel_chop_left_combo); if (skill_index == 28) combo_run(heel_chop_right_combo); if (skill_index == 29) combo_run(feint_left_exit_right_combo); if (skill_index == 30) combo_run(feint_right_exit_left_combo); if (skill_index == 31) combo_run(stutter_feint_combo); if (skill_index == 32) combo_run(ball_hop_combo); if (skill_index == 33) combo_run(ball_roll_drag_combo); if (skill_index == 34) combo_run(drag_back_turn_combo); if (skill_index == 35) combo_run(flair_nutmegs_combo); if (skill_index == 36) combo_run(heel_to_heel_flick_combo); if (skill_index == 37) combo_run(simple_rainbow_combo); if (skill_index == 38) combo_run(spin_left_combo); if (skill_index == 39) combo_run(spin_right_combo); if (skill_index == 40) combo_run(stop_and_turn_left_combo); if (skill_index == 41) combo_run(stop_and_turn_right_combo); if (skill_index == 42) combo_run(ball_roll_cut_right_combo); if (skill_index == 43) combo_run(ball_roll_cut_left_combo); if (skill_index == 44) combo_run(fake_pass_exit_left_combo); if (skill_index == 45) combo_run(fake_pass_exit_right_combo); if (skill_index == 46) combo_run(quick_ball_rolls_combo); if (skill_index == 47) combo_run(lane_change_left_combo); if (skill_index == 48) combo_run(lane_change_right_combo); if (skill_index == 49) combo_run(three_touch_roulette_left_combo); if (skill_index == 50) combo_run(three_touch_roulette_right_combo); if (skill_index == 51) combo_run(drag_back_spin_left_combo); if (skill_index == 52) combo_run(drag_back_spin_right_combo); if (skill_index == 53) combo_run(drag_to_heel_combo); if (skill_index == 54) combo_run(heel_to_ball_roll_combo); if (skill_index == 55) combo_run(ball_roll_cut_combo); if (skill_index == 56) combo_run(reverse_elastico_combo); if (skill_index == 57) combo_run(advanced_rainbow_combo); if (skill_index == 58) combo_run(hocus_pocus_combo); if (skill_index == 59) combo_run(triple_elastico_combo); if (skill_index == 60) combo_run(ball_roll_flick_left_combo); if (skill_index == 61) combo_run(ball_roll_flick_right_combo); if (skill_index == 62) combo_run(heel_flick_turn_combo); if (skill_index == 63) combo_run(sombrero_flick_combo); if (skill_index == 64) combo_run(turn_and_spin_left_combo); if (skill_index == 65) combo_run(turn_and_spin_right_combo); if (skill_index == 66) combo_run(ball_roll_fake_left_combo); if (skill_index == 67) combo_run(ball_roll_fake_right_combo); if (skill_index == 68) combo_run(ball_roll_fake_turn_combo); if (skill_index == 69) combo_run(rabona_fake_combo); if (skill_index == 70) combo_run(elastico_chop_left_combo); if (skill_index == 71) combo_run(elastico_chop_right_combo); if (skill_index == 72) combo_run(spin_flick_combo); if (skill_index == 73) combo_run(flick_over_combo); if (skill_index == 74) combo_run(tornado_spin_combo); if (skill_index == 75) combo_run(heel_fake_combo); if (skill_index == 76) combo_run(flair_rainbow_combo); } function execute_flex_skill(skill_index) { if (skill_index == 1) combo_run(around_the_world_combo); if (skill_index == 2) combo_run(t_around_the_world_combo); if (skill_index == 3) combo_run(flick_up_combo); if (skill_index == 4) combo_run(sombrero_fwd_combo); if (skill_index == 5) combo_run(sombrero_left_combo); if (skill_index == 6) combo_run(sombrero_right_combo); if (skill_index == 7) combo_run(in_air_elastico_combo); if (skill_index == 8) combo_run(reverse_in_air_elastico_combo); if (skill_index == 9) combo_run(chest_flick_combo); } // Skill Move Combos combo ball_roll_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); wait(137); is_skill_active = FALSE; } combo fake_pass_combo { is_skill_active = TRUE; set_val(Pass, 100); set_val(Shot, 100); wait(137); set_val(Pass, 0); set_val(Shot, 0); wait(137); is_skill_active = FALSE; } combo stop_and_turn_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); wait(137); is_skill_active = FALSE; } combo roulette_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRX, 50); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRY, 50); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 0); wait(137); is_skill_active = FALSE; } combo elastico_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRY, -50); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRX, -50); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRY, -50); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 0); wait(137); is_skill_active = FALSE; } combo directional_nutmeg_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(TacticalFoul, 100); set_val(SkillRX, 0); set_val(SkillRY, 0); wait(137); set_val(SwitchPlayer, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo ball_juggle_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); wait(90); set_val(TacticalFoul, 0); wait(90); is_skill_active = FALSE; } combo fake_shot_L_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(Cross, 100); set_val(Pass, 100); wait(137); set_val(Cross, 0); set_val(Pass, 0); wait(137); set_val(PaceControl, -100); wait(137); set_val(PaceControl, 0); wait(137); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo fake_shot_R_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(Cross, 100); set_val(Pass, 100); wait(137); set_val(Cross, 0); set_val(Pass, 0); wait(137); set_val(PaceControl, 100); wait(137); set_val(PaceControl, 0); wait(137); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo flick_up_combo { is_skill_active = TRUE; set_val(SkillMoves, 0); wait(137); is_skill_active = FALSE; } combo feint_turn_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(TacticalFoul, 100); set_val(PaceControl, 0); wait(137); set_val(SwitchPlayer, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo feint_fwd_turn_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo body_feint_right_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo body_feint_left_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo stepover_right_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); is_skill_active = FALSE; } combo stepover_left_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); is_skill_active = FALSE; } combo reverse_stepover_right_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); is_skill_active = FALSE; } combo reverse_stepover_left_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); is_skill_active = FALSE; } combo ball_roll_left_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo ball_roll_right_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo drag_back_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(TacticalFoul, 100); set_val(PaceControl, 100); wait(137); set_val(SwitchPlayer, 0); set_val(TacticalFoul, 0); set_val(PaceControl, 0); is_skill_active = FALSE; } combo heel_flick_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo roulette_right_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); is_skill_active = FALSE; } combo roulette_left_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); is_skill_active = FALSE; } combo fake_left_go_right_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo fake_right_go_left_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo heel_chop_left_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(Shot, 100); wait(137); set_val(Shot, 0); set_val(PaceControl, -100); wait(137); set_val(PaceControl, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo heel_chop_right_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(Shot, 100); wait(137); set_val(Shot, 0); set_val(PaceControl, 100); wait(137); set_val(PaceControl, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo feint_left_exit_right_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo feint_right_exit_left_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo stutter_feint_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo ball_hop_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRY, 0); wait(137); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo ball_roll_drag_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRX, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo drag_back_turn_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, 100); wait(137); set_val(Jockey, 0); is_skill_active = FALSE; } combo flair_nutmegs_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(TacticalFoul, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SwitchPlayer, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo heel_to_heel_flick_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo simple_rainbow_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo spin_left_combo { is_skill_active = TRUE; set_val(TacticalFoul, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo spin_right_combo { is_skill_active = TRUE; set_val(TacticalFoul, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo stop_and_turn_left_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo stop_and_turn_right_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo ball_roll_cut_right_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(PaceControl, 100); wait(137); set_val(SkillRX, 0); set_val(PaceControl, 0); is_skill_active = FALSE; } combo ball_roll_cut_left_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(PaceControl, 100); wait(137); set_val(SkillRX, 0); set_val(PaceControl, 0); is_skill_active = FALSE; } combo fake_pass_exit_left_combo { is_skill_active = TRUE; set_val(Sprint, 100); set_val(Cross, 100); set_val(Pass, 100); wait(137); set_val(Cross, 0); set_val(Pass, 0); set_val(PaceControl, -100); wait(137); set_val(PaceControl, 0); set_val(Sprint, 0); is_skill_active = FALSE; } combo fake_pass_exit_right_combo { is_skill_active = TRUE; set_val(Sprint, 100); set_val(Cross, 100); set_val(Pass, 100); wait(137); set_val(Cross, 0); set_val(Pass, 0); set_val(PaceControl, 100); wait(137); set_val(PaceControl, 0); set_val(Sprint, 0); is_skill_active = FALSE; } combo quick_ball_rolls_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo lane_change_left_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo lane_change_right_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo three_touch_roulette_left_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo three_touch_roulette_right_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, 100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo drag_back_spin_left_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo drag_back_spin_right_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, 100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo drag_to_heel_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRY, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo heel_to_ball_roll_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo ball_roll_cut_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } combo reverse_elastico_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRY, -50); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRX, 50); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRY, -50); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 0); wait(137); is_skill_active = FALSE; } combo advanced_rainbow_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo hocus_pocus_combo { is_skill_active = TRUE; set_val(SkillRX, -50); set_val(SkillRY, -50); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); is_skill_active = FALSE; } combo triple_elastico_combo { is_skill_active = TRUE; set_val(SkillRX, 50); set_val(SkillRY, -50); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, 0); is_skill_active = FALSE; } combo ball_roll_flick_left_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo ball_roll_flick_right_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo heel_flick_turn_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo sombrero_flick_combo { is_skill_active = TRUE; set_val(SkillRY, 100); wait(137); set_val(SkillRY, 0); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo turn_and_spin_left_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo turn_and_spin_right_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); is_skill_active = FALSE; } combo ball_roll_fake_left_combo { is_skill_active = TRUE; set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo ball_roll_fake_right_combo { is_skill_active = TRUE; set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo ball_roll_fake_turn_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo rabona_fake_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(Cross, 100); set_val(Pass, 100); wait(137); set_val(Cross, 0); set_val(Pass, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo elastico_chop_left_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRX, 100); wait(137); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo elastico_chop_right_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRX, -100); wait(137); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo spin_flick_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo flick_over_combo { is_skill_active = TRUE; set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); is_skill_active = FALSE; } combo tornado_spin_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRX, 100); wait(137); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo heel_fake_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(Jockey, 0); is_skill_active = FALSE; } combo flair_rainbow_combo { is_skill_active = TRUE; set_val(SwitchPlayer, 100); set_val(SkillRY, -100); wait(137); set_val(SkillRY, 0); set_val(SkillRX, 100); wait(137); set_val(SkillRX, 0); set_val(SwitchPlayer, 0); is_skill_active = FALSE; } // NEUE FLEX COMBO-FUNKTIONEN combo around_the_world_combo { is_skill_active = TRUE; set_val(Jockey, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, -100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRY, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); wait(100); is_skill_active = FALSE; } combo t_around_the_world_combo { is_skill_active = TRUE; set_val(Jockey, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, -100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRY, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRY, -100); wait(100); set_val(SkillRY, 0); set_val(SkillRX, 0); wait(100); is_skill_active = FALSE; } combo chest_flick_combo { is_skill_active = TRUE; set_val(Jockey, 100); wait(100); set_val(SkillRY, 100); wait(100); set_val(SkillRY, 100); wait(100); set_val(SkillRY, 0); set_val(Jockey, 0); wait(100); is_skill_active = FALSE; } combo in_air_elastico_combo { is_skill_active = TRUE; set_val(Jockey, 100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRX, 0); set_val(Jockey, 0); wait(100); is_skill_active = FALSE; } combo reverse_in_air_elastico_combo { is_skill_active = TRUE; set_val(Jockey, 100); wait(100); set_val(SkillRX, -100); wait(100); set_val(SkillRX, 100); wait(100); set_val(SkillRX, 0); set_val(Jockey, 0); wait(100); is_skill_active = FALSE; } combo sombrero_fwd_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRY, 100); wait(100); set_val(SkillRY, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo sombrero_left_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRX, -100); wait(100); set_val(SkillRX, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } combo sombrero_right_combo { is_skill_active = TRUE; set_val(Jockey, 100); set_val(TacticalFoul, 100); set_val(SkillRX, 100); wait(100); set_val(SkillRX, 0); set_val(Jockey, 0); set_val(TacticalFoul, 0); is_skill_active = FALSE; } //========================================================================================================================================= //▌║█║▌│║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█║▌│ ~~~~MENU HELPER FUNCTIONS - DON'T MODIFY~~~~║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█▌ //========================================================================================================================================= function get_category_mod_count(fCategory) { switch(fCategory) { case CATEGORY_FC26_MODS: { return FC26_MOD_COUNT; } case CATEGORY_PERFECT_TIMINGS: { return PERFECT_TIMINGS_COUNT; } case CATEGORY_PRECISION_SHOT: { return PRECISION_SHOT_COUNT; } case CATEGORY_SKILLS: { return SKILLS_MOD_COUNT; } case CATEGORY_FLEX: { return FLEX_MOD_COUNT; } } return 0; } function get_category_mod_index(fCategory, fIndex) { switch(fCategory) { case CATEGORY_FC26_MODS: { return fc26_mods[fIndex]; } case CATEGORY_PERFECT_TIMINGS: { return perfect_timings_mods[fIndex]; } case CATEGORY_PRECISION_SHOT: { return precision_shot_mods[fIndex]; } case CATEGORY_SKILLS: { return skills_mods[fIndex]; } case CATEGORY_FLEX: { return flex_mods[fIndex]; } } return 0; } function handle_value_input(option_idx) { value_type = ValueRanges[option_idx][0]; min_val = ValueRanges[option_idx][1]; max_val = ValueRanges[option_idx][2]; step_size = ValueRanges[option_idx][4]; changed = FALSE; if (get_ival(Jockey)) step_size = step_size * 5; if (press_hold(DPAD_R)) { if (value_type == TYPE_TOGGLE) { options[option_idx] = 1 - options[option_idx]; } else { options[option_idx] = options[option_idx] + step_size; if (options[option_idx] > max_val) options[option_idx] = max_val; } if (option_idx == SCREENSAVER_IDX) { display_timeout = options[SCREENSAVER_IDX] * 1000; } Save(); changed = TRUE; } if (press_hold(DPAD_L)) { if (value_type == TYPE_TOGGLE) { options[option_idx] = 1 - options[option_idx]; } else { options[option_idx] = options[option_idx] - step_size; if (options[option_idx] < min_val) options[option_idx] = min_val; } changed = TRUE; } return changed; } function get_display_value(option_idx) { value_type = ValueRanges[option_idx][0]; val = options[option_idx]; if (value_type == TYPE_TOGGLE) { if (val) return ON[0]; else return OFF[0]; } switch (option_idx) { case SKILL_UP_IDX: { return SkillOptions[val]; } case SKILL_DOWN_IDX: { return SkillOptions[val]; } case SKILL_LEFT_IDX: { return SkillOptions[val]; } case SKILL_RIGHT_IDX: { return SkillOptions[val]; } case FLEX_UP_IDX: { return FlexSkillOptions[val]; } case FLEX_DOWN_IDX: { return FlexSkillOptions[val]; } case FLEX_LEFT_IDX: { return FlexSkillOptions[val]; } case FLEX_RIGHT_IDX: { return FlexSkillOptions[val]; } case THEME_IDX: { return ThemeOptions[val]; } case BORDER_STYLE_IDX: { return BorderOptions[val]; } case SELECTION_STYLE_IDX:{ return SelectionOptions[val]; } case PROGRESS_STYLE_IDX: { return ProgressOptions[val]; } case LAYOUT_STYLE_IDX: { return LayoutOptions[val]; } case MAX_VISIBLE_IDX: { return MaxVisibleOptions[val]; } } return OFF[0]; } function update_style_variables() { border_style = options[BORDER_STYLE_IDX]; selection_style = options[SELECTION_STYLE_IDX]; progress_style = options[PROGRESS_STYLE_IDX]; layout_style = options[LAYOUT_STYLE_IDX]; // Set layout spacing based on style switch(layout_style) { case 0: { // Compact line_spacing = 10; item_height = 10; content_start_y = 15; max_visible_items = 5; break; } case 1: { // Spaced line_spacing = 16; item_height = 14; content_start_y = 18; max_visible_items = 3; break; } case 2: { // Centered line_spacing = 12; item_height = 12; content_start_y = 16; max_visible_items = 4; break; } } } //=============================================================================================================================== //▌║█║▌│║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█║▌│ ~~~~VISUAL STYLE FUNCTIONS ~~~~║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█▌│║▌ //=============================================================================================================================== function draw_border(x, y, width, height, style) { switch(style) { case 0: { // None break; } case 1: { // Simple line_oled(x, y, x + width - 1, y, 1, fg_color); line_oled(x, y + height - 1, x + width - 1, y + height - 1, 1, fg_color); line_oled(x, y, x, y + height - 1, 1, fg_color); line_oled(x + width - 1, y, x + width - 1, y + height - 1, 1, fg_color); break; } case 2: { // Double line_oled(x, y, x + width - 1, y, 1, fg_color); line_oled(x, y + height - 1, x + width - 1, y + height - 1, 1, fg_color); line_oled(x, y, x, y + height - 1, 1, fg_color); line_oled(x + width - 1, y, x + width - 1, y + height - 1, 1, fg_color); line_oled(x + 1, y + 1, x + width - 2, y + 1, 1, fg_color); line_oled(x + 1, y + height - 2, x + width - 2, y + height - 2, 1, fg_color); line_oled(x + 1, y + 1, x + 1, y + height - 2, 1, fg_color); line_oled(x + width - 2, y + 1, x + width - 2, y + height - 2, 1, fg_color); break; } case 3: { // Rounded line_oled(x + 1, y, x + width - 2, y, 1, fg_color); line_oled(x + 1, y + height - 1, x + width - 2, y + height - 1, 1, fg_color); line_oled(x, y + 1, x, y + height - 2, 1, fg_color); line_oled(x + width - 1, y + 1, x + width - 1, y + height - 2, 1, fg_color); break; } } } function draw_selection_highlight(x, y, width, height, style, selected) { if (!selected) return; switch(style) { case 0: { // Solid rect_oled(x, y, width, height, fg_color, TRUE); break; } case 1: { // Outline rect_oled(x - 2, y - 2, width + 4, 2, fg_color, TRUE); rect_oled(x - 2, y + height, width + 4, 2, fg_color, TRUE); rect_oled(x - 2, y, 2, height, fg_color, TRUE); rect_oled(x + width, y, 2, height, fg_color, TRUE); break; } case 2: { // Arrows Print(ARROWR[0], x - 8, y + 2, OLED_FONT_SMALL, fg_color, ALIGN_STRING); Print(ARROWL[0], x + width + 2, y + 2, OLED_FONT_SMALL, fg_color, ALIGN_STRING); break; } case 3: { // Blink if (blink_on) { rect_oled(x, y, width, height, fg_color, TRUE); } break; } } } function draw_progress_bar(x, y, width, height, value, max_value, style) { progress_width = (value * width) / max_value; // Calculate colors for better theme support if (theme_for_internal_purpose_only == DARK) { blink_color = OLED_BLACK; // Dark theme: blink to black } else { blink_color = OLED_WHITE; // Light theme: blink to white (background) } switch(style) {// Segments case 0: { for (i_temp = 0; i_temp < width; i_temp += 8) { if (i_temp < progress_width - 8) { // STEADY solid fill using lines for light mode for (fill_i = 0; fill_i < 6; fill_i++) { line_oled(x + i_temp + fill_i, y, x + i_temp + fill_i, y + height, 1, fg_color); } } else if (i_temp < progress_width) { // Segment 5: BLINKING active segment if (blink_on) { for (fill_i = 0; fill_i < 6; fill_i++) { line_oled(x + i_temp + fill_i, y, x + i_temp + fill_i, y + height, 1, fg_color); } } else { rect_oled(x + i_temp, y, 6, height, fg_color, FALSE); // Outline when not blinking } } else { // Segments 6-10: Empty outlines rect_oled(x + i_temp, y, 6, height, fg_color, FALSE); } } break; } case 1: { // Theme-specific drawing for filled area if (options[THEME_IDX] == DARK) { rect_oled(x, y, progress_width, height, OLED_WHITE, TRUE); } else { rect_oled(x, y, progress_width, height + 2, OLED_BLACK, FALSE); // Thicker outline } rect_oled(x + progress_width, y, width - progress_width, height, fg_color, FALSE); break; } case 2: { // Dots for (i_temp = 0; i_temp < width; i_temp += 4) { if (i_temp <= progress_width) { pixel_oled(x + i_temp + 1, y + height/2, fg_color); } else { pixel_oled(x + i_temp + 1, y + height/2, bg_color); } } break; } case 3: { // Lines for (i_temp = 0; i_temp < width; i_temp += 6) { if (i_temp <= progress_width) { line_oled(x + i_temp, y, x + i_temp, y + height, 1, fg_color); } else { pixel_oled(x + i_temp, y + height/2, fg_color); } } break; } case 4: { // Gradient fill_width = progress_width; slider_x = x + progress_width; // Gradient fill effect - works with lines in both themes for (i_temp = 0; i_temp < fill_width; i_temp += 2) { line_oled(x + i_temp, y, x + i_temp, y + height, 1, fg_color); if (i_temp + 1 < fill_width) { line_oled(x + i_temp + 1, y + 1, x + i_temp + 1, y + height - 1, 1, fg_color); } } // Slider handle - theme-specific drawing if (slider_x >= x + 4 && slider_x <= x + width - 4) { rect_oled(slider_x - 4, y - 1, 8, height + 2, fg_color, FALSE); // Outline always works // Handle center fill - theme-specific if (options[THEME_IDX] == DARK) { rect_oled(slider_x - 2, y + 1, 4, height - 2, OLED_WHITE, TRUE); } else { rect_oled(slider_x - 2, y + 1, 4, height - 2, OLED_BLACK, FALSE); // Outline instead of fill } } // Empty area outline if (progress_width < width) { rect_oled(x + progress_width, y, width - progress_width, height, fg_color, FALSE); } break; } } } function run_menu() { set_theme(); update_style_variables(); // Master Kill Switch if (screen_state == SCREEN_MASTER_KILL) { display_master_kill(); if (event_press(Pass)) { screen_state = SCREEN_CATEGORIES; selection_idx = 0; scroll_offset = 0; category_scroll_offset = 0; selected_category = -1; cls_oled(bg_color); } if (event_press(DPAD_U) || event_press(DPAD_D)) { master_kill_switch = !master_kill_switch; } if (event_press(Shot)) { in_menu = FALSE; screen_state = SCREEN_GAMEPLAY; cls_oled(0); } } // Category Selection else if (screen_state == SCREEN_CATEGORIES) { display_categories(); if (press_hold(DPAD_U) && selection_idx > 0) { selection_idx--; if (selection_idx < category_scroll_offset) { category_scroll_offset = selection_idx; } } if (press_hold(DPAD_D) && selection_idx < CATEGORY_COUNT - 1) { selection_idx++; current_max_visible = 2 + options[MAX_VISIBLE_IDX]; if (selection_idx >= category_scroll_offset + current_max_visible) { category_scroll_offset = selection_idx - current_max_visible + 1; } } if (press_hold(DPAD_L) || event_press(DPAD_R)) { category_toggles[selection_idx] = !category_toggles[selection_idx]; Save(); // Auto-save when category toggle changes } if (event_press(Shot)) { in_menu = FALSE; screen_state = SCREEN_GAMEPLAY; cls_oled(0); } if (event_press(Pass)) { if (selection_idx >= 0 && selection_idx < CATEGORY_COUNT && category_toggles[selection_idx]) { selected_category = selection_idx; screen_state = SCREEN_EDIT; editing = 1; selection_idx = 0; scroll_offset = 0; cls_oled(bg_color); } } } // Options Edit else if (screen_state == SCREEN_EDIT && selected_category >= 0 && selected_category < CATEGORY_COUNT) { display_edit(); current_max = get_category_mod_count(selected_category); if (selection_idx >= current_max) selection_idx = current_max - 1; if (selection_idx < 0) selection_idx = 0; true_idx = get_category_mod_index(selected_category, selection_idx); if (press_hold(DPAD_U) && selection_idx > 0) { selection_idx--; if (selection_idx < scroll_offset) scroll_offset = selection_idx; } if (press_hold(DPAD_D) && selection_idx < current_max - 1) { selection_idx++; if (selection_idx >= scroll_offset + max_visible_items) scroll_offset = selection_idx - max_visible_items + 1; } if (true_idx >= 0 && true_idx < TOTAL_OPTIONS) { handle_value_input(true_idx); } if (event_press(Shot)) { screen_state = SCREEN_CATEGORIES; editing = 0; selection_idx = selected_category; selected_category = -1; cls_oled(bg_color); } } } function display_master_kill() { cls_oled(bg_color); if (border_style > 0) { draw_border(1, 1, 126, 62, border_style); } rect_oled(0, 0, 128, 18, OLED_BLACK, TRUE); Print(OLEDLabels[0], ALIGN_CENTER, 5, OLED_FONT_SMALL, OLED_WHITE, ALIGN_STRING); draw_selection_highlight(20, 25, 88, 15, selection_style, TRUE); if (master_kill_switch) { if (selection_style == 0) { Print(ON[0], ALIGN_CENTER, 29, OLED_FONT_SMALL, bg_color, ALIGN_STRING); } else { Print(ON[0], ALIGN_CENTER, 29, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } } else { Print(OFF[0], ALIGN_CENTER, 29, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } } function display_categories() { cls_oled(bg_color); // Get max visible from menu setting current_max_visible = 2 + options[MAX_VISIBLE_IDX]; // 0=2, 1=3, 2=4, 3=5 categories // Draw main border if (border_style > 0) { draw_border(1, 1, 126, 62, border_style); } // Title - ALWAYS centered Print(CATEGORY_MENU_TITLE[0], ALIGN_CENTER, 2, OLED_FONT_SMALL, fg_color, ALIGN_STRING); rect_oled(0, 12, 128, 1, fg_color, TRUE); y_pos = content_start_y; for (i_loop = category_scroll_offset; i_loop < CATEGORY_COUNT && i_loop < category_scroll_offset + current_max_visible; i_loop++) { // Draw selection highlight draw_selection_highlight(5, y_pos - 2, 118, item_height, selection_style, i_loop == selection_idx); // Determine text color based on selection and style if (i_loop == selection_idx && selection_style == 0) { text_color = bg_color; } else { text_color = fg_color; } // Category items - ALWAYS original style (left name, right ON/OFF) Print(CATEGORY_NAMES[i_loop], 10, y_pos, OLED_FONT_SMALL, text_color, ALIGN_STRING); y_pos += line_spacing; } // Scroll indicators if (category_scroll_offset + current_max_visible < CATEGORY_COUNT) { if (blink_on) { Print(ARROW[0], 115, 55, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } } if (category_scroll_offset > 0) { if (blink_on) { Print(ARROWD[0], 115, 15, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } } } function display_edit() { if (selected_category < 0 || selected_category >= CATEGORY_COUNT) return; current_max = get_category_mod_count(selected_category); if (current_max <= 0) return; if (selection_idx >= current_max) selection_idx = current_max - 1; if (selection_idx < 0) selection_idx = 0; true_idx = get_category_mod_index(selected_category, selection_idx); if (true_idx < 0 || true_idx >= TOTAL_OPTIONS) return; val = options[true_idx]; temp_value = ValueRanges[true_idx][2]; // max value cls_oled(bg_color); // Draw main border if (border_style > 0) { draw_border(1, 1, 126, 62, border_style); } // Progress bar background lines - force visibility in both themes if (options[THEME_IDX] == DARK) { // Dark mode: white lines on black background rect_oled(10, 10, 108, 1, OLED_WHITE, TRUE); rect_oled(10, 14, 108, 1, OLED_WHITE, TRUE); rect_oled(10, 18, 108, 1, OLED_WHITE, TRUE); } else { // Light mode: use outline method for better visibility rect_oled(10, 10, 108, 3, OLED_BLACK, FALSE); // Thicker outline rect_oled(10, 14, 108, 3, OLED_BLACK, FALSE); // Thicker outline rect_oled(10, 18, 108, 3, OLED_BLACK, FALSE); // Thicker outline } // Enhanced progress bar draw_progress_bar(20, 38, 88, 8, val, temp_value, progress_style); // Label and value with layout consideration if (layout_style == 2) { // Centered Print(Labels[true_idx], ALIGN_CENTER, 6, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } else { Print(Labels[true_idx], 10, 6, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } value_type = ValueRanges[true_idx][0]; if (value_type == TYPE_RANGE) { menu_print_number_centered(24, options[true_idx], fg_color); } else if (value_type == TYPE_PERCENTAGE) { menu_print_percentage_centered(24, options[true_idx], fg_color); } else { if (layout_style == 2) { Print(get_display_value(true_idx), ALIGN_CENTER, 24, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } else { Print(get_display_value(true_idx), 10, 24, OLED_FONT_SMALL, fg_color, ALIGN_STRING); } } } function menu_print_number_centered(y, value, color) { num_width = 0; temp_value = abs(value); if (value < 0) num_width += 11; if (temp_value >= 10000) num_width += 55; else if (temp_value >= 1000) num_width += 44; else if (temp_value >= 100) num_width += 33; else if (temp_value >= 10) num_width += 22; else num_width += 11; if (layout_style == 2) { // Centered layout start_x = (OLED_WIDTH - num_width) / 2; } else { start_x = 10; // Left aligned } if (value < 0) { putc_oled(1, 45); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = abs(value); } else { temp_value = value; } if (temp_value >= 10000) { putc_oled(1, 48 + (temp_value / 10000)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 10000; } if (temp_value >= 1000 || (value >= 10000)) { putc_oled(1, 48 + (temp_value / 1000)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 1000; } if (temp_value >= 100 || (value >= 1000)) { putc_oled(1, 48 + (temp_value / 100)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 100; } if (temp_value >= 10 || (value >= 100)) { putc_oled(1, 48 + (temp_value / 10)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 10; } putc_oled(1, 48 + temp_value); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); } function menu_print_percentage_centered(y, value, color) { num_width = 0; temp_value = abs(value); if (value < 0) num_width += 11; if (temp_value >= 100) num_width += 44; else if (temp_value >= 10) num_width += 33; else num_width += 22; if (layout_style == 2) { // Centered layout start_x = (OLED_WIDTH - num_width) / 2; } else { start_x = 10; // Left aligned } if (value < 0) { putc_oled(1, 45); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = abs(value); } else { temp_value = value; } if (temp_value >= 100) { putc_oled(1, 48 + (temp_value / 100)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 100; } if (temp_value >= 10 || (value >= 100)) { putc_oled(1, 48 + (temp_value / 10)); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; temp_value = temp_value % 10; } putc_oled(1, 48 + temp_value); puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); start_x += 11; putc_oled(1, 37); // '%' puts_oled(start_x, y, OLED_FONT_SMALL, 1, color); } //================================================================================================================================= //▌║█║▌│║▌│║▌║▌█║▌│║▌║▌│║║▌█║▌║█▌║█║▌│║▌│║▌║ ~~~~ 【 PERSISTENT SAVE/LOAD SECTION 】 ~~~~ ▌█║▌│║▌║▌│║║▌█║▌║█▌║█║▌│║▌█║▌│║▌║▌│║║▌█║▌║│ //================================================================================================================================= // Persistent memory slots define PVAR_OPTIONS_START = SPVAR_1; define PVAR_CATEGORIES_START = SPVAR_20; // Assuming max 16 options, start categories at SPVAR_20 define PVAR_INITIALIZED = SPVAR_30; function Save() { // Save all options for (i_loop = 0; i_loop < TOTAL_OPTIONS; i_loop++) { set_pvar(PVAR_OPTIONS_START + i_loop, options[i_loop]); } // Save all category toggles for (i_loop = 0; i_loop < CATEGORY_COUNT; i_loop++) { set_pvar(PVAR_CATEGORIES_START + i_loop, category_toggles[i_loop]); } // Save other settings set_pvar(PVAR_INITIALIZED, TRUE); } function Load() { // Check if we have saved data if (get_pvar(PVAR_INITIALIZED, 0, 1, 0)) { // Load options for (i_loop = 0; i_loop < TOTAL_OPTIONS; i_loop++) { val = ValueRanges[i_loop][1]; // min value temp_value = ValueRanges[i_loop][2]; // max value start_x = ValueRanges[i_loop][3]; // default value options[i_loop] = get_pvar(PVAR_OPTIONS_START + i_loop, val, temp_value, start_x); } // Load category toggles for (i_loop = 0; i_loop < CATEGORY_COUNT; i_loop++) { category_toggles[i_loop] = get_pvar(PVAR_CATEGORIES_START + i_loop, 0, 1, TRUE); } } else { // First time - use defaults (already set in init) Save(); // Save the defaults } // Update screensaver timeout from loaded setting display_timeout = options[SCREENSAVER_IDX] * 1000; } //======================================================================================================================================== //▌║█║▌│║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█║▌│ ~~~~UTILITY FUNCTIONS - DON'T MODIFY~~~~║▌│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█│║▌║▌█▌│║▌ //======================================================================================================================================== function set_theme() { // Use the actual theme setting from the menu theme_for_internal_purpose_only = options[THEME_IDX]; // Update internal tracker if (options[THEME_IDX] == DARK) { bg_color = OLED_BLACK; fg_color = OLED_WHITE; } else { bg_color = OLED_WHITE; fg_color = OLED_BLACK; } // Apply brightness setting (1-10 scale) set_hsb(0, 0, options[BRIGHTNESS_IDX] * 10); } function press_hold(fButton) { return event_press(fButton) || (get_ival(fButton) && get_ptime(fButton) > 250 && !(get_ptime(fButton) % (get_rtime() << 3))); } function BlockAllOutputs() { set_val(XB1_LT, 0); set_val(XB1_RT, 0); set_val(XB1_LX, 0); set_val(XB1_LY, 0); set_val(XB1_RX, 0); set_val(XB1_RY, 0); } function Print(f_string, f_x, f_y, f_font, f_color, f_type) { if (!f_type) { print(x_location(getStringLength(f_string), f_font, f_x), f_y, f_font, f_color, f_string); } else { putc_oled(1, f_string); puts_oled(f_x, f_y, f_font, 1, f_color); } } function x_location(f_chars, f_font, f_x) { if (f_x == ALIGN_RIGHT) return 128 - ((f_chars * (7 + (f_font > 1) + f_font * 4)) + 3); if (f_x == ALIGN_CENTER) return 64 - ((f_chars * (7 + (f_font > 1) + f_font * 4)) / 2); if (f_x == ALIGN_LEFT) return 3; return f_x; } function getStringLength(offset) { val = 0; while (duint8(offset++)) { val++; } return val + 1; } int counter = TRUE, intro, i2, stop, slowDown; define playtime = 300, CRTTVSpeed = 40, imageTransition = 55, finalHoldDelay = 20; const string GreetingText[] = { "COREX", "FC26","EDITION V1.1","PRESS","L2 + START" }; const image picture = {120, 64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x0F, 0xFF, 0xF0, 0x00, 0x01, 0x80, 0x00, 0xC0, 0xA0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x1F, 0xFF, 0x00, 0x00, 0x01, 0x80, 0x00, 0xC1, 0xA0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x1C, 0x1C, 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0x7F, 0xFF, 0xFF, 0x00, 0x78, 0x43, 0xFF, 0xFF, 0xFF, 0x7F, 0xFF, 0xFF, 0xF0, 0xFE, 0x00, 0x1F, 0xFF, 0xFF, 0x00, 0x7C, 0x01, 0xFF, 0xFF, 0xFF, 0x7F, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x1F, 0xFF, 0xFF, 0x00, 0x7F, 0x08, 0xFF, 0xFD, 0xFE, 0xF3, 0xFF, 0xFF, 0xFF, 0xFE, 0x00, 0x0F, 0xFE, 0xFF, 0x00, 0x7F, 0x87, 0xFF, 0xFF, 0xFD, 0xE7, 0xFF, 0xFF, 0xFF, 0xFE, 0x00, 0x03, 0xFF, 0xFF, 0x00, 0x7F, 0xFF, 0xFF, 0xFF, 0xFF, 0x0F, 0xFF, 0xFF, 0xFF, 0xFC, 0x40, 0x07, 0xFF, 0xFF, 0x00, 0x7F, 0xFF, 0xFF, 0xFF, 0xBB, 0x3F, 0xF8, 0xFF, 0xFF, 0xFB, 0xC0, 0x00, 0x7F, 0xBF, 0x00, 0x7F, 0xFF, 0xFF, 0xFF, 0x9F, 0xFF, 0xC0, 0xFF, 0xFF, 0xFF, 0xC1, 0x00, 0xFF, 0x9F, 0x00, 0x7F, 0xFF, 0xFF, 0xFF, 0x9B, 0xFF, 0xC1, 0xFF, 0xFF, 0xFF, 0xC1, 0x80, 0xFF, 0xEF, 0x00, 0x77, 0xFF, 0xFE, 0x7F, 0x8B, 0xFF, 0xF9, 0xFF, 0xFF, 0xFF, 0x83, 0xC0, 0x7E, 0xFF, 0x00, 0x77, 0xFF, 0xFF, 0xFF, 0x81, 0xFF, 0xF9, 0xFF, 0xFF, 0xFF, 0x83, 0xC0, 0x3E, 0xFF, 0x00, 0x7F, 0xFF, 0xFF, 0xFA, 0x00, 0xFF, 0xF9, 0xFF, 0xFF, 0xFF, 0x83, 0xE0, 0x19, 0x1F, 0x00, 0x7F, 0xFF, 0xFF, 0xF7, 0x00, 0xFF, 0xF1, 0x00, 0xFF, 0xFF, 0x83, 0xF0, 0x00, 0x1F, 0x00, 0x7F, 0xFF, 0xFF, 0xF7, 0x80, 0x3F, 0xF1, 0x4E, 0x7F, 0xFF, 0x83, 0xF8, 0x00, 0x1F, 0x00, 0x7F, 0xFF, 0xFF, 0xFE, 0x00, 0x7F, 0xF8, 0xFF, 0xFF, 0xFF, 0x03, 0xFC, 0x00, 0x5F, 0x00, 0x3F, 0xFF, 0xFF, 0xFF, 0x00, 0x7F, 0xF8, 0xFF, 0xFF, 0xFF, 0x87, 0xFF, 0xE1, 0xCF, 0x00, 0x7F, 0xF7, 0xFF, 0xFF, 0x00, 0x1F, 0x78, 0xFF, 0xFF, 0xFF, 0x87, 0xFF, 0xF1, 0xFF}; function executeGreeting() { if (stop == 0) { cls_oled(0); image_oled(0, 0, 1, 1, picture[0]); } if(counter) { vm_tctrl(20 - 10); intro += get_rtime(); if(intro >= CRTTVSpeed + slowDown) { stop++; slowDown += 2; intro = 0; } // Ladebalken-Logik rect_oled(0, 56, 127, 59, 1, OLED_BLACK); progress_width = min((stop * 128) / imageTransition, 127); rect_oled(0, 56, progress_width, 59, 1, OLED_WHITE); } if(stop >= imageTransition) { counter = FALSE; } if(!counter) { if(stop == imageTransition + finalHoldDelay) { combo_run(TitleTextDisplay); } stop++; if(stop >= playtime) { cls_oled(0); combo_stop(TitleTextDisplay); screen_state = 1; stop = playtime + 1; vm_tctrl(-5); combo_run(TitleTextDisplay1); } } } combo TitleTextDisplay { cls_oled(0); image_oled(90, 0, 1, 1, picture[1]); // x , y, font. color print(35, 10, OLED_FONT_MEDIUM, OLED_WHITE, GreetingText[0]); wait (200); print(38,30, OLED_FONT_MEDIUM, OLED_WHITE, GreetingText[1]); wait (200); print(25, 50, OLED_FONT_SMALL, OLED_WHITE, GreetingText[2]); wait (8000); combo_stop(TitleTextDisplay); cls_oled(0); } combo TitleTextDisplay1 { cls_oled(0); image_oled(90, 0, 1, 1, picture[1]); // x , y, font. color print(35, 10, OLED_FONT_MEDIUM, OLED_WHITE, GreetingText[3]); wait (200); print(10,30, OLED_FONT_MEDIUM, OLED_WHITE, GreetingText[4]); wait (200); wait (32000); combo_stop(TitleTextDisplay); cls_oled(0); } int inactivity, frame_tick,i; int scrdata[130]; int delta; int initialized = FALSE; // Type definitions define STAR = 0; define ASTEROID = 1; define PIXEL = 2; // Flag & Timer int oled_off = FALSE; int saver_active = FALSE; int display_timeout; // controlled by menu // Screen Saver Stick Movement int raw_moveLX, raw_moveLY, raw_aimRX, raw_aimRY; //==⊶【 GETTER FUNCTION 】== function get_scrdata(type, idx, offset) { switch (type) { case STAR: { switch (offset) { case 0: { return scrdata[idx * 3 + 0]; } case 1: { return scrdata[idx * 3 + 1]; } case 2: { return scrdata[idx * 3 + 2]; } } break; } case ASTEROID: { switch (offset) { case 0: { return scrdata[60 + idx * 5 + 0]; } case 1: { return scrdata[60 + idx * 5 + 1]; } case 2: { return scrdata[60 + idx * 5 + 2]; } case 3: { return scrdata[60 + idx * 5 + 3]; } case 4: { return scrdata[60 + idx * 5 + 4]; } } break; } case PIXEL: { switch (offset) { case 0: { return scrdata[85 + idx * 2 + 0]; } case 1: { return scrdata[85 + idx * 2 + 1]; } } break; } } return 0; } //==⊶【 SETTER FUNCTION 】== function set_scrdata(type, idx, offset, value) { switch (type) { case STAR: { switch (offset) { case 0: { scrdata[idx * 3 + 0] = value; break; } case 1: { scrdata[idx * 3 + 1] = value; break; } case 2: { scrdata[idx * 3 + 2] = value; break; } } break; } case ASTEROID: { switch (offset) { case 0: { scrdata[60 + idx * 5 + 0] = value; break; } case 1: { scrdata[60 + idx * 5 + 1] = value; break; } case 2: { scrdata[60 + idx * 5 + 2] = value; break; } case 3: { scrdata[60 + idx * 5 + 3] = value; break; } case 4: { scrdata[60 + idx * 5 + 4] = value; break; } } break; } case PIXEL: { switch (offset) { case 0: { scrdata[85 + idx * 2 + 0] = value; break; } case 1: { scrdata[85 + idx * 2 + 1] = value; break; } } break; } } } function InitializeStarfield() { if (!initialized) { // Initialize stars for (i = 0; i < 20; i++) { set_scrdata(STAR, i, 0, random(0, 127)); set_scrdata(STAR, i, 1, random(0, 63)); set_scrdata(STAR, i, 2, random(1, 3)); } // Initialize pixels for (i = 0; i < 20; i++) { set_scrdata(PIXEL, i, 0, random(0, 127)); set_scrdata(PIXEL, i, 1, random(0, 63)); } // Initialize asteroids for (i = 0; i < 5; i++) { set_scrdata(ASTEROID, i, 0, random( 0,127)); set_scrdata(ASTEROID, i, 1, random( 0, 63)); set_scrdata(ASTEROID, i, 2, random(-2, 2)); set_scrdata(ASTEROID, i, 3, random(-2, 2)); set_scrdata(ASTEROID, i, 4, random( 0, 50)); } initialized = TRUE; } } // Define the Starfield function function Starfield() { vm_tctrl(10); set_hsb(0, 0, 40); cls_oled(OLED_BLACK); // Draw pixels for (i = 0; i < 20; i++) { pixel_oled(clamp(get_scrdata(PIXEL, i, 0), 0, 127), clamp(get_scrdata(PIXEL, i, 1), 0, 63), OLED_WHITE); } // Draw stars for (i = 0; i < 20; i++) { line_oled( clamp(get_scrdata(STAR, i, 0), 0, 127), clamp(get_scrdata(STAR, i, 1), 0, 63), clamp(get_scrdata(STAR, i, 0) + 2, 0, 127), clamp(get_scrdata(STAR, i, 1), 0, 63), 1, OLED_WHITE ); } // Draw asteroids for (i = 0; i < 5; i++) { if (get_scrdata(ASTEROID, i, 4) == 0) { line_oled( clamp(get_scrdata(ASTEROID, i, 0), 0, 127), clamp(get_scrdata(ASTEROID, i, 1), 0, 63), clamp(get_scrdata(ASTEROID, i, 0) + get_scrdata(ASTEROID, i, 2) * 3, 0, 127), clamp(get_scrdata(ASTEROID, i, 1) + get_scrdata(ASTEROID, i, 3) * 3, 0, 63), 3, OLED_WHITE ); } } // Animation logic frame_tick += 1; if (frame_tick >= 5) { frame_tick = 0; // Update stars for (i = 0; i < 20; i++) { set_scrdata(STAR, i, 0, get_scrdata(STAR, i, 0) + get_scrdata(STAR, i, 2)); if (get_scrdata(STAR, i, 0) > 127) { set_scrdata(STAR, i, 0, 0); set_scrdata(STAR, i, 1, random(0, 63)); set_scrdata(STAR, i, 2, random(1, 3)); } } // Update asteroids for (i = 0; i < 5; i++) { if (get_scrdata(ASTEROID, i, 4) == 0) { set_scrdata(ASTEROID, i, 0, get_scrdata(ASTEROID, i, 0) + get_scrdata(ASTEROID, i, 2)); set_scrdata(ASTEROID, i, 1, get_scrdata(ASTEROID, i, 1) + get_scrdata(ASTEROID, i, 3)); if (get_scrdata(ASTEROID, i, 0) < 0 || get_scrdata(ASTEROID, i, 0) > 127 || get_scrdata(ASTEROID, i, 1) < 0 || get_scrdata(ASTEROID, i, 1) > 63) { set_scrdata(ASTEROID, i, 0, 0); set_scrdata(ASTEROID, i, 1, random(0, 63)); set_scrdata(ASTEROID, i, 2, random(-2, 2)); set_scrdata(ASTEROID, i, 3, random(-2, 2)); set_scrdata(ASTEROID, i, 4, random(50, 100)); } } else { set_scrdata(ASTEROID, i, 4, get_scrdata(ASTEROID, i, 4) - 1); } } } }