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PUBG_FengGe_FIX_230625.lua
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----#Define global variable-----------------------------------------------------------------------------------------------------------------------------------
------------Key_Setting_mouse-------------
PickUp_Key = 4 -- Use mousekey [4] to pickup item quickly
Aim_Hold_Key = 5
Auto_right_key = 11 -- Auto Right tilt
Auto_left_key = 10 -- Auto Left tilt
boom_key_mouse = "a5" -- Use keyboard [shift] and mousekey [8] to ... to hear the whisper of wind, the song of cloud, to feel the embrace of the sky ...fuck!
Aim_before_key = 3 -- Use keyboard [shift] and mousekey [7] to stop the car and jump off
Off_RL_Enable = "c6"
Mark_Key = "a1"
Jump_Key = "6"
QE_Auto_Key_On_Off = 9
-----------Key_Setting_keyboard----------
QE_Auto_Key_On = 1
QE_Auto_Key_Off = 2
Test_key_on = "s1"
Test_key_off = "s2"
Change_Load_Key = 4
M1_Save_Key = "c1"
M2_Save_Key = "c2"
Gun_Clear_Key = "s4"
-----------------------------------------
Aim_Key = "c"
Medicine_key = "9"
Ctrl_shift_key = "p"
Left_Tilt = "q"
Right_Tilt = "e"
Item_Key = "i"
Mark_Keyboard_Key = "j"
-------------initialization--------------
Auto_right = false
Auto_left = false
Mode_Special = false
Auto_RL_enable = true
Change_Other_Macro_capslock_off = true -- Turn off the capslock when change the macro
Mouse_R_D_click_enable = true -- Mouse right key double cilck enable
Off_Key_D_Click_enable = true -- Off key double click enable
MacroKey_2nd_Press = 1 -- [0] = Do nothing [1] = 1X or 4X mode change [2] = Close the Macro
Off_key = 0 -- System will be able to judge the value of key [off]
RL_key = 0
LR_Key = 0
Time_MR_Down = 0
Time_MR_Up = 0
Time_M6_Down = 0
Time_M6_Up = 0
Gun_test = 0
Gun_Past = nil
Gun_Past_4 = false
Off_ret = 0
B_mod = 0
Aim_mode = false
Aim_sign = 0
Ctrl_G5_sign = false
Gun_M1 = nil
Gun_4X_M1 = false
Gun_ALL1 = false
Gun_M2 = nil
Gun_4X_M2 = false
Gun_ALL2 = false
Gun_First = true
Gun_M_Enable = false
QE_Auto_Mode = false
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------Key_Mapping---------------
Key_Mapping = {
["s4"] = "M762", -- ["s4"] = "M762" ---> [Shift]+[4] is key and "M762" is value in Key_Mapping Table
["a4"] = "M762_SSS",
[6] = "off",
["a6"] = "AKM",
["s6"] = "m16",
[8] = "M4", -- [8] = "M4" ---> [8] is key and "M4" is value in Key_Mapping Table
["a8"] = "M762_S_5",
["s8"] = "M416_S_10",
[7] = "SCAR_L",
["a7"] = "K2",
["s7"] = "MK47_S_10",
}
-----------------------------------------
Keyboard_Mapping = {
[6] = "MK12_SSS",
["s6"] = "MINI_SSS",
["a6"] = "VKT",
[7] = "SLR_SSS",
["a7"] = "SKS_SSS",
[8] = "M16A4_SSS",
[9] = "MK47_SSS",
["a9"] = "VSS",
}
----------------Ratio_Setting--------------
Resolution_Ratio = 1 --ROG 2560x1440 [165Hz]
-----------------------------------------
AKM_Ratio = 1
M16A4_Ratio = 1.1
M16A4_SSS_Ratio = 1.3
M416_Ratio = 1
K2_Ratio = 0.99
M416_S_5_Ratio = 1
M416_S_10_Ratio = 1.3
SCAR_L_Ratio = 0.93
SCARL_S_5_Ratio = 1.22
M762_Ratio = 1.23
M762_S_5_Ratio = 1
M762_SSS_Ratio = 1.5
MK47_S_10_Ratio = 1.4
MK47_SSS_Ratio = 1.3
-----------
SKS_Ratio = 1.7
VSS_Ratio = 2
SLR_SSS_Ratio = 1
SKS_SSS_Ratio = 1
MINI_SSS_Ratio = 1.9
MK12_SSS_Ratio = 0.93
VKT_Ratio = 0.6
--SUB_FUNCTION_START---------------------------------------------------------------------------------------------------------------------------------------------------------
----------Show_massage_function----------
function Show_Massage(Msg_F, val, Msg_R)
if val ~= nil then
if Msg_R ~= nil then
OutputLogMessage("%s %s %s" .. string.char(10), tostring(Msg_F), tostring(val), tostring(Msg_R))
else
OutputLogMessage("%s %s" .. string.char(10), tostring(Msg_F), tostring(val))
end
else
OutputLogMessage(Msg_F .. string.char(10))
end
end
------------Modifier function------------
Modifier_Table = {
["shift"] = function() return IsModifierPressed("shift") end,
["lshift"] = function() return IsModifierPressed("lshift") end,
["rshift"] = function() return IsModifierPressed("rshift") end,
["ctrl"] = function() return IsModifierPressed("ctrl") end,
["lctrl"] = function() return IsModifierPressed("lctrl") end,
["rctrl"] = function() return IsModifierPressed("rctrl") end,
["alt"] = function() return IsModifierPressed("alt") end,
["lalt"] = function() return IsModifierPressed("lalt") end,
["ralt"] = function() return IsModifierPressed("ralt") end,
["numlock"] = function() return IsKeyLockOn("numlock") end,
["capslock"] = function() return IsKeyLockOn("capslock") end,
["scrolllock"] = function() return IsKeyLockOn("scrolllock") end,
}
-----------------------------------------
function is_on(flag)
if Modifier_Table[flag]() then
return true
else
return false
end
end
-----------------------------------------
function is_off(flag)
return not is_on(flag)
end
-----------------------------------------
function Exact_Delay(Time)
local Time_Exact = GetRunningTime()
while GetRunningTime() - Time_Exact < Time do
end
end
--------Initialization GunData-----------
function Calculate_GunData(obj,gunmode)
local Gun_Data = {}
local gun = gunmode
Show_Massage("",gunmode)
local n = 1
for i,v in pairs(obj) do
if (type(v) == "number") then
Gun_Data[n] = v
n = n + 1
else
local start = string.find(v,"x")
if (start == nil) then
Gun_Data[n] = tonumber(v)
n = n + 1
else
local Data = tonumber(string.sub(v,1,start - 1))
local T = tonumber(string.sub(v,start + 1))
while (T > 0) do
Gun_Data[n] = Data
n = n + 1
T = T - 1
end
end
end
end
return Gun_Data
end
-----------------------------------------
function Calculate_SingleGunData(obj)
local Gun_Data = {}
local n = 1
for i,v in pairs(obj.Ball_Data) do
local decompose = v / obj.Press_Step
for t = 1,obj.Press_Step do
Gun_Data[n] = decompose
n = n + 1
end
end
obj.Ball_Data = Gun_Data
obj.Interval_S = obj.Interval_S / obj.Press_Step
end
------------Special function-------------
function MacroKey_2nd_Press_Mode_choice()
Off_ret = 0
if MacroKey_2nd_Press == 1 then
if is_on("scrolllock") then -- double click ["gun code"] button change the 1X or 4X state
if is_on("capslock") then
Gun_Past_4 = false
else
Gun_Past_4 = true
end
Show_Massage("4X state is [",Gun_Past_4,"]")
PressAndReleaseKey("capslock")
end
elseif MacroKey_2nd_Press == 2 then -- double click ["gun code"] button turn off the Macro
if is_on("capslock") then
Gun_Past_4 = true
else
Gun_Past_4 = false
end
Show_Massage("4X state is [",Gun_Past_4,"]")
Gun = Gun_Table["off"]
Show_Massage(">>turn [", Gun["Gun_Code"], "]")
Gun["Function"]()
if is_on("scrolllock") then
PressAndReleaseKey("scrolllock")
if is_on ("capslock") then
PressAndReleaseKey("capslock")
end
end
elseif MacroKey_2nd_Press == 0 then
Show_Massage(">>>Do nothing...")
end
end
-----------------------------------------
function Mouse_R_Double_Click() -- Mouse right key double click time <= 100ms run this function
--PressAndReleaseKey(Jump_Key)
--Show_Massage(">>>Jump_key is pressed")
--[[if Auto_right == true or Auto_left == true then
Auto_right = not Auto_right
if Auto_right == true then
MoveMouseRelative(120,0)
Exact_Delay(20)
MoveMouseRelative(-120,0)
end
Exact_Delay(20)
Auto_left = not Auto_left
if Auto_left == true then
MoveMouseRelative(-120,0)
Exact_Delay(20)
MoveMouseRelative(120,0)
end
end]]--
end
-----------------------------------------
function Off_Key_Double_Click() -- Macro [off] key double click time <= 100ms run this function
PressAndReleaseKey(Medicine_key)
Show_Massage(">>>Medicine_key is pressed")
end
-----------------------------------------
function RL_Key_Press()
if Auto_left == true and Auto_right == false then
PressKey(Left_Tilt)
Show_Massage(">>>Q pressed")
RL_key = 1
end
if Auto_left == false and Auto_right == true then
PressKey(Right_Tilt)
Show_Massage(">>>E pressed")
RL_key = 1
end
end
-----------------------------------------
function RL_Key_Release()
if Auto_left == true and Auto_right == false then -- exit Auto tilt
ReleaseKey(Left_Tilt)
Show_Massage(">>>Q Released")
RL_key = 0
end
if Auto_left == false and Auto_right == true then
ReleaseKey(Right_Tilt)
Show_Massage(">>>E Released")
RL_key = 0
end
end
-----------------------------------------
function Initialization_show_message()
for key,value in pairs(Key_Mapping) do
if value == "off" and type(key) == "number" then
Off_key = key
Show_Massage(">>>The [off] Key Is >>>[",Off_key,"]")
else
OutputLogMessage(">>>Mapping :[ %s ] >>> [ %s ]" .. string.char(10), tostring(key), tostring(value))
end
end
Show_Massage("----------------------------------------------------------------------------------")
OutputLogMessage(">AUTORL COMOC MRDCE OKDCE MK2P<" .. string.char(10))
OutputLogMessage(">[%s]" .. string.char(9),tostring(Auto_RL_enable))
OutputLogMessage("[%s]" .. string.char(9),tostring(Change_Other_Macro_capslock_off))
OutputLogMessage("[%s]" .. string.char(9),tostring(Mouse_R_D_click_enable))
OutputLogMessage("[%s]" .. string.char(9),tostring(Off_Key_D_Click_enable))
OutputLogMessage("[%s]" .. "< " .. string.char(10),tostring(MacroKey_2nd_Press))
Show_Massage("----------------------------------------------------------------------------------")
Show_Massage(">>> Program initialization success , Enjoy yourself !" .. string.char(10) .. ">>> Design by FengGe" .. string.char(10))
end
--------------Fire_Mode_Choice-------------
function Fire_Mode_Choice(event, arg)
B_mod = 0
Fire_key = arg
if Gun.Gun_Mode == "Single_Mode" and Gun.Gun_Special_Mode ~= "Random" then
ReleaseMouseButton(1)
end
if IsMouseButtonPressed(3) then
Strafe_4X_SSS(event, arg)
else
if Gun.Gun_Mode == "Single_Mode" then
Strafe_1X_S(event, arg) -- 1X strafe [single gun] mode
else
PressKey(Aim_Key)
Strafe_1X(event, arg) -- 1X strafe [full-automatic] mode
ReleaseKey(Aim_Key)
end
end
end
---------------Fire_Mode-----------------
function Strafe_1X(event, arg) -- 1X strafe [full-automatic] mode
local Press_Step = 1
while (IsMouseButtonPressed(1) and not is_on("alt")) do
local Ball_Data = Gun["Ball_Data"][Press_Step]
Ball_Data = Gun_Ratio_Calculate(Ball_Data)
if Press_Step < #Gun["Ball_Data"] then
Press_Step = Press_Step + 1
end
Show_Massage("move distance is : [ ",Ball_Data," ]")
MoveMouseRelative(Gun_test, Ball_Data)
Exact_Delay(Gun["Interval"])
end
end
-----------------------------------------
function Strafe_1X_S(event,arg) -- 1X strafe [single gun] mode
ReleaseMouseButton(1)
Init_1XS_MReleasedHandler()
SetMKeyState(1)
end
-----------------------------------------
function Init_1XS_MReleasedHandler()
local n = 0
local Ball_Data = 0
Fire_cycle = function(event,arg)
if event == "M_RELEASED" and arg == 1 then
if n ~= 0 then
Ball_Data = Gun["Ball_Data"][n] or Gun["Ball_Data"][#Gun["Ball_Data"]]
else
Ball_Data = 0
end
Ball_Data = Gun_Ratio_Calculate(Ball_Data)
Show_Massage("N is [",n,"]")
n = n + 1
Show_Massage("timesub is [",time_sub,"]")
MoveMouseRelative(Gun_test, Ball_Data)
if Gun.convert == true or (n % Gun["Press_Step"] == 1 and n > 1) then
Show_Massage(">>> biubiubiu")
PressAndReleaseMouseButton(1)
end
Exact_Delay(Gun["Interval_S"])
Show_Massage(">>> [Delay]")
if Key_Tab[1] == true or (Fire_key ~= nil and Key_Tab[Fire_key] == true) then
SetMKeyState(1)
end
end
end
end
-----------------------------------------
function InitStrafeMReleasedHandler()
local n = 0
local Ball_Data = 0
ReleaseMouseButton(1)
Fire_cycle = function(event,arg)
if event == "M_RELEASED" and arg == 1 then
if n ~= 0 then
Ball_Data = Gun["Ball_Data"][n] or Gun["Ball_Data"][#Gun["Ball_Data"]]
else
Ball_Data = 0
end
Ball_Data = Gun_Ratio_Calculate(Ball_Data)
n = n + 1
Show_Massage("move distance is : [ ",Ball_Data," ]")
MoveMouseRelative(Gun_test, Ball_Data)
if Gun.convert == true or (n % Gun["Press_Step"] == 1 and n > 1) then
PressAndReleaseMouseButton(1)
end
Exact_Delay(Gun["Interval_S"])
if Key_Tab[1] == true or (Fire_key ~= nil and Key_Tab[Fire_key] == true) then
SetMKeyState(1)
end
end
end
end
----------------------------------------
function InitStrafeMReleasedHandler_SP3()
local n_SP3 = 1
duration_SP3 = Gun["Gun_Up_Time"]
Press_Step_SP3 = Gun["Press_Step"] or 8
Interval_SP3 = duration_SP3 / Press_Step_SP3
local Sub_Time = Gun["Gun_Down_Time"] - Gun["Gun_Up_Time"]
local Acc = 100 * Gun["Gun_Down_Movw_Up"]/(Sub_Time * Sub_Time)
Sub_Time_SP3 = Int(Sub_Time / 10)
local Move_All_New = 0
local Move_All_Last = 0
local m = 1
Fire_cycle = function(event,arg)
if (event == "M_RELEASED" and arg == 1) and IsMouseButtonPressed(1) then
local Time_Last = GetRunningTime()
if Key_Tab[2] == true then
local Time_Now = GetRunningTime()
local Time_Sub = Time_Now - Time_Last
Ball_Data = Gun["Ball_Data"][n_SP3] or Gun["Ball_Data"][#Gun["Ball_Data"]]
Ball_Data = Gun_Ratio_Calculate(Ball_Data)
for i = 1, Press_Step_SP3 do
MoveMouseRelative(Gun_test, Ball_Data)
Exact_Delay(Interval_SP3)
n_SP3 = n_SP3 + 1
end
Time_Now = GetRunningTime()
Time_Sub = Time_Now - Time_Last
Show_Massage("MID Time_Sub is [",Time_Sub,"]")
while Time_Sub < Gun["Gun_Up_Time"] and IsMouseButtonPressed(3) do
Exact_Delay(10)
Time_Now = GetRunningTime()
Time_Sub = Time_Now - Time_Last
end
while m <= Sub_Time_SP3 and IsMouseButtonPressed(3) do
if IsMouseButtonPressed(1) then
ReleaseMouseButton(1)
PressMouseButton(1)
SetMKeyState(1)
SetMKeyState(1)
break
else
Move_All_New = Acc * (m * m)
Show_Massage("Move_All_New is [",Move_All_New,"]")
local Move_Delta = Move_All_New - Move_All_Last
Show_Massage("Move_Delta is [",Move_Delta,"]")
local Ball_Distance = Gun_Ratio_Calculate(Move_Delta)
MoveMouseRelative(0, -Ball_Distance)
Exact_Delay(10)
Move_All_Last = Move_All_New
m = m + 1
Time_Now = GetRunningTime()
Time_Sub = Time_Now - Time_Last
end
end
end
end
end
end
------------Special GunFire-------------
function Strafe_4X_SSS(event, arg) -- 4X strafe Special mode
if Gun.Gun_Special_Mode == "Random" then
InitStrafeMReleasedHandler_SP3()
SetMKeyState(1)
else
if Gun.Gun_Mode == "Single_Mode" then -- 4X strafe [single gun] mode
InitStrafeMReleasedHandler()
SetMKeyState(1)
else -- 4X strafe [full-automatic] gun
local Press_Step = 1
while (IsMouseButtonPressed(1) and not is_on("alt")) do
local Ball_Data = Gun["Ball_Data"][Press_Step]
Ball_Data = Gun_Ratio_Calculate(Ball_Data)
if Press_Step < #Gun["Ball_Data"] then
Press_Step = Press_Step + 1
end
Show_Massage("move distance is : [ ",Ball_Data," ]")
MoveMouseRelative(Gun_test, Ball_Data)
Exact_Delay(Gun["Interval"])
end
end
end
end
-----------Gun_Ratio_Calculate----------
function Gun_Ratio_Calculate(Ball_Data)
local Ratio_Sft = Gun["Ratio_Shift"] or 1
local allmodeTime = Gun["Gun_all"] or 1
local gunratio = Gun["Gun_Ratio"] or 1
local Ratio_4X = Gun["Ratio_4X"] or 1
local Ratio_Ctrl_N = Gun["Ratio_Ctrl_N"] or 1
local Ratio_Ctrl_S = Gun["Ratio_Ctrl_S"] or 1
if (Resolution_Ratio ~= nil and gunratio ~= nil) then
Ball_Data = Ball_Data * Resolution_Ratio * gunratio
end
if is_on("ctrl") or Aim_sign == 1 then
if is_on("numlock") then
Ball_Data = Ball_Data * Ratio_Ctrl_N
else
Ball_Data = Ball_Data * Ratio_Ctrl_S * allmodeTime
end
else
if is_off("numlock") then
Ball_Data = Ball_Data * allmodeTime
end
end
if is_off("capslock") and is_on("shift")then
Ball_Data = Ball_Data * Ratio_Sft
elseif is_on("capslock") and IsMouseButtonPressed(3) then
Ball_Data = Ball_Data * Ratio_4X
end
local Ball_X100 = Int(Ball_Data * 100)
local Ball_Int = Int(Ball_X100 / 100)
local Ball_Mod = Ball_X100 % 100
B_mod = B_mod + Ball_Mod
if B_mod >= 100 then
B_mod = B_mod - 100
Ball_Int = Ball_Int + 1
end
return Ball_Int
end
-----------------------------------------
function Int(x)
if x <= 0 then
return math.ceil(x)
end
if math.ceil(x) == x then
x = math.ceil(x)
else
x = math.ceil(x) - 1
end
return x
end
-----------------------------------------
function Load_Gun_Table() -- Guess yourself what to do whih it
Gun_Table["SCAR_L"] = {
Gun_Code = "SCAR_L",
Interval = 12.5,
Ratio_Shift = 1.333,
Ratio_Ctrl_N = 0.81,
Ratio_Ctrl_S = 0.81,
Ratio_4X = 3.6,
Gun_all = 0.79,
Gun_Ratio = SCAR_L_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {0,255,255},
Ball_Data = {
"5.1x8",--2
"1.9x8",
"2.8x8",
"3.4x8",--5
"4.15x8",
"4.9x8",--
"4.9x8",--
"4.9x8",--
"5.25x8",--10
"5.25x8",--
"5.5x8",--
"5.8x8",--
"5.8x8",--
"6x8",--15
"6x8",
"6x8",
"6x8",
"6x8",
"6x8",--20
"6.2x8",
"6.2x8",
"6.2x8",
"6.2x8",
"6.2x8",--25
"6.2x8",
"6.2x8",
"6.2x8",
"6.2x8",
"6.2x8",
}
}
Gun_Table["VKT"] = {
Gun_Code = "VKT",
Interval = 6.875,
Ratio_Shift = 1.277,
Ratio_Ctrl_N = 0.78,
Ratio_Ctrl_S = 0.78,
Delay_4X = 10,
Step_4X = 10,
Data_Single_4X = 50,
Ratio_4X = 3.82,
Gun_all = 0.79,
Gun_Ratio = VKT_Ratio,
RGB_Data = {0,0,205},
Ball_Data = {
"3.5x8",--2
"2.4x8",--3
"3.4x8",--4
"3.5x8",--5
"3.9x8",--6
"4.2x8",--7
"4.2x8",--8
"4.2x8",--9
"4.2x8",--10
"4.5x8",--11
"5.5x8",--12
"5.5x8",--13
"5.5x8",--14
"6.6x8",--15
"6.6x8",--16
"6.9x8",--17
"6.9x8",--18
"6.9x8",--19
"6.9x8",--20
"6.9x8",--21
"6.9x8",--22
"6.9x8",--23
"7.6x8",--24
"7.6x8",--25
"7.6x8",--26
"7.6x8",--27
"7.6x8",--28
"7.6x8",--29
"7.6x8",--30
"7.6x8",--31
"7.6x8",--32
"7.6x8",--33
}
}
Gun_Table["VSS"] = {
Gun_Code = "VSS",
Gun_Mode = "Single_Mode",
Interval_S = 100,
Press_Step = 10,
Ratio_Shift = 1,
Ratio_Ctrl_N = 0.7,
Ratio_Ctrl_S = 0.7,
Ratio_4X = 1,
Gun_all = 0.77,
Gun_Ratio = VSS_Ratio,
Gun_Special_Move_Distance = 2.8,
Gun_Special_Mode = "Random",
Gun_Up_Time = 100,
Gun_Down_Time = 200,
Gun_Up_Move_Down = 20,
Gun_Down_Movw_Up = 4,
RGB_Data = {255,52,179},
Ball_Data = {
"16x1",--2
"9x1",
"14x1",
"23x1",--5
"35x1",
"40x1",
"42x1",--8
"42x1",
"42x1",--10
"45x1",--11
--"7.6x1",--2
--"3.9x1",
--"4.8x1",
--"7.2x1",--5
--"11.3x1",
--"12.5x1",
--"13.2x1",--8
--"13.3x1",
--"13.5x1",--10
--"13.8x1",--11
}
}
Gun_Table["M4"] = {
Gun_Code = "M4",
Interval = 11.25,
Ratio_Shift = 1.327,
Ratio_Ctrl_N = 0.76,
Ratio_Ctrl_S = 0.76,
Ratio_4X = 3.7,
Gun_all = 0.77,
Gun_Ratio = M416_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {148,0,211},
Ball_Data = {
"5.0x8",--2
"2.3x8",
"3.2x8",
"4.0x8",--5
"4.2x8",
"4.4x8",--7
"4.8x8",--
"4.9x8",--
"5.1x8",--10
"5.3x8",--
"5.4x8",--
"5.8x8",--13
"6.0x8",--
"6.0x8",--15
"6.2x8",
"6.2x8",--17
"6.2x8",
"6.2x8",
"6.2x8",--20
"6.4x8",
"6.4x8",--22
"6.4x8",
"6.4x8",
"6.4x8",--25
"6.4x8",
"6.4x8",
"6.4x8",
"6.4x8",
"6.4x8",
"6.4x8",
}
}
Gun_Table["K2"] = {
Gun_Code = "K2",
Interval = 11.25,
Ratio_Shift = 1.327,
Ratio_Ctrl_N = 0.8,
Ratio_Ctrl_S = 0.8,
Ratio_4X = 3.65,
Gun_all = 0.77,
Gun_Ratio = K2_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {148,0,211},
Ball_Data = {
"4.7x8",--2
"2.1x8",
"3.1x8",
"3.9x8",--5
"4.1x8",
"4.3x8",--7
"4.7x8",--
"4.8x8",--
"5x8",--10
"5x8",--
"5.3x8",--
"5.5x8",--13
"5.5x8",--
"5.5x8",--15
"6x8",
"6x8",--17
"6x8",
"6x8",
"6x8",--20
"6x8",
"6x8",--22
"6x8",
"6x8",
"5.8x8",--25
"5.8x8",
"5.8x8",
"5.8x8",
"5.8x8",
"5.8x8",
"5.8x8",
}
}
Gun_Table["sks"] = {
Gun_Code = "sks",
Gun_Mode = "Single_Mode",
Interval_S = 200,
Press_Step = 8,
Ratio_Shift = 1.251,
Ratio_Ctrl_N = 0.8,
Ratio_Ctrl_S = 0.8,
Ratio_4X = 3.6,
Gun_all = 0.673,
Gun_Ratio = SKS_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {255,52,179},
Ball_Data = {
"30x1",
"15x1",
"22x1",
"22x1",
"22x1",
"25x1",
"25x1",
"25x1",
"25x1",
"25x1",
"27x1",
"27x1",
"27x1",
"27x1",
"30x1",
"30x1",
"30x1",
"30x1",
"30x1",
"30x1",
}
}
Gun_Table["m16"] = {
Gun_Code = "m16",
Gun_Mode = "Single_Mode",
Interval_S = 104,
Press_Step = 8,
Ratio_Shift = 1.236,
Ratio_Ctrl_N = 0.8,
Ratio_Ctrl_S = 0.8,
Ratio_4X = 3.72,
Gun_all = 0.8,
Gun_Ratio = M16A4_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {255,52,179},
Ball_Data = {
"28x1",--2
"11.64x1",
"23x1",
"23x1",--5
"27x1",
"27x1",
"27x1",
"27x1",
"25x1",
"25x1",
"27x1", --12
"27x1",
"27x1",
"27.75x1",
"27.75x1",--16
"27.75x1",
"27.75x1",
"27.75x1",
"27.75x1",
"27.75x1",
"27.75x1",--22
"28x1",
"28x1",
"28x1",
"28x1",
"28x1",
"28x1",
"28x1",
"28x1",
"27.75x1",
}
}
Gun_Table["AKM"] = {
Gun_Code = "AKM",
Interval = 12.8,
Ratio_Shift = 1.335,
Ratio_Ctrl_N = 0.8,
Ratio_Ctrl_S = 0.8,
Ratio_4X = 3.604,
Gun_all = 0.81,
Gun_Ratio = AKM_Ratio,
Gun_Special_Move_Distance = 3.125,
RGB_Data = {144,238,144},
Ball_Data = {
"5x8",
"3x8",
"4x8",
"4x8",
"4.5x8",
"5x8",
"5x8",
"5.25x8",
"5.25x8",
"5.5x8",
"6x8",
"6x8",
"6x8",
"6x8",
"6x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"6.75x8",
"7x8",
"7x8",
"7x8",
"7x8",
"7x8",
"7x8",
}
}
Gun_Table["SCARL_S_5"] = {
Gun_Code = "SCARL_S_5",
Gun_Mode = "Single_Mode",
Interval_S = 104,
Press_Step = 8,
Ratio_Shift = 1.236,
Ratio_Ctrl_N = 0.8,
Ratio_Ctrl_S = 0.8,
Ratio_4X = 3.85,
Gun_all = 0.84,
Gun_Ratio = SCARL_S_5_Ratio,
Gun_Special_Move_Distance = 2.8,
Gun_Special_Mode = "Random",
Gun_Up_Time = 125,
Gun_Down_Time = 300,
Gun_Up_Move_Down = 22,
Gun_Down_Movw_Up = 13,
RGB_Data = {255,52,179},
Ball_Data = {
"26x1",
"14x1",
"15.5x1",
"18x1",
"20x1",--6
"22x1",
"22x1",
"22x1",
"22x1",--10
"22.5x1",
"22.5x1",
"22.5x1",
"22.5x1",--14
"22.5x1",
"22.5x1",
"22.5x1",
"22.5x1",
"22.5x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
"23x1",
}
}
Gun_Table["M762_SSS"] = {
Gun_Code = "M762_SSS",
Gun_Mode = "Single_Mode",
Interval_S = 104,
Press_Step = 8,
Ratio_Shift = 1.327,
Ratio_Ctrl_N = 0.88,
Ratio_Ctrl_S = 0.88,
Ratio_4X = 3.85,
Gun_all = 0.84,
Gun_Ratio = M762_SSS_Ratio,
Gun_Special_Move_Distance = 2.8,
Gun_Special_Mode = "Random",
Gun_Up_Time = 125,
Gun_Down_Time = 300,
Gun_Up_Move_Down = 22,
Gun_Down_Movw_Up = 14,
RGB_Data = {255,52,179},
Ball_Data = {
"30x1",
"17x1",
"20x1",
"18x1",
"21x1",--6
"21x1",
"22x1",
"22x1",
"22x1",--10
"21x1",
"21x1",
"21x1",
"21x1",--14
"20x1",
"20x1",
"20x1",
"20x1",
"20x1",
"20x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
"20.5x1",
}
}
Gun_Table["M762_S_5"] = {
Gun_Code = "M762_S_5",
Gun_Mode = "Single_Mode",
Interval_S = 200,
Press_Step = 8,
Ratio_Shift = 1.251,