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Aug 28th, 2016
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  1. ;---------------------------------------------------------------------------
  2. ; Mawarikomi for AI
  3. [Statedef 70100]
  4. type = A
  5. movetype= I
  6. physics = N
  7. juggle = 0
  8. velset = 0,0
  9. anim = 701
  10. ctrl = 0
  11. sprpriority = -1
  12. facep2 = 1
  13. poweradd = 30
  14.  
  15. [State 40, 7]
  16. type = PlaySnd
  17. trigger1 = !time
  18. value = 10000, 0
  19. persistent = 0
  20.  
  21. [State 301, VarAdd]
  22. Type = VarAdd
  23. trigger1 = animelem = 3
  24. var(40) = -200
  25.  
  26. [State 301, VarSet]
  27. Type = VarSet
  28. trigger1 = animelem = 3
  29. var(42) = 60
  30.  
  31. [State 77002, 2]
  32. type = PlaySnd
  33. trigger1 = Time = 0
  34. value = 8100, 0
  35. channel = 1
  36.  
  37. [State 0, NotHitBy]
  38. type = NotHitBy
  39. trigger1 = 1
  40. value = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT
  41. ignorehitpause = 1
  42.  
  43. [State 0, PosSet]
  44. type = PosSet
  45. trigger1 = pos y != 0
  46. y = 0
  47.  
  48. [State 0, AfterImage]
  49. type = AfterImage
  50. trigger1 = time = 0
  51.  
  52. [State 0, AfterImageTime]
  53. type = AfterImageTime
  54. trigger1 = time
  55. time = 2
  56. ignorehitpause = 1
  57.  
  58. [State 0, Turn]
  59. type = Turn
  60. trigger1 = time = 22 && facing != enemynear,facing
  61. trigger2 = time = 22 && p2dist x < 25
  62. persistent = 0
  63.  
  64. [State 0, VelSet]
  65. type = VelSet
  66. trigger1 = animelemtime(1) >= 0
  67. trigger1 = animelemtime(5) < 0
  68. x = 7.5
  69. [State 0, VelSet]
  70. type = VelMul
  71. trigger1 = animelemtime(1) >= 0
  72. trigger1 = animelemtime(5) < 0
  73. x = 0.9
  74. [State 0, VelSet]
  75. type = VelSet
  76. trigger1 = animelemtime(5) = 0
  77. x = 0
  78.  
  79. [State 0, PlayerPush]
  80. type = PlayerPush
  81. trigger1 = abs(vel x)>=2
  82. value = 0
  83. ignorehitpause = 1
  84.  
  85. [State 191]
  86. Type = Explod
  87. Trigger1 = animelem = 1
  88. Anim = 612
  89. Pos = 0,0
  90. Vel = 6.5*Cos(var(0)/100.),1.3*Sin(var(0)/100.)
  91. Accel = -6.5*Cos(var(0)/100.)/60,-1.3*Sin(var(0)/100.)/60
  92. SprPriority = 1
  93. postype = p1
  94. OwnPal = 1
  95. bindtime = 1
  96. scale = 0.4,0.4
  97.  
  98. [State 191]
  99. Type = Explod
  100. Trigger1 = animelem = 1
  101. Anim = 612
  102. Pos = 0,0
  103. Vel = 6.5*Cos(var(0)/100.+1*Pi/4),1.3*Sin(var(0)/100.+1*Pi/4)
  104. Accel = -6.5*Cos(var(0)/100.+1*Pi/4)/60,-1.3*Sin(var(0)/100.+1*Pi/4)/60
  105. SprPriority = 1
  106. postype = p1
  107. OwnPal = 1
  108. bindtime = 1
  109. scale = 0.4,0.4
  110.  
  111. [State 191]
  112. Type = Explod
  113. Trigger1 = animelem = 1
  114. Anim = 612
  115. Pos = 0,0
  116. Vel = 6.5*Cos(var(0)/100.+2*Pi/4),1.3*Sin(var(0)/100.+2*Pi/4)
  117. Accel = -6.5*Cos(var(0)/100.+2*Pi/4)/60,-1.3*Sin(var(0)/100.+2*Pi/4)/60
  118. SprPriority = 1
  119. postype = p1
  120. OwnPal = 1
  121. bindtime = 1
  122. scale = 0.4,0.4
  123.  
  124. [State 191]
  125. Type = Explod
  126. Trigger1 = animelem = 1
  127. Anim = 612
  128. Pos = 0,0
  129. Vel = 6.5*Cos(var(0)/100.+3*Pi/4),1.3*Sin(var(0)/100.+3*Pi/4)
  130. Accel = -6.5*Cos(var(0)/100.+3*Pi/4)/60,-1.3*Sin(var(0)/100.+3*Pi/4)/60
  131. SprPriority = 1
  132. postype = p1
  133. OwnPal = 1
  134. bindtime = 1
  135. scale = 0.4,0.4
  136.  
  137. [State 191]
  138. Type = Explod
  139. Trigger1 = animelem = 1
  140. Anim = 612
  141. Pos = 0,0
  142. Vel = 6.5*Cos(var(0)/100.+4*Pi/4),1.3*Sin(var(0)/100.+4*Pi/4)
  143. Accel = -6.5*Cos(var(0)/100.+4*Pi/4)/60,-1.3*Sin(var(0)/100.+4*Pi/4)/60
  144. SprPriority = -1
  145. postype = p1
  146. OwnPal = 1
  147. bindtime = 1
  148. scale = 0.4,0.4
  149.  
  150. [State 191]
  151. Type = Explod
  152. Trigger1 = animelem = 1
  153. Anim = 612
  154. Pos = 0,0
  155. Vel = 6.5*Cos(var(0)/100.+5*Pi/4),1.3*Sin(var(0)/100.+5*Pi/4)
  156. Accel = -6.5*Cos(var(0)/100.+5*Pi/4)/60,-1.3*Sin(var(0)/100.+5*Pi/4)/60
  157. SprPriority = -1
  158. postype = p1
  159. OwnPal = 1
  160. bindtime = 1
  161. scale = 0.4,0.4
  162.  
  163. [State 191]
  164. Type = Explod
  165. Trigger1 = animelem = 1
  166. Anim = 612
  167. Pos = 0,0
  168. Vel = 6.5*Cos(var(0)/100.+6*Pi/4),1.3*Sin(var(0)/100.+6*Pi/4)
  169. Accel = -6.5*Cos(var(0)/100.+6*Pi/4)/60,-1.3*Sin(var(0)/100.+6*Pi/4)/60
  170. SprPriority = -1
  171. postype = p1
  172. OwnPal = 1
  173. bindtime = 1
  174. scale = 0.4,0.4
  175.  
  176. [State 191]
  177. Type = Explod
  178. Trigger1 = animelem = 1
  179. Anim = 612
  180. Pos = 0,0
  181. Vel = 6.5*Cos(var(0)/100.+7*Pi/4),1.3*Sin(var(0)/100.+7*Pi/4)
  182. Accel = -6.5*Cos(var(0)/100.+7*Pi/4)/60,-1.3*Sin(var(0)/100.+7*Pi/4)/60
  183. SprPriority = -1
  184. postype = p1
  185. OwnPal = 1
  186. bindtime = 1
  187. scale = 0.4,0.4
  188.  
  189. [State 1210, 3]
  190. type = ChangeState
  191. trigger1 = AnimTime = 0
  192. trigger2 = time = 23
  193. value = 0+(50*pos y < -1)
  194. ctrl = 1
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