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- ;---------------------------------------------------------------------------
- ;Holy Dive (Strong Attack) - Attempt
- [Statedef 1050]
- type = A
- movetype= H
- physics = A
- juggle = 5
- velset = 5,-6
- poweradd = 30
- ctrl = 0
- anim = 1040
- sprpriority = 2
- [State 1050, 1]
- type = HitDef
- Trigger1 = AnimElem = 7
- attr = S, SP
- hitflag = HA ;Affect only ground people who are not being hit
- damage = 30,0
- guardflag = MA
- priority = 2 ;Throw has low priority, must be miss or dodge type.
- sparkno = -1 ;No spark
- sparkxy = 0,-45
- guardsound = 6,0
- p1sprpriority = 1 ;Draw p1's sprite in front of p2
- p1facing = 1
- p2facing = 1 ;Force p2 to face KFM
- p1stateno = 1051 ;On success, KFM changes to state 814
- p2stateno = 1053 ;If hit, p2 changes to state 820 in KFM's cns
- ground.type = High
- guard.cornerpush.veloff = -12
- ID = 1
- fall = 1
- [State 1050, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Holy Dive (Air)
- [Statedef 1051]
- type = A
- movetype= H
- physics = A
- velset = 5,6
- anim = 1041
- poweradd = 0
- [State 814, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 810, 0
- [State 805, 1]
- type = TargetBind
- trigger1 = AnimElem = 1
- time = 0
- pos = 70,0
- ID = 1
- [State 0, Gravity]
- type = Gravity
- trigger1 = !time
- ;ignorehitpause =
- ;persistent =
- [State 1052, Start]
- type = ChangeState
- trigger1 = AnimTime
- value = 1052
- ;---------------------------------------------------------------------------
- ;Holy Dive (Ground)
- [Statedef 1052]
- type = A
- movetype= H
- physics = N
- anim = 1042
- poweradd = 0
- velset = 0,0
- ctrl = 0
- [State 0, PosSet]
- type = PosSet
- trigger1 = !time
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 814, Ground Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = s7, 2
- [State 814, Bind 1]
- type = TargetBind
- trigger1 = AnimElemTime(2) <0
- pos = floor(107*const(size.xscale)), 0
- ID = 1
- [State 0, TargetState]
- type = TargetState
- trigger1 = AnimElem = 2
- value = 1055
- ID = 1
- ;ignorehitpause =
- ;persistent =
- [State 814, 2]
- type = TargetLifeAdd
- trigger1 = Animelem = 2
- value = -80
- ID = 1
- [State 810, Helper]
- type = Helper
- trigger1 = AnimElem = 2
- helpertype = normal ;player
- name = "Holy Break FX (Throw)"
- ID = 1031
- stateno = 1031
- pos = 24,-44
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- supermovetime = 0
- pausemovetime = 0
- size.xscale = .5
- size.yscale = .5
- [State 814, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 2
- time = 20
- freq = 60
- ampl = -4
- phase = 90
- [State 814, Width]
- type = Width
- trigger1 = AnimElemTime(2)< 0
- edge = 60,0
- [State 1020, Snd]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1020,0+(random%10)
- volume = 50
- [State 1020, Hitsound]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 5,0
- volume = 0
- [State 1020, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 813,0+(random%2)
- volume = 0
- [State 814, State End]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Trapped By Holy Dive (Air)
- ; (a custom gethit state)
- [Statedef 1053]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- anim = 1044
- [State 1042, Screenbound]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 0,0
- persistent = 1
- [State 1042, 1]
- type = ChangeAnim2
- Trigger1 = Animtime
- value = 1045
- ;---------------------------------------------------------------------------
- ;Trapped By Holy Dive (Ground)
- ; (a custom gethit state)
- [Statedef 1054]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- anim = 1045
- [State 0, PosSet]
- type = PosSet
- trigger1 = !time
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 1044, Screenbound]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 0,0
- persistent = 1
- [State 1042, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1055
- [State 1042, 2]
- type = SelfState
- trigger1 = Animtime = 0
- value = 5050
- ;---------------------------------------------------------------------------
- ; Thrown From Holy Dive (hit by, into air)
- [Statedef 1055]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- anim = 5050
- [State 816, ChangeAnim]
- type = ChangeAnim
- trigger1 = time < 1
- value = 5050
- [State PalFX]
- type = PalFX
- trigger1 = !time
- time = 60
- add = 110,30,90
- mul = 120,30,90
- sinadd = 105,90,55,10
- invertall = 0
- color = 0
- [State 816, Pushed Away]
- type = VelSet
- trigger1 = time = 1
- x = -3
- y = -7
- [State 816, Veladd Push]
- type = VelAdd
- trigger1 = time > 1
- y = .40
- [State 816, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- [State 816, SelfState]
- type = SelfState
- trigger1 = time > 2
- trigger1 = vel Y > 0 && pos Y >= 0
- value = 5100
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