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Dec 22nd, 2014
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  1. ;---------------------------------------------------------------------------
  2. ;Holy Dive (Strong Attack) - Attempt
  3. [Statedef 1050]
  4. type = A
  5. movetype= H
  6. physics = A
  7. juggle = 5
  8. velset = 5,-6
  9. poweradd = 30
  10. ctrl = 0
  11. anim = 1040
  12. sprpriority = 2
  13.  
  14. [State 1050, 1]
  15. type = HitDef
  16. Trigger1 = AnimElem = 7
  17. attr = S, SP
  18. hitflag = HA ;Affect only ground people who are not being hit
  19. damage = 30,0
  20. guardflag = MA
  21. priority = 2 ;Throw has low priority, must be miss or dodge type.
  22. sparkno = -1 ;No spark
  23. sparkxy = 0,-45
  24. guardsound = 6,0
  25. p1sprpriority = 1 ;Draw p1's sprite in front of p2
  26. p1facing = 1
  27. p2facing = 1 ;Force p2 to face KFM
  28. p1stateno = 1051 ;On success, KFM changes to state 814
  29. p2stateno = 1053 ;If hit, p2 changes to state 820 in KFM's cns
  30. ground.type = High
  31. guard.cornerpush.veloff = -12
  32. ID = 1
  33. fall = 1
  34.  
  35. [State 1050, 2]
  36. type = ChangeState
  37. Trigger1 = AnimTime = 0
  38. value = 0
  39. ctrl = 1
  40.  
  41. ;---------------------------------------------------------------------------
  42. ;Holy Dive (Air)
  43. [Statedef 1051]
  44. type = A
  45. movetype= H
  46. physics = A
  47. velset = 5,6
  48. anim = 1041
  49. poweradd = 0
  50.  
  51.  
  52. [State 814, Grab Sound]
  53. type = PlaySnd
  54. trigger1 = AnimElem = 1
  55. value = 810, 0
  56.  
  57.  
  58. [State 805, 1]
  59. type = TargetBind
  60. trigger1 = AnimElem = 1
  61. time = 0
  62. pos = 70,0
  63. ID = 1
  64.  
  65. [State 0, Gravity]
  66. type = Gravity
  67. trigger1 = !time
  68. ;ignorehitpause =
  69. ;persistent =
  70.  
  71. [State 1052, Start]
  72. type = ChangeState
  73. trigger1 = AnimTime
  74. value = 1052
  75. ;---------------------------------------------------------------------------
  76. ;Holy Dive (Ground)
  77. [Statedef 1052]
  78. type = A
  79. movetype= H
  80. physics = N
  81. anim = 1042
  82. poweradd = 0
  83. velset = 0,0
  84. ctrl = 0
  85.  
  86. [State 0, PosSet]
  87. type = PosSet
  88. trigger1 = !time
  89. y = 0
  90. ;ignorehitpause =
  91. ;persistent =
  92.  
  93. [State 814, Ground Sound]
  94. type = PlaySnd
  95. trigger1 = AnimElem = 1
  96. value = s7, 2
  97.  
  98. [State 814, Bind 1]
  99. type = TargetBind
  100. trigger1 = AnimElemTime(2) <0
  101. pos = floor(107*const(size.xscale)), 0
  102. ID = 1
  103.  
  104. [State 0, TargetState]
  105. type = TargetState
  106. trigger1 = AnimElem = 2
  107. value = 1055
  108. ID = 1
  109. ;ignorehitpause =
  110. ;persistent =
  111.  
  112.  
  113. [State 814, 2]
  114. type = TargetLifeAdd
  115. trigger1 = Animelem = 2
  116. value = -80
  117. ID = 1
  118.  
  119. [State 810, Helper]
  120. type = Helper
  121. trigger1 = AnimElem = 2
  122. helpertype = normal ;player
  123. name = "Holy Break FX (Throw)"
  124. ID = 1031
  125. stateno = 1031
  126. pos = 24,-44
  127. postype = p1 ;p2,front,back,left,right
  128. facing = 1
  129. keyctrl = 0
  130. ownpal = 0
  131. supermovetime = 0
  132. pausemovetime = 0
  133. size.xscale = .5
  134. size.yscale = .5
  135.  
  136.  
  137. [State 814, EnvShake]
  138. type = EnvShake
  139. trigger1 = AnimElem = 2
  140. time = 20
  141. freq = 60
  142. ampl = -4
  143. phase = 90
  144.  
  145. [State 814, Width]
  146. type = Width
  147. trigger1 = AnimElemTime(2)< 0
  148. edge = 60,0
  149.  
  150. [State 1020, Snd]
  151. type = PlaySnd
  152. trigger1 = AnimElem = 2
  153. value = 1020,0+(random%10)
  154. volume = 50
  155.  
  156. [State 1020, Hitsound]
  157. type = PlaySnd
  158. trigger1 = AnimElem = 2
  159. value = 5,0
  160. volume = 0
  161.  
  162. [State 1020, Voice]
  163. type = PlaySnd
  164. trigger1 = AnimElem = 2
  165. value = 813,0+(random%2)
  166. volume = 0
  167.  
  168. [State 814, State End]
  169. type = ChangeState
  170. trigger1 = AnimTime = 0
  171. value = 0
  172. ctrl = 1
  173.  
  174. ;---------------------------------------------------------------------------
  175. ;Trapped By Holy Dive (Air)
  176. ; (a custom gethit state)
  177. [Statedef 1053]
  178. type = A
  179. movetype= H
  180. physics = N
  181. velset = 0,0
  182. anim = 1044
  183.  
  184. [State 1042, Screenbound]
  185. type = ScreenBound
  186. trigger1 = 1
  187. value = 0
  188. movecamera = 0,0
  189. persistent = 1
  190.  
  191.  
  192. [State 1042, 1]
  193. type = ChangeAnim2
  194. Trigger1 = Animtime
  195. value = 1045
  196.  
  197. ;---------------------------------------------------------------------------
  198. ;Trapped By Holy Dive (Ground)
  199. ; (a custom gethit state)
  200. [Statedef 1054]
  201. type = S
  202. movetype= H
  203. physics = N
  204. velset = 0,0
  205. anim = 1045
  206.  
  207. [State 0, PosSet]
  208. type = PosSet
  209. trigger1 = !time
  210. y = 0
  211. ;ignorehitpause =
  212. ;persistent =
  213.  
  214.  
  215. [State 1044, Screenbound]
  216. type = ScreenBound
  217. trigger1 = 1
  218. value = 0
  219. movecamera = 0,0
  220. persistent = 1
  221.  
  222. [State 1042, 1]
  223. type = ChangeAnim2
  224. Trigger1 = Time = 0
  225. value = 1055
  226.  
  227. [State 1042, 2]
  228. type = SelfState
  229. trigger1 = Animtime = 0
  230. value = 5050
  231. ;---------------------------------------------------------------------------
  232. ; Thrown From Holy Dive (hit by, into air)
  233. [Statedef 1055]
  234. type = A
  235. movetype = H
  236. physics = N
  237. velset = 0,0
  238. anim = 5050
  239.  
  240. [State 816, ChangeAnim]
  241. type = ChangeAnim
  242. trigger1 = time < 1
  243. value = 5050
  244.  
  245. [State PalFX]
  246. type = PalFX
  247. trigger1 = !time
  248. time = 60
  249. add = 110,30,90
  250. mul = 120,30,90
  251. sinadd = 105,90,55,10
  252. invertall = 0
  253. color = 0
  254.  
  255. [State 816, Pushed Away]
  256. type = VelSet
  257. trigger1 = time = 1
  258. x = -3
  259. y = -7
  260.  
  261. [State 816, Veladd Push]
  262. type = VelAdd
  263. trigger1 = time > 1
  264. y = .40
  265.  
  266. [State 816, NotHitBy]
  267. type = NotHitBy
  268. trigger1 = 1
  269. value = SCA
  270.  
  271. [State 816, SelfState]
  272. type = SelfState
  273. trigger1 = time > 2
  274. trigger1 = vel Y > 0 && pos Y >= 0
  275. value = 5100
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