Advertisement
Guest User

Untitled

a guest
Dec 22nd, 2014
184
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.82 KB | None | 0 0
  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 = -1
  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 = Vel Y > 0
  74. trigger1 = Pos Y >= 0
  75. value = 1052
  76. ;---------------------------------------------------------------------------
  77. ;Holy Dive (Ground)
  78. [Statedef 1052]
  79. type = A
  80. movetype= H
  81. physics = N
  82. anim = 1042
  83. poweradd = 0
  84. velset = 0,0
  85. ctrl = 0
  86.  
  87. [State 0, PosSet]
  88. type = PosSet
  89. trigger1 = !time
  90. y = 0
  91. ;ignorehitpause =
  92. ;persistent =
  93.  
  94. [State 814, Ground Sound]
  95. type = PlaySnd
  96. trigger1 = AnimElem = 1
  97. value = s7, 2
  98.  
  99. [State 814, Bind 1]
  100. type = TargetBind
  101. trigger1 = AnimElemTime(2) <0
  102. pos = floor(107*const(size.xscale)), 0
  103. ID = 1
  104.  
  105. [State 0, TargetState]
  106. type = TargetState
  107. trigger1 = AnimElem = 2
  108. value = 1055
  109. ID = 1
  110. ;ignorehitpause =
  111. ;persistent =
  112.  
  113.  
  114. [State 814, 2]
  115. type = TargetLifeAdd
  116. trigger1 = Animelem = 2
  117. value = -80
  118. ID = 1
  119.  
  120. [State 810, Helper]
  121. type = Helper
  122. trigger1 = AnimElem = 2
  123. helpertype = normal ;player
  124. name = "Holy Break FX (Throw)"
  125. ID = 1031
  126. stateno = 1031
  127. pos = 24,-44
  128. postype = p1 ;p2,front,back,left,right
  129. facing = 1
  130. keyctrl = 0
  131. ownpal = 0
  132. supermovetime = 0
  133. pausemovetime = 0
  134. size.xscale = .5
  135. size.yscale = .5
  136.  
  137.  
  138. [State 814, EnvShake]
  139. type = EnvShake
  140. trigger1 = AnimElem = 2
  141. time = 20
  142. freq = 60
  143. ampl = -4
  144. phase = 90
  145.  
  146. [State 814, Width]
  147. type = Width
  148. trigger1 = AnimElemTime(2)< 0
  149. edge = 60,0
  150.  
  151. [State 1020, Snd]
  152. type = PlaySnd
  153. trigger1 = AnimElem = 2
  154. value = 1020,0+(random%10)
  155. volume = 50
  156.  
  157. [State 1020, Hitsound]
  158. type = PlaySnd
  159. trigger1 = AnimElem = 2
  160. value = 5,0
  161. volume = 0
  162.  
  163. [State 1020, Voice]
  164. type = PlaySnd
  165. trigger1 = AnimElem = 2
  166. value = 813,0+(random%2)
  167. volume = 0
  168.  
  169. [State 814, State End]
  170. type = ChangeState
  171. trigger1 = AnimTime = 0
  172. value = 0
  173. ctrl = 1
  174.  
  175. ;---------------------------------------------------------------------------
  176. ;Trapped By Holy Dive (Air)
  177. ; (a custom gethit state)
  178. [Statedef 1053]
  179. type = A
  180. movetype= H
  181. physics = N
  182. velset = 0,0
  183. anim = 1044
  184.  
  185. [State 1042, Screenbound]
  186. type = ScreenBound
  187. trigger1 = 1
  188. value = 0
  189. movecamera = 0,0
  190. persistent = 1
  191.  
  192.  
  193. [State 1042, 1]
  194. type = ChangeAnim2
  195. Trigger1 = !time
  196. value = 1045
  197.  
  198. ;---------------------------------------------------------------------------
  199. ;Trapped By Holy Dive (Ground)
  200. ; (a custom gethit state)
  201. [Statedef 1054]
  202. type = S
  203. movetype= H
  204. physics = N
  205. velset = 0,0
  206. anim = 1045
  207.  
  208. [State 0, PosSet]
  209. type = PosSet
  210. trigger1 = !time
  211. y = 0
  212. ;ignorehitpause =
  213. ;persistent =
  214.  
  215.  
  216. [State 1044, Screenbound]
  217. type = ScreenBound
  218. trigger1 = 1
  219. value = 0
  220. movecamera = 0,0
  221. persistent = 1
  222.  
  223. [State 1042, 1]
  224. type = ChangeAnim2
  225. Trigger1 = Time = 0
  226. value = 1055
  227.  
  228. [State 1042, 2]
  229. type = SelfState
  230. trigger1 = GetHitVar(isbound) = 0
  231. value = 5050
  232. ;---------------------------------------------------------------------------
  233. ; Thrown From Holy Dive (hit by, into air)
  234. [Statedef 1055]
  235. type = A
  236. movetype = H
  237. physics = N
  238. velset = 0,0
  239.  
  240. [State 816, ChangeAnim]
  241. type = ChangeAnim2
  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
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement