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Jun 21st, 2018
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  1. if time = -1 {
  2. hspeed = 0;
  3. state_type = "attack";
  4. attack_type = "dthrow";
  5. image_speed = 0.25;
  6. sprite_index = jump_sprite;
  7. image_index=0;
  8. timer = 0;
  9. time = 32;
  10. timer_speed=1;
  11. target.timer_speed = 0;
  12. target.alarm[0] = 50
  13. }
  14. if timer < time {
  15. state_type = "attack";
  16. if timer = 4 {
  17. sprite_index = dthrow_sprite
  18. image_index = 0
  19. target.x = x+9-facing*18;
  20. target.y = y -3
  21. instance_create(x,y-22,obj_spark_effect) }
  22. if timer = 7
  23. target.y = y - 1
  24. if timer = 8 {
  25. sound_play(tail_sound2);
  26. sound_play(choose(attack_voice1,attack_voice2,attack_voice3));
  27. create_hitbox(2,361,7.6,0,1,8,kick3,obj_down_impact,0.75,0.7,9,4,self.id,1,5);
  28. hitbox.shake_kb = 0;
  29. hitbox.shake_ampl = 1.2; }
  30. }
  31. if timer = 9 {
  32. create_throw_box(6,75+facing*30,5.5,3,1,1,-1,-1,0.7,0.7,9,4,self.id,1);
  33. hitbox.hit_stun = 8; }
  34. if timer = 20
  35. interrupt = 1;
  36. if timer >= time-1 && state_type != "flinch" && state_type != "air_flinch" {
  37. attack_type = "none";
  38. state_type = "stand";
  39. timer = 0;
  40. time =-1;
  41. }
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