shadowintel86

Batsu Ichimonji Style Projectile (Helper Slot)

Jul 10th, 2017
86
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  1. I Would like to say that shouts out to R@CE AKIR@ for making this character and using nice coding for him.
  2. This code is universal and very simple. It is a good solid plug and play by default. This coding if you first time mugen users who are excited and want to make attack for a character of chosen. If this coding has been modified or taken from a another creator. also shouts out to them.
  3.  
  4. This is bread and butter of the code if novice you might not want to touch. those who are curious look further through
  5. ;-------------------------------------------------------------------------------------------------
  6. ;Kiai Dan Projectile
  7. [Statedef 1005]
  8. type=S
  9. physics=N
  10. movetype=A
  11. anim=1005
  12. ctrl=0
  13. velset=0,0
  14. sprpriority=4
  15.  
  16. [State 1005, hitoverride]<--override the hit. changes state to turn into contact explode effect.
  17. type=hitoverride
  18. trigger1= 1
  19. time=-1
  20. attr=SCA,AA,AP,AT
  21. stateno=1006
  22. ignorehitpause=1
  23.  
  24.  
  25. [State 1005, hitby]
  26. type=hitby
  27. trigger1= 1
  28. time=-1
  29. value=SCA,NP,SP,HP<----- make sure you have all those
  30. ignorehitpause=1
  31.  
  32.  
  33. [State 1005, timevar]
  34. type = varadd
  35. trigger1 = time && var(1) < 60
  36. var(1) = 1
  37.  
  38. [State 1005, strengthvar]
  39. type=varset
  40. trigger1= !time
  41. var(10)=root,var(10)
  42.  
  43.  
  44. [State 1005, Vel]
  45. type=velset
  46. trigger1=1
  47. x=ifelse(var(10)=0,5,ifelse(var(10)=1,6,7))
  48. y=0
  49.  
  50.  
  51. [State 1005, movehitvar]
  52. type=varset
  53. trigger1= movecontact && numtarget
  54. trigger1= !(target,ishelper)
  55. var(3)=1
  56. ignorehitpause=1
  57.  
  58.  
  59. [State 1005, VarAdd]
  60. type=VarAdd
  61. trigger1 =!time
  62. var(11)=1
  63.  
  64.  
  65. [State 1005, assert]
  66. type=trans
  67. trigger1= 1
  68. trans=addalpha
  69. alpha=256,256
  70. ignorehitpause=1
  71.  
  72.  
  73. [State 1005, hitsnd]
  74. type=playsnd
  75. trigger1= movehit && numtarget
  76. trigger1= !(target,time) && target,movetype=H
  77. value=2,6
  78. persistent=0
  79. ignorehitpause=1
  80.  
  81.  
  82. [State 1005, High]
  83. type=hitdef
  84. trigger1=!var(12)
  85. priority=4, Hit
  86. attr=S, SP
  87. damage= floor(Ifelse(root,var(20),30,Ifelse(var(10)=3,43,52+8*var(10))*(root,fvar(10)))),10<--- by default the damge hits good.
  88. animtype=Hard
  89. hitflag=MAF
  90. guardflag=MA
  91. pausetime=0,12/((root,var(20)>0)+1)
  92. sparkNo=-1
  93. guardsound = s130,0
  94. guard.sparkNo=-1
  95. sparkXY=-1
  96. ground.type=High
  97. ground.slidetime=16
  98. ground.hittime=16
  99. ground.velocity=Ifelse(root,var(20),-5,-10), ifelse((root,var(20)),0,0)
  100. ground.cornerpush.veloff=Ifelse(root,var(20),0,-5)
  101. air.velocity=Ifelse(root,var(20),-2,-4), -2
  102. air.fall=1
  103. fall.recover=0
  104. getpower=72* !var(20), 36 * !var(20)
  105. givepower=35, 35
  106. envshake.time=12
  107. envshake.ampl=5
  108. sprpriority=5
  109. yaccel=Ifelse(root,var(20),.35,.5)
  110. air.recover=0
  111. fall=var(10)=3
  112. airguard.ctrltime=12
  113. airguard.velocity=ifelse((root,var(20)),-4,-8),-1.5
  114. forcestand=1
  115. fall.envshake.time = 22
  116. fall.envshake.ampl = 7
  117.  
  118.  
  119. [State 1005, HitSpark]
  120. type=Helper
  121. trigger1=movecontact=1 && numtarget
  122. trigger1=(enemynear, movetype=H) && !(target, time)
  123. helperType=Normal
  124. stateNo=ifElse(MoveGuarded, 8001, 8005)
  125. ID=8000
  126. name="Spark"
  127. pos = (target, const(size.ground.front) -10), 0
  128. facing=-1
  129. ownPal=1
  130. size.xScale=1
  131. size.yScale=1
  132. pauseMoveTime=65535
  133. superMoveTime=65535
  134. ignoreHitPause=1
  135. persistent=0
  136.  
  137. [State 1005, Counter FX]
  138. type=Helper
  139. trigger1=MoveContact=1 && NumTarget && var(9)
  140. trigger1=!(Target, HitShakeOver)
  141. helperType=Normal
  142. stateNo=8290
  143. ID=8290
  144. name="Counter FX"
  145. posType=P1
  146. pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
  147. ownPal=1
  148. pauseMoveTime=65535
  149. superMoveTime=65535
  150. ignoreHitPause=1
  151.  
  152. [State 1005, HitCount]
  153. type=ParentVarAdd
  154. trigger1=Movehit=1 && NumTarget
  155. var(13)=1
  156. ignorehitpause = 1
  157. persistent=0
  158. [State 1005, Juggle]
  159. type=parentvaradd
  160. trigger1= movecontact=1 && numtarget
  161. var(15)=1
  162. ignorehitpause = 1
  163. persistent=0
  164. [State 1005, ProjContact]
  165. type=VarSet
  166. trigger1=MoveContact=1 && NumTarget
  167. var(18)=1
  168. ignorehitpause = 1
  169. persistent=0
  170. [State 1005, ProjContact]
  171. type=ParentVarSet
  172. trigger1=MoveContact=1 && NumTarget
  173. trigger1=Root,StateNo=1000
  174. var(18)=1
  175. ignorehitpause = 1
  176. persistent=0
  177.  
  178. [State 1005, End]
  179. type = changestate
  180. trigger1 = var(1) >= ifelse(var(10) = 2, 26, ifelse(var(10) = 1, 24, 20))
  181. value = 1007
  182. ignorehitpause = 1
  183.  
  184. [State 1005, end]
  185. type=changestate
  186. trigger1= movecontact
  187. value=1006
  188. ignorehitpause=1
  189.  
  190.  
  191. [State 1005, end]
  192. type=destroyself
  193. trigger1=pos x!=[-200,200]
  194. ;-------------------------------------------------------------------------------
  195. ;Kiai Dan Projectile Finish
  196. [Statedef 1006]<--- contact hit effect
  197. type=A
  198. physics=N
  199. movetype=I
  200. anim=1006
  201. ctrl=0
  202. sprpriority=5
  203.  
  204. [State 1006, Projectile Flag Off]
  205. type = ParentVarSet
  206. trigger1 = !Time
  207. var(39) = 0
  208.  
  209. [State 1006, vel]
  210. type=velmul
  211. trigger1= 1
  212. x=.95
  213.  
  214. [State 1006, 1]
  215. type = Trans
  216. trigger1 = 1
  217. trans = add
  218. ignorehitpause=1
  219.  
  220. [State 1006, NotHitBy]
  221. type = NotHitBy
  222. trigger1 = 1
  223. value = SCA
  224. time = 1
  225. ignorehitpause = 1
  226.  
  227. [State 1006]
  228. type = AssertSpecial
  229. trigger1=1
  230. flag =noshadow
  231. ignorehitpause=1
  232. persistent=1
  233.  
  234. [State 1006, scale]
  235. type=AngleDraw
  236. trigger1=1
  237. scale= .5,.5
  238.  
  239.  
  240. [State 1006, DestroySelf]
  241. type = DestroySelf
  242. trigger1=!animtime
  243. ;-------------------------------------------------------------------------------------
  244. ;Kiai Dan Projectile Finish
  245. [Statedef 1007]<--- finished effect
  246. type = A
  247. physics = N
  248. movetype = I
  249. anim = 1007
  250. ctrl = 0
  251. sprpriority = 4
  252. movehitpersist = 1
  253. [State 1007, Vel]
  254. type = velmul
  255. trigger1 = 1
  256. x = 0.8
  257. [State 1007, Assert]
  258. type = trans
  259. trigger1 = 1
  260. trans = addalpha
  261. alpha = 256, 256
  262. ignorehitpause = 1
  263.  
  264. [State 3006, scale]
  265. type=AngleDraw
  266. trigger1=1
  267. scale= .5,.5
  268.  
  269. [State 1007, End]
  270. type = destroyself
  271. trigger1 = !animtime
RAW Paste Data