Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- I Would like to say that shouts out to R@CE AKIR@ for making this character and using nice coding for him.
- 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.
- This is bread and butter of the code if novice you might not want to touch. those who are curious look further through
- ;-------------------------------------------------------------------------------------------------
- ;Kiai Dan Projectile
- [Statedef 1005]
- type=S
- physics=N
- movetype=A
- anim=1005
- ctrl=0
- velset=0,0
- sprpriority=4
- [State 1005, hitoverride]<--override the hit. changes state to turn into contact explode effect.
- type=hitoverride
- trigger1= 1
- time=-1
- attr=SCA,AA,AP,AT
- stateno=1006
- ignorehitpause=1
- [State 1005, hitby]
- type=hitby
- trigger1= 1
- time=-1
- value=SCA,NP,SP,HP<----- make sure you have all those
- ignorehitpause=1
- [State 1005, timevar]
- type = varadd
- trigger1 = time && var(1) < 60
- var(1) = 1
- [State 1005, strengthvar]
- type=varset
- trigger1= !time
- var(10)=root,var(10)
- [State 1005, Vel]
- type=velset
- trigger1=1
- x=ifelse(var(10)=0,5,ifelse(var(10)=1,6,7))
- y=0
- [State 1005, movehitvar]
- type=varset
- trigger1= movecontact && numtarget
- trigger1= !(target,ishelper)
- var(3)=1
- ignorehitpause=1
- [State 1005, VarAdd]
- type=VarAdd
- trigger1 =!time
- var(11)=1
- [State 1005, assert]
- type=trans
- trigger1= 1
- trans=addalpha
- alpha=256,256
- ignorehitpause=1
- [State 1005, hitsnd]
- type=playsnd
- trigger1= movehit && numtarget
- trigger1= !(target,time) && target,movetype=H
- value=2,6
- persistent=0
- ignorehitpause=1
- [State 1005, High]
- type=hitdef
- trigger1=!var(12)
- priority=4, Hit
- attr=S, SP
- 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.
- animtype=Hard
- hitflag=MAF
- guardflag=MA
- pausetime=0,12/((root,var(20)>0)+1)
- sparkNo=-1
- guardsound = s130,0
- guard.sparkNo=-1
- sparkXY=-1
- ground.type=High
- ground.slidetime=16
- ground.hittime=16
- ground.velocity=Ifelse(root,var(20),-5,-10), ifelse((root,var(20)),0,0)
- ground.cornerpush.veloff=Ifelse(root,var(20),0,-5)
- air.velocity=Ifelse(root,var(20),-2,-4), -2
- air.fall=1
- fall.recover=0
- getpower=72* !var(20), 36 * !var(20)
- givepower=35, 35
- envshake.time=12
- envshake.ampl=5
- sprpriority=5
- yaccel=Ifelse(root,var(20),.35,.5)
- air.recover=0
- fall=var(10)=3
- airguard.ctrltime=12
- airguard.velocity=ifelse((root,var(20)),-4,-8),-1.5
- forcestand=1
- fall.envshake.time = 22
- fall.envshake.ampl = 7
- [State 1005, HitSpark]
- type=Helper
- trigger1=movecontact=1 && numtarget
- trigger1=(enemynear, movetype=H) && !(target, time)
- helperType=Normal
- stateNo=ifElse(MoveGuarded, 8001, 8005)
- ID=8000
- name="Spark"
- pos = (target, const(size.ground.front) -10), 0
- facing=-1
- ownPal=1
- size.xScale=1
- size.yScale=1
- pauseMoveTime=65535
- superMoveTime=65535
- ignoreHitPause=1
- persistent=0
- [State 1005, Counter FX]
- type=Helper
- trigger1=MoveContact=1 && NumTarget && var(9)
- trigger1=!(Target, HitShakeOver)
- helperType=Normal
- stateNo=8290
- ID=8290
- name="Counter FX"
- posType=P1
- pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
- ownPal=1
- pauseMoveTime=65535
- superMoveTime=65535
- ignoreHitPause=1
- [State 1005, HitCount]
- type=ParentVarAdd
- trigger1=Movehit=1 && NumTarget
- var(13)=1
- ignorehitpause = 1
- persistent=0
- [State 1005, Juggle]
- type=parentvaradd
- trigger1= movecontact=1 && numtarget
- var(15)=1
- ignorehitpause = 1
- persistent=0
- [State 1005, ProjContact]
- type=VarSet
- trigger1=MoveContact=1 && NumTarget
- var(18)=1
- ignorehitpause = 1
- persistent=0
- [State 1005, ProjContact]
- type=ParentVarSet
- trigger1=MoveContact=1 && NumTarget
- trigger1=Root,StateNo=1000
- var(18)=1
- ignorehitpause = 1
- persistent=0
- [State 1005, End]
- type = changestate
- trigger1 = var(1) >= ifelse(var(10) = 2, 26, ifelse(var(10) = 1, 24, 20))
- value = 1007
- ignorehitpause = 1
- [State 1005, end]
- type=changestate
- trigger1= movecontact
- value=1006
- ignorehitpause=1
- [State 1005, end]
- type=destroyself
- trigger1=pos x!=[-200,200]
- ;-------------------------------------------------------------------------------
- ;Kiai Dan Projectile Finish
- [Statedef 1006]<--- contact hit effect
- type=A
- physics=N
- movetype=I
- anim=1006
- ctrl=0
- sprpriority=5
- [State 1006, Projectile Flag Off]
- type = ParentVarSet
- trigger1 = !Time
- var(39) = 0
- [State 1006, vel]
- type=velmul
- trigger1= 1
- x=.95
- [State 1006, 1]
- type = Trans
- trigger1 = 1
- trans = add
- ignorehitpause=1
- [State 1006, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- ignorehitpause = 1
- [State 1006]
- type = AssertSpecial
- trigger1=1
- flag =noshadow
- ignorehitpause=1
- persistent=1
- [State 1006, scale]
- type=AngleDraw
- trigger1=1
- scale= .5,.5
- [State 1006, DestroySelf]
- type = DestroySelf
- trigger1=!animtime
- ;-------------------------------------------------------------------------------------
- ;Kiai Dan Projectile Finish
- [Statedef 1007]<--- finished effect
- type = A
- physics = N
- movetype = I
- anim = 1007
- ctrl = 0
- sprpriority = 4
- movehitpersist = 1
- [State 1007, Vel]
- type = velmul
- trigger1 = 1
- x = 0.8
- [State 1007, Assert]
- type = trans
- trigger1 = 1
- trans = addalpha
- alpha = 256, 256
- ignorehitpause = 1
- [State 3006, scale]
- type=AngleDraw
- trigger1=1
- scale= .5,.5
- [State 1007, End]
- type = destroyself
- trigger1 = !animtime
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement