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Feb 25th, 2020
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  1. internal function frame1():*
  2. {
  3. this.self = (SSF2API.getCharacter(this) as SamusExt);
  4. if (SSF2API.isReady())
  5. {
  6. this.self.setLandingLag(false);
  7. };
  8. }
  9.  
  10. internal function frame3():*
  11. {
  12. this.self.setLandingLag(true);
  13. this.self.playAttackSound(1);
  14. this.self.attachEffect("effect_explosion", {
  15. "scaleX":1.1,
  16. "scaleY":1.1,
  17. "x":this.self.flipX(38),
  18. "y":-51
  19. });
  20. }
  21.  
  22. internal function frame5():*
  23. {
  24. this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3))))))))))));
  25. this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3)))))))))));
  26. this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2)))))))))))));
  27. this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance)))))))))));
  28. this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI)))))))))));
  29. if (this.powerNew >= 45)
  30. {
  31. this.self.updateAttackBoxStats(1, {
  32. "power":45,
  33. "forceTumbleFall":true,
  34. "direction":this.angleNew
  35. });
  36. this.self.updateAttackBoxStats(2, {
  37. "power":45,
  38. "forceTumbleFall":true,
  39. "direction":this.angleNew
  40. });
  41. this.self.updateAttackBoxStats(3, {
  42. "power":45,
  43. "forceTumbleFall":true,
  44. "direction":this.angleNew
  45. });
  46. }
  47. else
  48. {
  49. this.self.updateAttackBoxStats(1, {
  50. "power":this.powerNew,
  51. "direction":this.angleNew
  52. });
  53. this.self.updateAttackBoxStats(2, {
  54. "power":this.powerNew,
  55. "direction":this.angleNew
  56. });
  57. this.self.updateAttackBoxStats(3, {
  58. "power":this.powerNew,
  59. "direction":this.angleNew
  60. });
  61. };
  62. this.self.refreshAttackID();
  63. this.self.playAttackSound(1);
  64. this.self.attachEffect("effect_explosion", {
  65. "x":this.self.flipX(46),
  66. "y":-32
  67. });
  68. }
  69.  
  70. internal function frame8():*
  71. {
  72. this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3))))))))))));
  73. this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3)))))))))));
  74. this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2)))))))))))));
  75. this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance)))))))))));
  76. this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI)))))))))));
  77. if (this.powerNew >= 45)
  78. {
  79. this.self.updateAttackBoxStats(1, {
  80. "power":45,
  81. "forceTumbleFall":true,
  82. "direction":this.angleNew
  83. });
  84. this.self.updateAttackBoxStats(2, {
  85. "power":45,
  86. "forceTumbleFall":true,
  87. "direction":this.angleNew
  88. });
  89. this.self.updateAttackBoxStats(3, {
  90. "power":45,
  91. "forceTumbleFall":true,
  92. "direction":this.angleNew
  93. });
  94. }
  95. else
  96. {
  97. this.self.updateAttackBoxStats(1, {
  98. "power":this.powerNew,
  99. "direction":this.angleNew
  100. });
  101. this.self.updateAttackBoxStats(2, {
  102. "power":this.powerNew,
  103. "direction":this.angleNew
  104. });
  105. this.self.updateAttackBoxStats(3, {
  106. "power":this.powerNew,
  107. "direction":this.angleNew
  108. });
  109. };
  110. this.self.refreshAttackID();
  111. this.self.playAttackSound(1);
  112. this.self.attachEffect("effect_explosion", {
  113. "x":this.self.flipX(50),
  114. "y":-14
  115. });
  116. }
  117.  
  118. internal function frame11():*
  119. {
  120. this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3))))))))))));
  121. this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3)))))))))));
  122. this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2)))))))))))));
  123. this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance)))))))))));
  124. this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI)))))))))));
  125. if (this.powerNew >= 45)
  126. {
  127. this.self.updateAttackBoxStats(1, {
  128. "power":45,
  129. "forceTumbleFall":true,
  130. "direction":this.angleNew
  131. });
  132. this.self.updateAttackBoxStats(2, {
  133. "power":45,
  134. "forceTumbleFall":true,
  135. "direction":this.angleNew
  136. });
  137. this.self.updateAttackBoxStats(3, {
  138. "power":45,
  139. "forceTumbleFall":true,
  140. "direction":this.angleNew
  141. });
  142. }
  143. else
  144. {
  145. this.self.updateAttackBoxStats(1, {
  146. "power":this.powerNew,
  147. "direction":this.angleNew
  148. });
  149. this.self.updateAttackBoxStats(2, {
  150. "power":this.powerNew,
  151. "direction":this.angleNew
  152. });
  153. this.self.updateAttackBoxStats(3, {
  154. "power":this.powerNew,
  155. "direction":this.angleNew
  156. });
  157. };
  158. this.self.refreshAttackID();
  159. this.self.playAttackSound(1);
  160. this.self.attachEffect("effect_explosion", {
  161. "x":this.self.flipX(41),
  162. "y":6
  163. });
  164. }
  165.  
  166. internal function frame12():*
  167. {
  168. }
  169.  
  170. internal function frame13():*
  171. {
  172. this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3))))))))))));
  173. this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3)))))))))));
  174. this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2)))))))))))));
  175. this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance)))))))))));
  176. this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI)))))))))));
  177. if (this.powerNew >= 45)
  178. {
  179. this.self.updateAttackBoxStats(1, {
  180. "power":45,
  181. "forceTumbleFall":true,
  182. "direction":this.angleNew
  183. });
  184. this.self.updateAttackBoxStats(2, {
  185. "power":45,
  186. "forceTumbleFall":true,
  187. "direction":this.angleNew
  188. });
  189. this.self.updateAttackBoxStats(3, {
  190. "power":45,
  191. "forceTumbleFall":true,
  192. "direction":this.angleNew
  193. });
  194. }
  195. else
  196. {
  197. this.self.updateAttackBoxStats(1, {
  198. "power":this.powerNew,
  199. "direction":this.angleNew
  200. });
  201. this.self.updateAttackBoxStats(2, {
  202. "power":this.powerNew,
  203. "direction":this.angleNew
  204. });
  205. this.self.updateAttackBoxStats(3, {
  206. "power":this.powerNew,
  207. "direction":this.angleNew
  208. });
  209. };
  210. this.self.refreshAttackID();
  211. }
  212.  
  213. internal function frame16():*
  214. {
  215. this.self.playAttackSound(1);
  216. this.self.updateAttackBoxStats(1, {
  217. "direction":45,
  218. "damage":6,
  219. "power":100,
  220. "kbConstant":10,
  221. "hitLag":-1.1,
  222. "stackKnockback":true,
  223. "reversableAngle":false,
  224. "weightKB":0
  225. });
  226. this.self.updateAttackBoxStats(2, {
  227. "direction":45,
  228. "damage":6,
  229. "power":100,
  230. "kbConstant":10,
  231. "hitLag":-1.1,
  232. "stackKnockback":true,
  233. "reversableAngle":false,
  234. "weightKB":0
  235. });
  236. this.self.updateAttackBoxStats(3, {
  237. "direction":45,
  238. "damage":6,
  239. "power":100,
  240. "kbConstant":10,
  241. "hitLag":-1,
  242. "stackKnockback":true,
  243. "reversableAngle":false,
  244. "weightKB":0
  245. });
  246. this.self.attachEffect("effect_explosion", {
  247. "scaleX":1.3,
  248. "scaleY":1.3,
  249. "x":this.self.flipX(36),
  250. "y":15
  251. });
  252. }
  253.  
  254. internal function frame22():*
  255. {
  256. }
  257.  
  258. internal function frame24():*
  259. {
  260. this.self.endAttack();
  261. }
  262.  
  263. internal function frame25():*
  264. {
  265. this.self.updateAttackStats({"allowControl":false});
  266. }
  267.  
  268. internal function frame28():*
  269. {
  270. this.self.playSound("samus_landing_heavy");
  271. }
  272.  
  273. internal function frame31():*
  274. {
  275. this.self.endAttack();
  276. }
  277.  
  278.  
  279. }
  280. }//package samus_fla
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