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Yoshin222

HDBZ: Gokus old Back throw CNS

Jul 12th, 2018
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  1. ;===========================================================================
  2. ; <<<<< SEOI NAGE A LA GOKU >>>>>
  3. ; Grab state : 800
  4. ; Goku throws : 801
  5. ; P2 thrown state : 802
  6. ; P2 hits ground : 803
  7. ; P2 hits ground from dash collision : 804
  8. ;===========================================================================
  9.  
  10. ; Grab attempt -back
  11. [Statedef 800]
  12. type = S
  13. movetype = A
  14. physics = S
  15. juggle = 15
  16. velset = 0,0
  17. ctrl = 0
  18. anim = 800
  19. sprpriority = 1
  20. facep2 = 1
  21. ;poweradd = 20
  22.  
  23. [State 800, Don't Guard]
  24. type = attackdist
  25. trigger1 = 1
  26. value = 0
  27.  
  28. [State 800, hit]
  29. type = hitdef
  30. trigger1 = animelem=4 && !var(38)
  31. trigger1 = Var(0)=0 || enemy, AuthorName != "Team Z2";NEW
  32. attr = S,NT
  33. hitflag = M-
  34. priority = 1,Miss
  35. sparkno = -1
  36. p1facing = 1
  37. p2facing = 1
  38. ;p1stateno = 821
  39. guard.dist = 0
  40. fall = 1
  41. fall.recover = 0
  42. hitsound = s800,1
  43.  
  44. [State 800, hit]
  45. type = hitdef
  46. trigger1 = animelem=4 && !var(38)
  47. trigger1 = Var(0)>0 ;NEW
  48. attr = S,NT
  49. hitflag = M-
  50. priority = 1,Miss
  51. sparkno = -1
  52. p1facing = 1
  53. p2facing = 1
  54. ;p1stateno = 821
  55. guard.dist = 0
  56. fall = 1
  57. fall.recover = 0
  58. hitsound = s800,1
  59. id = Cond((enemynear, NumExplod(98000000)),800,801);NEW
  60.  
  61. [State 0, TargetState]
  62. type = TargetState
  63. trigger1 = MoveHit =1
  64. trigger1 = NumTarget(800)
  65. trigger1 = target, StateNo != [800,899]
  66. trigger1 = target, AuthorName = "Team Z2"
  67. value = 899
  68. ignorehitpause = 1
  69.  
  70. [State 0, ChangeState]
  71. type = ChangeState
  72. trigger1 = Var(0)=2
  73. trigger1 = NumTarget(800)
  74. trigger1 = target, time<=5
  75. trigger1 = target, StateNo = 5949
  76. value = 5940
  77. ignorehitpause = 1
  78. persistent = 0
  79.  
  80. [State 0, ChangeState]
  81. type = ChangeState
  82. trigger1 = Var(0)=1
  83. trigger1 = enemynear, StateNo = 950
  84. value = 950
  85. ignorehitpause = 1
  86. persistent = 0
  87.  
  88. [State 0, ChangeState]
  89. type = ChangeState
  90. trigger1 = NumTarget(800)
  91. trigger1 = target, time>=6
  92. trigger1 = target, StateNo = 899
  93. trigger2 = !NumTarget(800)
  94. trigger2 = MoveHit=1
  95. value = 801
  96. ignorehitpause = 1
  97. persistent = 0
  98.  
  99. [State 200, throw sound]
  100. type = PlaySnd
  101. trigger1 = animelemtime(5)=0
  102. value = 0,1
  103.  
  104. [State 200, 1]
  105. type = PlaySnd
  106. triggerall = var(55)=0 ;Voice=Japan
  107. trigger1 = animelem = 5
  108. value = 5000,0
  109. channel = 0
  110.  
  111. [State 200, 1]
  112. type = PlaySnd
  113. triggerall = var(55)=1 ;Voice=English
  114. trigger1 = animelem = 5
  115. value = 5000,10
  116. channel = 0
  117.  
  118. [State Idle]
  119. type = statetypeset
  120. trigger1 = animelemtime(5)>=0
  121. movetype = I
  122.  
  123. [State 800, end]
  124. type = changestate
  125. trigger1 = !animtime
  126. value = 0
  127. ctrl = 1
  128.  
  129. ;----------------------------
  130. ;Goku's Backward throw
  131. [Statedef 801]
  132. type = S
  133. movetype = A
  134. physics = S
  135. anim = 803
  136. ctrl = 0
  137. sprpriority = 1
  138.  
  139. [State 200, Tyah voice]
  140. type = PlaySnd
  141. triggerall = var(55)=0 ;Voice=Japan
  142. trigger1 = !time
  143. value = 3,9
  144. channel = 0
  145.  
  146. [State 200, Tyah voice]
  147. type = PlaySnd
  148. triggerall = var(55)=1 ;Voice=English
  149. trigger1 = !time
  150. value = 3,109
  151. channel = 0
  152.  
  153. [State 200, Grab sound]
  154. type = PlaySnd
  155. trigger1 = animelemtime(1) = 0
  156. value = 6,2
  157. channel = 1
  158.  
  159. [State 200, push enemy away sound]
  160. type = PlaySnd
  161. trigger1 = animelemtime(6) = 0
  162. value = 0,5
  163. channel = 2
  164.  
  165. [State 1000]
  166. type = width
  167. trigger1 = anim = 803
  168. value = 45,30
  169.  
  170. [State Throw]
  171. type = PosAdd
  172. trigger1 = animelemtime(3)=0
  173. X = -20
  174. [State Throw]
  175. type = PosAdd
  176. trigger1 = animelemtime(7)=0
  177. X = -30
  178.  
  179. [State Throw]
  180. type = targetstate
  181. trigger1 = !time
  182. value = 802
  183.  
  184. [State 182, 1]
  185. type = screenbound
  186. trigger1 = 1
  187. movecamera = 1,0
  188. value = 1
  189.  
  190. [State 810, bind 1]
  191. type=targetbind
  192. trigger1= animelemtime(1)>=0 && animelemtime(2)<0
  193. pos=35,0
  194. [State 810, bind 2]
  195. type=targetbind
  196. trigger1= animelemtime(2)>=0 && animelemtime(3)<0
  197. pos=15,-60
  198. [State 810, bind 3]
  199. type=targetbind
  200. trigger1= animelemtime(3)>=0 && animelemtime(4)<0
  201. pos=0,-55
  202. [State 810, bind 4]
  203. type=targetbind
  204. trigger1= animelemtime(4)>=0 && animelemtime(5)<0
  205. pos=-45,-55
  206. [State 810, bind 4]
  207. type=targetbind
  208. trigger1= animelem = 5
  209. pos=-80,-90
  210.  
  211. [State 810, Throw 11]
  212. type = TargetState
  213. trigger1 = AnimElem = 5
  214. trigger1 = prevstateno = 800
  215. value = 803
  216. [State 810, Throw 11]
  217. type = TargetState
  218. trigger1 = AnimElem = 5
  219. trigger1 = prevstateno = 951
  220. value = 804
  221.  
  222. [State 200, throw sound]
  223. type = PlaySnd
  224. trigger1 = animelem = 5
  225. value = 20,2
  226. volume = 150
  227.  
  228. ;[State 810, Hurt 11]
  229. ;type = TargetLifeAdd
  230. ;trigger1 = prevstateno = 800
  231. ;trigger1 = AnimElem = 5
  232. ;value = -ceil(50*fvar(15))
  233. ;[State 810, Hurt 11];from dash collision
  234. ;type = TargetLifeAdd
  235. ;trigger1 = prevstateno = 951
  236. ;trigger1 = AnimElem = 5
  237. ;value = -ceil(70*fvar(15))
  238.  
  239. [State 810, hurt]
  240. type = poweradd
  241. trigger1 = animelem = 5
  242. value = 180
  243.  
  244. [State 810, Throw 11]
  245. type = VelSet
  246. trigger1 = AnimElemtime(8)=0
  247. x = -7
  248. y = -6
  249.  
  250. [State 810, Throw 11]
  251. type = StateTypeSet
  252. trigger1 = AnimElemtime(8)=0
  253. statetype = A
  254.  
  255. [State 4001, Fall]
  256. type = VelAdd
  257. trigger1 = Animelemtime(8)>0 && (vel Y < 0)
  258. Y = .55
  259.  
  260. [State 4001, Fall]
  261. type = VelAdd
  262. trigger1 = (Vel Y > 0)
  263. Y = .4
  264.  
  265. [State 4001, Fall]
  266. type = VelSet
  267. trigger1 = (Vel Y > 0) && AnimElemtime(8)>0
  268. X = -4
  269.  
  270. [State 4001, Stop]
  271. type = VelSet
  272. trigger1 = Vel Y > abs(Pos Y)
  273. trigger1 = animelemtime(9)>0
  274. Y = 0
  275.  
  276. [State 4001, Replace]
  277. type = PosSet
  278. trigger1 = Vel Y = 0
  279. trigger1 = animelemtime(9)>0
  280. Y = 0
  281.  
  282. [State 1400, EndState]
  283. type = ChangeState
  284. trigger1 = Vel Y = 0 && pos Y = 0
  285. trigger1 = animelemtime(10)>0
  286. value = 52
  287. ctrl = 0
  288.  
  289. ;----------------------------
  290. ;Enemy Thrown State
  291. [Statedef 802]
  292. type = S
  293. movetype = H
  294. physics = N
  295. velset = 0,0
  296. sprpriority = 0
  297.  
  298. [State 182, 1]
  299. type = screenbound
  300. trigger1 = 1
  301. movecamera = 1,0
  302. value = 1
  303.  
  304. [State 802, anim]
  305. type = changeanim2
  306. trigger1 = !time
  307. value = 804
  308.  
  309. [State 820, 2]
  310. type = SelfState
  311. trigger1 = !gethitvar(isbound)
  312. value = 5050
  313.  
  314. [State 801, end]
  315. type = selfstate
  316. trigger1 = !animtime
  317. value = 5100
  318. ctrl = 0
  319.  
  320. ;----------------------------
  321. ;Enemy Thrown State 2 - in air
  322. [Statedef 803]
  323. type = A
  324. movetype= H
  325. physics = N
  326. velset = 6,-5
  327. poweradd = 40
  328.  
  329. [State 821, 1] ;Gravity
  330. type = VelAdd
  331. Trigger1 = 1
  332. y = .4
  333.  
  334. [State 810, Hurt 11]
  335. type = LifeAdd
  336. trigger1 = Vel Y > 0
  337. trigger1 = Pos Y >= -20
  338. value = -65
  339. [State 810, hurt]
  340. type = targetpoweradd
  341. trigger1 = Vel Y > 0
  342. trigger1 = Pos Y >= -20
  343. value = 35
  344.  
  345. [State 810, hurt]
  346. type = poweradd
  347. trigger1 = Vel Y > 0
  348. trigger1 = Pos Y >= -20
  349. value = 180
  350.  
  351. [State 821, 4] ;Hit ground
  352. type = SelfState
  353. trigger1 = Vel Y > 0
  354. trigger1 = Pos Y >= -20
  355. value = 5100 ;Hit ground
  356.  
  357. ;----------------------------
  358. CREATE NEW ANIMATIONS WITH THESE VALUES IF NOT ALREADY PRESENT
  359.  
  360. ; Punch Throw - NEW VERSION
  361. [Begin Action 803]
  362. 803,0, 0,0, 3
  363. 803,1, 0,0, 3
  364. 803,2, 0,0, 4
  365. 803,3, 0,0, 6
  366. 803,4, 0,0, 1
  367. 803,5, 0,0, 3
  368. 803,6, 0,0, 3
  369. 803,7, 0,0, 3
  370. 41,5, 0,0, 3
  371. 41,4, 0,0, 3
  372. 41,3, 0,0, -1
  373.  
  374. ; Thrown by punch throw - NEW VERSION
  375. [Begin Action 804]
  376. 5010,0, 0,0, 3
  377. 5071,10, 0,0, 3
  378. 5071,20, 0,0, 10
  379. Clsn2Default: 1
  380. Clsn2[0] = -29, -22, 30, 22
  381. 5011,20, 0,0, 4,VH
  382. 5071,0, 0,0, 3,VH
  383. 5071,10, 0,0, 3,VH
  384. 5071,20, 0,0, -1,VH
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