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Feb 22nd, 2019
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  1. if state_type = "jump" {
  2. state_type = "air_attack";
  3. attack_type = "uair";
  4. image_speed = 0.2;
  5. sprite_index = uair_sprite;
  6. image_index=0;
  7. timer = 0;
  8. time = 54;
  9. timer_speed=1;
  10. lcancel = 1;
  11. hitbox = -1
  12. }
  13. if timer < time {
  14. state_type = "air_attack";
  15. if timer = 6 {
  16. sound_play(choose(attack_voice1,attack_voice2,attack_voice3))
  17. sound_play(swingsnd2);
  18. create_hitbox(13,100-facing*20,4.6,6.6,17,8,slash3,obj_spark_slash2,0.45,1.2,0,43,self.id,38,3);
  19. }
  20. if timer = 10 {
  21. hitbox.damage = 9*size;
  22. hitbox.bkb = 4*size;
  23. hitbox.kbg = 4*size;
  24. hitbox.shield_damage = round(14*size);
  25. hitbox.hitlag_frames = round(6*size);
  26. hitbox.sfx = slash2;
  27. hitbox.gfx = obj_spark_slash1;
  28. }
  29. if timer = 28 {
  30. hitbox.damage = 9;
  31. hitbox.shield_damage = 12;
  32. }
  33.  
  34. if air = 0 {
  35. if hitbox != -1 && timer < 40 && timer > 5 && instance_exists(hitbox) with hitbox instance_destroy();
  36. state_type="land";
  37. attack_type="none";
  38. sprite_index = land_sprite;
  39. timer=0;
  40. time=18; }
  41. }
  42. if timer >= 53 && state_type != "flinch" && state_type != "air_flinch" {
  43. attack_type = "none";
  44. if air > 0
  45. state_type = "jump";
  46. else
  47. state_type = "stand";
  48. timer = 0;
  49. time =-1;
  50. }
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