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.
- ;---------------------------------------------------------------------------
- ;Kiai Dan< -----Name of character
- [Statedef 1000]
- type = S
- movetype = A
- physics = S
- juggle = 8
- anim = 1000 <red><---- for this part your char anim are added if the sprites are more then the anim then you will have to adjust on sound and anim</red>
- velset = 0,0
- sprpriority = 2
- ctrl = 0
- poweradd = 72 * !var(20)
- [State 1000, VarSet]
- type = VarSet
- trigger1 =!AILevel&& time =0
- var(10) = ifelse(command="x",0,ifelse(command="y",1,2))
- ignorehitpause = 1
- [State 1000, Button Detect (AI)]
- type = VarSet
- trigger1 = !Time && AILevel
- var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))
- [State 1000, PlaySnd]<---voice remove if you wish or change
- type = PlaySnd
- trigger1 = Animelem = 5
- value = 1000,0
- volumescale = 255
- channel = 0
- [State 1000, PlaySnd]<---voice remove if you wish or change
- type = PlaySnd
- trigger1 = Animelem = 5
- value = 1000,0
- volumescale = 5
- [State 1000, Voice]<---Proj sound keep if using the effect. if not then modify or delete
- type = PlaySnd
- trigger1 = Animelem = 5
- value = 1000, 1
- channel = 1
- [State 1000, Explod]<---- effect on arms. keep if going to use effect if not delete
- type = Explod
- trigger1 = Animelem = 1
- anim = 1004
- ID = 7997
- bindTime = -1
- sprpriority = 3
- postype = p1
- pos = 10,0
- scale = 0.5,0.5
- removeongethit = 1
- pauseMoveTime = 999
- superMoveTime = 999
- ownpal = 1
- removeongethit = 1
- [State 1000, Explod]<---- effect on arms. keep if going to use effect if not delete
- type = Explod
- trigger1 = animelem = 6
- anim = 1003
- ID = 7997
- pos=floor(68*const(size.xscale)),floor(-65*const(size.yscale))
- postype = p1
- bindtime = 1
- vfacing = -1
- removetime = -2
- scale = .5,.4
- sprpriority = 3
- ownpal = 1
- removeongethit = 1
- ignorehitpause = 1
- pauseMoveTime = 999
- superMoveTime = 999
- ;[State 1000, Explod]<---- effect on arms. charge when holfing keep if going to use effect if not delete
- ;type = Explod
- ;trigger1 = animelem = 2
- ;anim = 6005
- ;id = 7999
- ;bindtime = -1
- ;sprpriority = 4
- ;ownpal = 1
- ;pos = -10,-120
- ;scale = .5,.5
- ;[State 1000, Explod]<---- burst effect or some call contact explode. keep this
- ;type = Explod
- ;trigger1 = Animelem = 7
- ;anim = 1002
- ;ID = 7998
- ;scale =.4,.4
- ;pos=floor(65*const(size.xscale)),floor(-65*const(size.yscale))
- ;bindtime = 1
- ;removetime = -2
- ;pausemovetime=999
- ;superMoveTime = 999
- ;sprpriority = 3
- ;ownpal = 1
- ;removeongethit = 1
- ;ignorehitpause = 1
- ;persistent = 0
- [State 1000, Helper]<--- bread and butter of code. Dont mes unless know what what your doing.
- type = Helper
- trigger1 = Animelem = 5
- helpertype = normal
- name = "Kiai Dan FX"
- id = 1005
- stateno = 1005
- pos=floor(55*const(size.xscale)),floor(-65*const(size.yscale))
- size.xscale=.7
- size.yscale=.7
- facing = 1
- sprpriority = 5
- keyctrl = 0
- ownpal = 1
- [State 1000, RemoveExplod]
- type = RemoveExplod
- trigger1 = time = 0
- id = 7987
- [State 1000, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;--------------------------------------------------------------------------------------
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement