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shadowintel86

Batsu Ichimonji Style Projectile (Special Slot)

Jul 10th, 2017
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  1. I Would like to say that shouts out to R@CE AKIR@ for making this character and using nice coding for him.
  2. 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.
  3. ;---------------------------------------------------------------------------
  4. ;Kiai Dan< -----Name of character
  5. [Statedef 1000]
  6. type = S
  7. movetype = A
  8. physics = S
  9. juggle = 8
  10. 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>
  11. velset = 0,0
  12. sprpriority = 2
  13. ctrl = 0
  14. poweradd = 72 * !var(20)
  15.  
  16.  
  17. [State 1000, VarSet]
  18. type = VarSet
  19. trigger1 =!AILevel&& time =0
  20. var(10) = ifelse(command="x",0,ifelse(command="y",1,2))
  21. ignorehitpause = 1
  22.  
  23. [State 1000, Button Detect (AI)]
  24. type = VarSet
  25. trigger1 = !Time && AILevel
  26. var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))
  27.  
  28.  
  29. [State 1000, PlaySnd]<---voice remove if you wish or change
  30. type = PlaySnd
  31. trigger1 = Animelem = 5
  32. value = 1000,0
  33. volumescale = 255
  34. channel = 0
  35.  
  36. [State 1000, PlaySnd]<---voice remove if you wish or change
  37. type = PlaySnd
  38. trigger1 = Animelem = 5
  39. value = 1000,0
  40. volumescale = 5
  41.  
  42.  
  43. [State 1000, Voice]<---Proj sound keep if using the effect. if not then modify or delete
  44. type = PlaySnd
  45. trigger1 = Animelem = 5
  46. value = 1000, 1
  47. channel = 1
  48.  
  49. [State 1000, Explod]<---- effect on arms. keep if going to use effect if not delete
  50. type = Explod
  51. trigger1 = Animelem = 1
  52. anim = 1004
  53. ID = 7997
  54. bindTime = -1
  55. sprpriority = 3
  56. postype = p1
  57. pos = 10,0
  58. scale = 0.5,0.5
  59. removeongethit = 1
  60. pauseMoveTime = 999
  61. superMoveTime = 999
  62. ownpal = 1
  63. removeongethit = 1
  64.  
  65. [State 1000, Explod]<---- effect on arms. keep if going to use effect if not delete
  66. type = Explod
  67. trigger1 = animelem = 6
  68. anim = 1003
  69. ID = 7997
  70. pos=floor(68*const(size.xscale)),floor(-65*const(size.yscale))
  71. postype = p1
  72. bindtime = 1
  73. vfacing = -1
  74. removetime = -2
  75. scale = .5,.4
  76. sprpriority = 3
  77. ownpal = 1
  78. removeongethit = 1
  79. ignorehitpause = 1
  80. pauseMoveTime = 999
  81. superMoveTime = 999
  82.  
  83. ;[State 1000, Explod]<---- effect on arms. charge when holfing keep if going to use effect if not delete
  84. ;type = Explod
  85. ;trigger1 = animelem = 2
  86. ;anim = 6005
  87. ;id = 7999
  88. ;bindtime = -1
  89. ;sprpriority = 4
  90. ;ownpal = 1
  91. ;pos = -10,-120
  92. ;scale = .5,.5
  93.  
  94. ;[State 1000, Explod]<---- burst effect or some call contact explode. keep this
  95. ;type = Explod
  96. ;trigger1 = Animelem = 7
  97. ;anim = 1002
  98. ;ID = 7998
  99. ;scale =.4,.4
  100. ;pos=floor(65*const(size.xscale)),floor(-65*const(size.yscale))
  101. ;bindtime = 1
  102. ;removetime = -2
  103. ;pausemovetime=999
  104. ;superMoveTime = 999
  105. ;sprpriority = 3
  106. ;ownpal = 1
  107. ;removeongethit = 1
  108. ;ignorehitpause = 1
  109. ;persistent = 0
  110.  
  111. [State 1000, Helper]<--- bread and butter of code. Dont mes unless know what what your doing.
  112. type = Helper
  113. trigger1 = Animelem = 5
  114. helpertype = normal
  115. name = "Kiai Dan FX"
  116. id = 1005
  117. stateno = 1005
  118. pos=floor(55*const(size.xscale)),floor(-65*const(size.yscale))
  119. size.xscale=.7
  120. size.yscale=.7
  121. facing = 1
  122. sprpriority = 5
  123. keyctrl = 0
  124. ownpal = 1
  125.  
  126. [State 1000, RemoveExplod]
  127. type = RemoveExplod
  128. trigger1 = time = 0
  129. id = 7987
  130.  
  131. [State 1000, 4]
  132. type = ChangeState
  133. trigger1 = animtime = 0
  134. value = 0
  135. ctrl = 1
  136. ;--------------------------------------------------------------------------------------
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