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Jun 21st, 2018
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  1. if state_type = "jump" {
  2. state_type = "attack";
  3. attack_type = "uair";
  4. image_speed = 0.3;
  5. sprite_index = uair_sprite;
  6. image_index=0;
  7. timer = 0;
  8. time = 28;
  9. timer_speed=1;
  10. lcancel = 1;
  11. }
  12. if timer < time {
  13. state_type = "air_attack";
  14. if timer = 7 {
  15. sound_play(tail_sound1);
  16. //sound_play(choose(attack_voice1,attack_voice2,attack_voice3,attack_voice4))
  17. create_hitbox2(10,105-facing*30,4.45,5.25,11,7,kick2,obj_spark_slash2,0.4,0.4,20,34,self.id,3,2);
  18. create_hitbox(8,75+facing*30,4,5,9,6,kick2,obj_spark_hit2,0.74,0.8,17,29,self.id,9,2);
  19. }
  20. if timer = 10 {
  21. hitbox.damage = round(7*size);
  22. hitbox.bkb = 4;
  23. hitbox.kbg = 3;
  24. hitbox.dir = 120 - facing*60;
  25. hitbox.hitbox_x = size*(-4+facing*8);
  26. hitbox.hitbox_y = 30*size;
  27. hitbox.shield_damage = 9;
  28. hitbox.hitlag_frames = 5;
  29. hitbox.sfx = kick1;
  30. hitbox.gfx = obj_spark_hit1;
  31. }
  32. if timer = 9 && attack_success
  33. target.time+=4
  34. }
  35. if air = 0 {
  36. state_type="land";
  37. sprite_index = land_sprite;
  38. attack_type="none";
  39. timer=0;
  40. time=10-2*(timer>=15); }
  41. if timer >= time-1 && state_type != "flinch" && state_type != "air_flinch" {
  42. attack_type = "none";
  43. state_type = "jump";
  44. timer = 0;
  45. time =-1;
  46. }
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