internal function frame1():* { this.self = (SSF2API.getCharacter(this) as SamusExt); if (SSF2API.isReady()) { this.self.setLandingLag(false); }; } internal function frame3():* { this.self.setLandingLag(true); this.self.playAttackSound(1); this.self.attachEffect("effect_explosion", { "scaleX":1.1, "scaleY":1.1, "x":this.self.flipX(38), "y":-51 }); } internal function frame5():* { this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3)))))))))))); this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3))))))))))); this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2))))))))))))); this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance))))))))))); this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI))))))))))); if (this.powerNew >= 45) { this.self.updateAttackBoxStats(1, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); } else { this.self.updateAttackBoxStats(1, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":this.powerNew, "direction":this.angleNew }); }; this.self.refreshAttackID(); this.self.playAttackSound(1); this.self.attachEffect("effect_explosion", { "x":this.self.flipX(46), "y":-32 }); } internal function frame8():* { this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3)))))))))))); this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3))))))))))); this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2))))))))))))); this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance))))))))))); this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI))))))))))); if (this.powerNew >= 45) { this.self.updateAttackBoxStats(1, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); } else { this.self.updateAttackBoxStats(1, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":this.powerNew, "direction":this.angleNew }); }; this.self.refreshAttackID(); this.self.playAttackSound(1); this.self.attachEffect("effect_explosion", { "x":this.self.flipX(50), "y":-14 }); } internal function frame11():* { this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3)))))))))))); this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3))))))))))); this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2))))))))))))); this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance))))))))))); this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI))))))))))); if (this.powerNew >= 45) { this.self.updateAttackBoxStats(1, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); } else { this.self.updateAttackBoxStats(1, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":this.powerNew, "direction":this.angleNew }); }; this.self.refreshAttackID(); this.self.playAttackSound(1); this.self.attachEffect("effect_explosion", { "x":this.self.flipX(41), "y":6 }); } internal function frame12():* { } internal function frame13():* { this.xDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(this.self.flipX((this.self.getXSpeed() * 3)))))))))))); this.yDis = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((0 - this.self.getYSpeed()) * 3))))))))))); this.distance = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(Math.sqrt((Math.pow(Math.abs(this.xDis), 2) + Math.pow(Math.abs(this.yDis), 2))))))))))))); this.powerNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number((this.self.getAttackBoxStat(1, "power") + this.distance))))))))))); this.angleNew = Number(Number(Number(Number(Number(Number(Number(Number(Number(Number(((Math.atan2(this.yDis, this.xDis) * 180) / Math.PI))))))))))); if (this.powerNew >= 45) { this.self.updateAttackBoxStats(1, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":45, "forceTumbleFall":true, "direction":this.angleNew }); } else { this.self.updateAttackBoxStats(1, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(2, { "power":this.powerNew, "direction":this.angleNew }); this.self.updateAttackBoxStats(3, { "power":this.powerNew, "direction":this.angleNew }); }; this.self.refreshAttackID(); } internal function frame16():* { this.self.playAttackSound(1); this.self.updateAttackBoxStats(1, { "direction":45, "damage":6, "power":100, "kbConstant":10, "hitLag":-1.1, "stackKnockback":true, "reversableAngle":false, "weightKB":0 }); this.self.updateAttackBoxStats(2, { "direction":45, "damage":6, "power":100, "kbConstant":10, "hitLag":-1.1, "stackKnockback":true, "reversableAngle":false, "weightKB":0 }); this.self.updateAttackBoxStats(3, { "direction":45, "damage":6, "power":100, "kbConstant":10, "hitLag":-1, "stackKnockback":true, "reversableAngle":false, "weightKB":0 }); this.self.attachEffect("effect_explosion", { "scaleX":1.3, "scaleY":1.3, "x":this.self.flipX(36), "y":15 }); } internal function frame22():* { } internal function frame24():* { this.self.endAttack(); } internal function frame25():* { this.self.updateAttackStats({"allowControl":false}); } internal function frame28():* { this.self.playSound("samus_landing_heavy"); } internal function frame31():* { this.self.endAttack(); } } }//package samus_fla