Code:
;---------------------------------------------------------------------------
;SUPER Tatsumaki
[Statedef 3000]
type = A
movetype= A
physics = N
juggle = 4
poweradd = -1000
anim = 3000
ctrl = 0
sprpriority = 2
[State 3000, 1]
type = posset
trigger1= animelem = 1
y= 0
[State 3000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0
ignorehitpause = 1
[State 3000, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 22, -14
[State 3000, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 3000
[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 45
sound = S10,0
movetime = 17
darken = 1
unhittable = 1
[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 41
length = 3
palbright = 0,0,0
palcontrast = 256,0,0
palpostbright = 0,0,0
paladd = 10,10,10
palmul = .65,.65,.65
ignorehitpause = 1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 75
time = 20
add = 256,256,256
mul = 256,256,256
sinadd = 256,256,256,30
[State 3000, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 3100
ctrl = 0
[Statedef 3100]
type = A
movetype= A
physics = N
juggle = 4
anim = 1010
ctrl = 0
sprpriority = 2
;-------------------------------------
;Fx Tatsumaki
[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 9700
ID = 9700
pos = 0,-18
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 95
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;--------------------------------------
;Coding começa aqui:
[State 0, PosSet]
type = PosSet
trigger1 = animelem = 3
y = -16
;Altura inicial do tatsumaki defaut : y= - 16
;--------------------------------------
[State 3100, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 22, 0
[State 3100, Bind 2]
type = TargetBind
trigger1 = AnimElem = 7
pos = -22, 0
[State 3100, Bind 3]
type = TargetBind
trigger1 = AnimElem = 12
pos = 22, 0
[State 3100, Bind 4]
type = TargetBind
trigger1 = AnimElem = 17
pos = -22, 0
;--------------------------------------
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 100,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 5
value = 100,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 4 || animelem = 6
value = 31,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 31,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
[State 3100, 0]
type= velset
trigger1 = animelem = 3
x = 0.0
y = -1.2
;x = distancia do tatsumaki // y = altura do tatsumaki
[State 0, Gravity]
type = Gravity
trigger1 = time > 90
; almentar para tempo no ar
;defaut: 90
[State 3100, 5]
type= HitDef
trigger1 = animelem = 2 || animelem = 12 || animelem = 20
attr = S, SA
animtype = low
damage = 20,20
priority = 4
;guardflag = MA
pausetime = 0,0
sparkno = 0
sparkxy = 25,-35
hitsound = 5, 0
guardsound= 6, 0
ground.type = low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = 6.5,-3
;defaut: 6.5,-3
air.type = Low
air.velocity = ifelse(p2bodydist X > 8,11,8),ifelse(p2bodydist Y < -9,1,-3)
guard.velocity = -4
air.hittime = 20
air.fall = 1
forcestand = 1
envshake.time = 8
envshake.freq = 60
envshake.ampl = 2
[State 3100, 5]
type = Hitdef
trigger1 = animelem = 7 || animelem = 17 ;|| animelem = 20
attr = S, SA
animtype = heavy
damage = 50,10 ;dano aplicado por chute
priority = 4
;guardflag = MA
pausetime = 0,0
sparkno = 0
sparkxy = -25, -30
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime = 5
ground.velocity = -6.5,-3
;defaut: -6.5,3
air.type = low
air.velocity = ifelse(p2bodydist X < -8,-11,-9),ifelse(p2bodydist Y < -9,1,-3) ;Y = < -#,#,-1.8)
guard.velocity = -4
guard.ctrltime = 12
air.animtype = low
air.hittime = 20
airguard.velocity = 0, 0
air.fall = 1
forcestand = 1
;fall = 1
envshake.time = 8
envshake.freq = 60
envshake.ampl = 3
[State 3100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50
;defaut value = 52
ctrl = 0
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