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Модератор форума: Manoichi, Ronnie, Skamp  
How to make a kage bunshin
Manoichi
Дата: Суббота, 03.12.2011, 11:22 | Сообщение # 1
Код клонирования

; Stand
[Statedef 20000]
type = S
physics = S
anim = 20000
sprpriority = 0

[State 0, get hit]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 15010
time = -1

[State 0,helper dies when ur char dies]
type = Changestate
trigger1 = parent, life = 0
value = 22222

[State 0,helper dies when ur char wins]
type = Changestate
trigger1 = p2life = 0
value = 22222

[State 0,helper dies when the round is over]
type = Changestate
trigger1 = RoundState = 0
value = 22222

[State 0,helper Turns]
type = Turn
trigger1 = P2DIST X < -25
;ignorehitpause =
;persistent =

[State 0, dont touch this]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, dont touch this] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, walk]
type = ChangeState
trigger1 = P2BodyDist x >=70 & stateno != 20020 & time >=1 & movetype != A
value = 20020

[State 0, punch]
type = ChangeState
trigger1 = random <=5 & time >= 1
value = 20200

[State 0, crouch]
type = ChangeState
triggerall = p2statetype = C
trigger1 = random <=75 & time >= 45
trigger2 = p2dist X = [-330,330]
value = 200110
ctrl = 1
;----------------------------------------------------------------------
; Walk
[Statedef 20020]
type = S
physics = S
sprpriority = 0

[State 0, Turn]
type = Turn
trigger1 = P2bodyDIST X < -15
;ignorehitpause =
;persistent =

[State 0, walk forward]
type = VelSet
trigger1 = time >= 30 & random <= 300 & p2bodydist x >= 1
x = const(velocity.walk.fwd.x) + 1.5

[State 0, walk backward]
type = VelSet
trigger1 = time >= 30 & random <= 300 & p2bodydist x <= 1
x = const(velocity.walk.back.x) - 1.5

[State 0, 0]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20020 && Anim != 20005
trigger2 = Anim = 20005 && AnimTime = 0
value = 20020

[State 0, 0]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 20021 && Anim != 20005
trigger2 = Anim = 20005 && AnimTime = 0
value = 20021

[State 20000, 4]
type = ChangeState
trigger1 = time >= 80
value = 20000

;-------------------------------------------------------------------
;punch
[StateDef 20220]
type = S
movetype= A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
anim = 20220
poweradd = 0
sprpriority = 2

[State 0, 0]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State 0, 0]
type = HitDef
trigger1 = timemod = 7,0
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 10
sparkno = 2
sparkxy = -8, -45
hitsound = 10,2
guardsound = 10,2
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -5.5,-.8
air.type = High
air.velocity = -5.5,-5
air.hittime = 12

[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000
ctrl = 1

;---------------------------------------------[StateDef 15009 getting damage]

[StateDef 15009]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = put yur helpers damage sprite in here for example if ur helper is a bunchin jutsu put 5000
poweradd = 0
sprpriority = 2

[State 15008, end]
type = Changestate
trigger1 = time = 0
value = 15011
ctrl = 1
;-----------------------------------------
[StateDef 15011]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = put yur helpers damage sprite in here for example if ur helper is a bunchin jutsu put 5000
poweradd = 0
sprpriority = 2

[State 15008, end]
type = Changestate
trigger1 = time = 0
value = 22222
ctrl = 1
;--------------------------------------------
[StateDef 15010]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = put yur helpers damage sprite in here for example if ur helper is a bunchin jutsu put 5000
poweradd = 0
sprpriority = 2

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 10
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 15009
time = -1

[State 0, end]
type = changestate
trigger1 = time = 30 <---------k to make ur helper hard to kill put a small number like 12 or if you want him to die in 2 or 3 hits leave the time 30
value = 20000
ctrl = 1

;-----------------------------------------------------------------------
;dead
[Statedef 22222]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim =22222 <------- put ur dying animation in here for example if its a bunchin put a cloud fx
poweradd = 0
sprpriority = 2

[State 0,this make it so that when it dies it doesnt turn automaticly]
type = AssertSpecial
trigger1 =1
flag = noautoturn

[State 0, DestroySelf]
type = DestroySelf
trigger1 = ANIMtime = 0

;----------------------------------------------------------------------
; Stand to Crouch
[Statedef 200110]
type = C
physics = C
anim = 200110 <-----if your helper is a bunchin change the number to 10

[State 0, Turn]
type = Turn
trigger1 = P2bodyDIST X < -20
persistent = 1

[State 0, dont touch this]
type = VelMul
trigger1 = Time = 0
x = .75

[State 0, 0]
type = ChangeState
trigger1 = ANIMTime = 0
value = 200111
;----------------------------------------------------------------------
; Crouching
[Statedef 200111]
type = C
physics = C
anim = 200111 <-----if your helper is a bunchin change the number to 11
sprpriority = 0

[State 0, Turn]
type = Turn
trigger1 = P2bodyDIST X < -20
persistent = 1

[State 0, 0] ;Change from turning animation
type = Changestate
triggerall = p2statetype = C
trigger1 = AnimTime = 1
value = 200112

[State 0, end] ;Change from turning animation
type = Changestate
triggerall = p2statetype != C
trigger1 = AnimTime = 0
value = 200112

;----------------------------------------------------------------------
; Crouch to Stand
[Statedef 200112]
type = S
physics = S
ctrl = 0
juggle = 1
sprpriority = 0
anim = 200112 <-----if your helper is a bunchin change the number to 12

[State 0, Turn]
type = Turn
trigger1 = P2bodyDIST X < -20
persistent = 1

[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000
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