Дата: Суббота, 03.12.2011, 11:22 | Сообщение # 1
- Легенда
- 5095Сообщений:
- 4 +Награды:
-
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
|