well i made a brutality!
but ughh... this is stressful. the finish him still comes in late and doesn't make p2 dizzy. i cant seem to get it. let me show u what i got so far.
...........................
I separated the cns.
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[StateDef 10000]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 1
;Invisible Helper that will make P2(opponent) is dizzy.
[State 10000, 1]
type = Helper
trigger1 = P2Life <= 1
trigger1 = NumHelper(7000) = 0 ;another Helper cannot exist as this in the screen
ID = 7000
stateno = 7000
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0
ownpal = 1
[State 10000, 2]
type = ChangeState
trigger1 = P2Life <= 1
value = 0
ctrl = 1
;
;;-----------------------------------------------------------------
;FINISH HIM HELPER
[StateDef 7000];
type = S
movetype = A
physics = S
anim = 7000
velset = 0,0
ctrl = 0
;Affecting all the screen.
[State 7000, 1]
type = HitDef
trigger1 = animelem = 1
trigger1 = P2StateType != S
trigger1 = P2Life <= 1
attr = S, SA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = A
priority = 7
;pausetime = 0,3
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
numhits = 0
p2stateno = 49999 ;P2 will go for this state after to be affected by the Helper.
kill = !var(58) || 1*p2stateno = 49999
;-----------------------------------------------------------------------------
;;"FINISH HIM!" - MSG
[Statedef 7010]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
anim = 7010
ctrl = 0
;
;Voice of Shao Kahn(optional).
[State 7010, 1]
type = PlaySnd
trigger1 = Time = 1
value = 20, 2
;"FINISH HIM!" it will not have shadow while it will be in the screen.
[state 7010, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;The message will appear above of all the elements of the screen(scene, lifebars, chars...)
[State 7010, 3]
type = SprPriority
trigger1 = 1
value = 5
;Helper do "FINISH HIM!" - MSG
[state 7010, 4]
type = Helper
trigger1 = NumHelper(7000) = 0 ;It must have a Helper that makes P2 is dizzy in the screen.
trigger1 = NumHelper(7010) = 0 ;It cannot have message "FINISH HIM!" in the screen.
trigger1 = P2StateNo = 49999 ;P2 must be in this state it message to appear.
trigger2 = P2life = 1
id = 7010
stateno = 7010
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0
;Dizzy(before one fatality, with chronometer).
[Statedef 49999]
type = S
movetype= H
physics = S
juggle = 1
ctrl = 0
velset = 0,0
;Enemy will be with life equal the 1.
[State 49999, 1]
type = LifeSet
trigger1 = 1
value = 1
;;Its personage gains a little more than energy to prevent an equal result.
[State 49999, 2]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1
;After 480 ticks without having fatality, P2 falls.
[State 49999, 3]
type = SelfState
trigger1 = Time = 580
trigger1 = P2StateNo != [3000,3200] ;It places here the numbers of states of fatalities.
value = 5050
ctrl = 0
;;After 480 ticks without having fatality, P2 is died.
[State 49999, 4]
type = LifeSet
trigger1 = Time = 480
trigger1 = P2StateNo != [3000,3200]
value = 0
;Enemy is dizzy.
[State 49999, 5]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300
[Statedef 3199]
type = S
movetype= A
physics = S
juggle = 1
anim = 100
velset = 0,0
ctrl = 0
;Constant speed.
[State 3199, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
;It will not be interrupted by the walked one, in case that it is running.
[State 3199, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
;One does not turn over during the race.
[State 3199, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
;Sound touched at the moment(optional).
[State 3199, 4]
type = PlaySnd
trigger1 = time = 1
value = 1,4
;When the personage is to less than 15 pixels of the opponent,
;it modifies of state and starts the session of blows.
[State 3199, 5]
type = ChangeState
trigger1 = P2BodyDist X <= 15
value = 3200
ctrl = 0
[Statedef 3200]
type = S
movetype= A
physics = S
juggle = 1
anim = 3200
velset = 0,0
ctrl = 0
;Burst of blood that appears in the place of P2 in one determined time.
[State 3200, 1]
type = Helper
trigger1 = AnimElem = 63
trigger1 = NumHelper(3210) = 0 ;It cannot have Helper as this in the screen.
ID = 3210
pos = 0,0
postype = P2
facing = 1
stateno = 3210
helpertype = normal
name = "Burst"
keyctrl = 0
sprpriority >= -2
;Screen becomes gloomy(optional).
[State 3200, 2]
type = BGPalFX
trigger1 = AnimElem = 10
time = 99999
add = 0,0,0
mul = 0,0,0
;If to want, places a PlaySnd.
;The sound will be touched always that its to char to make a movement that
;supposedly the opponent hits in case that he had Clsn1 in the animation.
;In case that you it makes the screen to tremble(EnvShake) or uses animações
;of blood(VarRandom), the procedure is the same.
[State 3200, 3]
type = PlaySnd
triggerall = p2bodydist X <= 16
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 21
trigger7 = AnimElem = 23
trigger8 = AnimElem = 25
value = 0,0
;Stand comes back.
[State 3200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;Helper that substitutes P2 in the end of the Brutality.
[Statedef 3210]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
anim = 3210
ctrl = 0
[State 3210, 1]
type = Helper
trigger1 = NumHelper(3210) = 0
ID = 3210
pos = 0,0
postype = P2
stateno = 3210
helpertype = normal
name = "Burst"
keyctrl = 0
sprpriority >= -2
[State 3210, 2]
type = Destroyself
trigger1 = AnimTime = 0
[State 52000, 1]
type = VarRandom
trigger1 = (GameTime%10) = 0
trigger1 = Time >= 3
v = 10
range = 1,2
;Being hit
[State 52000, 2]
type = ChangeAnim
trigger1 = var(10) = 1
trigger1 = Time >= 3
value = 5000
;Being hit - 2
[State 52000, 3]
type = ChangeAnim
trigger1 = var(10) = 2
trigger1 = Time >= 3
value = 5001
;Life goes the 0(zero) when to arrive at one definitive time.
[State 52000, 4]
type = LifeSet
trigger1 = Time >= 298
value = 0
;Change of position and one another animation can appear in the place.
;That one shown above and that it will substitute P2.
[State 52000, 5]
type = PosSet
trigger1 = Time >= 298 ;Helper will appear at the same moment.
y = 1500
;It does not cry out in the end(optional). You do not go to want the opponent
;crying out at the same time that she blows up.
;[State 52000, 6]
;type = AssertSpecial
;trigger1 = 1
;flag = nokosnd
;He comes back to its proper CNS.
[State 52000, 7]
type = SelfState
trigger1 = Time >= 300 ;P2 will come back to its proper CNS, but already died.
value = 5150
Not sure if my state -2 matter but heres that.
Spoiler, click to toggle visibilty
[Statedef -2]
[State -2, Stopdamusik]
type = AssertSpecial
trigger1 = !Life
flag = nomusic
[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7000) = 0 ;Helper
v = 58
value = 1
[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7000) = 1
trigger1 = p2life != 1
v = 58
value = 0
[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 1
trigger2 = P2StateNo = 003
value = 10000
[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(7000)=1
flag = nomusic
flag2 = nobardisplay
CMD thingy
Spoiler, click to toggle visibilty
[State -1, Fatality Start]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(7000) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 10000
[State -1, Brutality]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = command = "x"
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(7000) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 3200