Posted by ApolloGrimoire
in Super Mario... Mario (Started by Jango Hakamichi November 07, 2014, 01:03:10 pmBoard: Projects
Posted by ApolloGrimoire
in Super Mario... Mario (Started by Jango Hakamichi November 07, 2014, 01:03:10 pm
Posted by ApolloGrimoire
in Forte Released UPDATE 4 (Started by Mako. July 16, 2014, 08:37:23 am
Posted by ApolloGrimoire
in Mugen Multiverse 1.1 9000,2 Win Screen Issue (Started by ApolloGrimoire October 16, 2014, 03:00:25 pm
Posted by ApolloGrimoire
in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
Posted by ApolloGrimoire
in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
Posted by ApolloGrimoire
in NoZ's Legacy Custom Portrait Thread (Started by Saikoro August 31, 2013, 07:27:29 pm
Posted by ApolloGrimoire
in Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14 (Started by ApolloGrimoire June 27, 2014, 09:52:20 pm
Posted by ApolloGrimoire
in Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14 (Started by ApolloGrimoire June 27, 2014, 09:52:20 pm
Posted by ApolloGrimoire
in Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14 (Started by ApolloGrimoire June 27, 2014, 09:52:20 pm
Posted by ApolloGrimoire
in Helper for Super Move doesn't appear (Started by ApolloGrimoire July 19, 2014, 07:39:54 am
Posted by ApolloGrimoire
in SEMI-CPS2 - Hidden Palace Zone (Started by ShinZankuro July 19, 2014, 04:43:30 am
Posted by ApolloGrimoire
in Helper for Super Move doesn't appear (Started by ApolloGrimoire July 19, 2014, 07:39:54 am[State -1, Kamehameha!][/spoiler]
type = ChangeState
value = 3000
triggerall = command = "Kamehameha!"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || var(6)
trigger1 = NumHelper(3005) <= 0
trigger2 = NumHelper(3005) <= 1
trigger2 = Helper(3005),StateNo = [3006,3007]
[Statedef 3000][/spoiler]
type=S
movetype=A
physics=N
anim=3000
poweradd=-1000
ctrl=0
velset=0,0
sprpriority=1
facep2=1
[State 3000, No Corner Push]
type=VarSet
trigger1=!time
fvar(5)=0
[State 3000, Unguardable]
type=VarSet
trigger1=!time && NumEnemy
var(17)=Ifelse((EnemyNear, StateNo=[120,155]),0,50)
[State 3000, Super Cancel Flag]
type=VarSet
trigger1=!Time
var(21)=(PrevStateNo=[1000,2999]) && var(6)
[State 3000, Hyper Cancel Flag]
type=VarSet
trigger1=!Time
var(22)=((prevstateno=[3000,4999]) && var(7)) || var(20)
[State 3000, Super Cancel Flash]
type=PalFX
trigger1=var(21) || var(22)
trigger1=!(Time % 2) && Time <=12
time=1
add=255,255,255
ignoreHitPause=1
[State 3000, SuperPause FX]
type=Helper
trigger1=!time
helperType=Normal
stateNo=8500
ID=8500
name="Superpause FX"
posType=P1
pos=0,-30
superMoveTime=255
size.xScale=1
size.yScale=1
ownPal=1
[State 3000, SuperPause]
type=SuperPause
trigger1=AnimElem = 3
time=50
moveTime=49
p2DefMul=1
unHittable=1
anim=-1
sound=s8500,0
darken=0
poweradd=0
[State 3000, 1];wŒ‚‚‰¹x
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,0
[State 3000, 1];w‚©‚߂͂ߔg`Ix
type = PlaySnd
trigger1 = AnimElem = 3
value = 1400,0
[State 3000, Width]
type=Width
trigger1=AnimElemTime(5)>=0
value=65,0
[State 3000, NotHitBy]
type=NotHitBy
trigger1=AnimElemTime(6) < 0
time=1
value=SCA
[State 3000, Kamehameha]
type = helper
trigger1 =animelem=4
helpertype = normal
stateno = 3005
ID = 3005
name = "Kamehameha"
postype = p1
pos = 0,0
ownpal = 1
persistent=0
pauseMoveTime=255
[State 3000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
[Statedef 3005][/spoiler]
type=A
physics=N
movetype=A
ctrl=0
velset=0, 0
sprpriority=4
[State 3005, HitOverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA, AA, AP, AT
stateno=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, HB]
type=hitby
trigger1=1
time=-1
value=SCA, NP, SP, HP
ignorehitpause=1
[State 3005, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000,0,25) * const(size.yScale))
ignorehitpause =1
[State 3005, ChangeAnim]
type=ChangeAnim
trigger1 =!time&&!prevstateno
value=3005
[State 3005, movehitvar]
type=varset
trigger1=movecontact && numtarget
trigger1=!(target, ishelper)
var(3)=1
ignorehitpause=1
[State 3005, VarAdd]
type=VarAdd
trigger1 =!time
var(8)=1
[State 3005, Assert]
type=trans
trigger1=1
trans=addalpha
alpha=256, 256
ignorehitpause=1
[State 3005, HitSound]
type=playsnd
trigger1=movehit && numtarget
trigger1=target, time=0 && target, movetype=H
value=2, 6
channel=20+random%4
persistent=0
ignorehitpause=1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3005, hit]
type=hitdef
trigger1=1
priority=4, Hit
ID=3005
attr=A, HP
damage=floor(20*Ifelse(root,var(13)>14,root,fvar(10)/2,root,fvar(10))),4
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=4,1
guard.pausetime=4,12
sparkNo=-1
guard.sparkNo=-1
sparkXY=-1
guardsound=s130,1
ground.type=High
ground.slidetime=2
ground.hittime=32
air.hittime=32
ground.velocity=-4,-3
guard.velocity=-5
air.velocity=-4,-0.5
airguard.velocity=-4,-1
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
fall=1
air.recover=0
fall.recover=0
getpower=0,0
givepower=18,18
palFX.time=12
palFX.add=255,255,255
palFX.sinAdd=-255,-255,-255,48
envshake.time=12
envshake.ampl=5
sprpriority=4
forcestand=1
[State 3005, TargetState]
type = TargetState
trigger1= movehit && numtarget(3005)
trigger1= target(3005),Movetype=H&& !(target, time)
value =3080
ID = 3005
ignorehitpause =1
[State 3005, HitSpark]
type=Helper
trigger1= movecontact=1 && numtarget
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=ifElse(MoveGuarded, 8001, 8005)
ID=8000
name="Spark"
pos= ceil(p2bodydist x+20),ceil(-10+50*(root,statetype=A&&p2bodydist y>=-25))
ownpal = 1
facing = -1
ignorehitpause = 1
persistent=0
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
[State 3005, Counter FX]
type=Helper
trigger1=MoveContact=1 && numtarget && var(9)
trigger1=!(Target, HitShakeOver)
helperType=Normal
stateNo=8290
ID=8290
name="Counter FX"
posType=P1
pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal=1
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1
[State 3005, HitCount]
type=ParentVarAdd
trigger1=Movehit=1 && NumTarget
var(13)=1
ignorehitpause = 1
persistent=0
[State 3005, Juggle Points]
type=ParentVarAdd
trigger1=MoveContact=1 && NumTarget
var(15)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=VarSet
trigger1=MoveContact=1 && NumTarget
var(18)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=ParentVarSet
trigger1=MoveContact=1 && NumTarget
trigger1=Root,StateNo=[3000,3025]
var(18)=1
ignorehitpause = 1
persistent=0
[State 3005, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
[State 3005, End]
type=destroyself
trigger1=root,Movetype=H
trigger2=root,stateno!=3000&&root,stateno!=3025
trigger3=(root,stateno=3000|root,stateno=3025)&&root,animelemtime(19)>=0
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=movecontact
value=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=root,animelemtime(15)>=0
value=3006
ignorehitpause=1
;------------------------------------------------------------------
[Statedef 3006]
type=A
physics=N
movetype=I
ctrl=0
velset=0,0
sprpriority=4
[State 3006, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3006, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000|root,stateno=3050,-62,-84) * const(size.yScale))
ignorehitpause =1
[State 3006, AngleDraw]
type = AngleDraw
trigger1 =1
scale =1,1-.075*time
ignorehitpause =1
[State 3006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3006, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-16*time,256
ignorehitpause =1
[State 3006, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
type = DestroySelf
trigger1=root,stateno!=3000
trigger2=root,stateno=!3000&&root,animelemtime(19)>=0
trigger3=root,Movetype=H
ignorehitpause =1
;------------------------------------------------------------------
[Statedef 3007]
type=A
physics=N
movetype=I
anim=9999
ctrl=0
velset=0,0
sprpriority=0
[State 3007, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= Invisible
ignorehitpause = 1
[State 3007, DestroySelf]
type = DestroySelf
trigger1=time>=16
trigger2=root,Movetype=H
ignorehitpause =1
Posted by ApolloGrimoire
in Forte Released UPDATE 4 (Started by Mako. July 16, 2014, 08:37:23 am
Posted by ApolloGrimoire
in Super Finish Text, POTS/INFINITE Style (Started by ApolloGrimoire July 16, 2014, 09:20:59 pm
Posted by ApolloGrimoire
in AG'S Infinite Inspired Infinitish Character Projects- Kid Goku (Started by ApolloGrimoire June 04, 2014, 10:15:10 pm
Posted by ApolloGrimoire
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pm
Posted by ApolloGrimoire
in Teleportation Move Keeps going away from Player 2 (Started by ApolloGrimoire July 10, 2014, 10:05:44 pm;-------------------------------------------------------------
;Afterimage (weak)
[Statedef 1200]
type = S
movetype = I
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1
[State 1200, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0
[State 1200, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3
[State 1200, Turn]
type = Turn
trigger1 = time = 14
[State 1300, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
[State 1200, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0
[State 1200, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------
;Afterimage (medium)
[Statedef 1210]
type = S
movetype = I
physics = N
anim = 1210
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1
[State 1210, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0
[State 1210, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3
[State 1210, Turn]
type = Turn
trigger1 = time = 14
[State 1210, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
[State 1210, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0
[State 1210, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------
;Afterimage (strong)
[Statedef 1220]
type = S
movetype = I
physics = N
anim = 1220
ctrl = 0
velset = 0,0
poweradd = 72 * !var(20)
sprpriority = 1
facep2 = 1
[State 1220, Voice]
type = PlaySnd
trigger1 = animelem=1
value = 1300,0
channel =0
[State 1220, Teleport Snd]
type = PlaySnd
trigger1 = animelem=3
value = 1300,1
channel=3
[State 1220, Turn]
type = Turn
trigger1 = time = 14
[State 1220, PosSet]
type = Posset
trigger1 =animelem=4
x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
[State 1220, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name = "Teleport-FX"
ID = 1200
stateno = 1240
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale =.5
size.yscale =.5
persistent=0
[State 1220, End]
type = ChangeState
trigger1 =!AnimTime
value = 0
ctrl = 1
Posted by ApolloGrimoire
in AG'S Infinite Inspired Infinitish Character Projects- Kid Goku (Started by ApolloGrimoire June 04, 2014, 10:15:10 pm
Posted by ApolloGrimoire
in Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14 (Started by ApolloGrimoire June 27, 2014, 09:52:20 pm
Posted by ApolloGrimoire
in How do I code teleport? (Started by ApolloGrimoire July 08, 2014, 09:55:57 pm