also shes gonna be a boxer now.
Your draws are excellent!!!
also shes gonna be a boxer now.
Posted by daraku
in Code a Pinball move in mugen (Started by daraku December 04, 2014, 01:29:07 pm
Posted by daraku
in Stage from Elfmania: Amiga (Started by daraku November 01, 2014, 10:44:37 am
Posted by daraku
in [ITALIAN ONLY] Salve!! (Started by Skank88 August 27, 2007, 01:09:37 pm
Posted by daraku
in Envshake horizzontal (Started by daraku February 26, 2014, 10:51:19 pm
Posted by daraku
in [ITALIAN ONLY] Salve!! (Started by Skank88 August 27, 2007, 01:09:37 pm
Posted by daraku
in Hyper with prospective (Started by daraku February 19, 2014, 04:02:23 pm
Posted by daraku
in Hyper with prospective (Started by daraku February 19, 2014, 04:02:23 pm
Posted by daraku
in AngleDraw: how use it with velocity (Started by daraku January 02, 2014, 08:01:54 pm
Posted by daraku
in Throw spritepriority (Started by daraku September 02, 2013, 07:06:41 pm
[Statedef 910]
type = S
movetype= A
physics = N
anim = 811
poweradd = 60
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 920
ID = 920
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = -1
[State 0, Explod]
type = ModifyExplod
trigger1 = time = 18
anim = 921
ID = 921
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = -1
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0
[State 810, Bind 1]
type = TargetBind
trigger1 = Animelem = 1
pos = 20, 22
;[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 25
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 3
pos = 60, 0
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 4
pos = 71, -28
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 5
pos = 61, -51
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 6
pos = 90, -50
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 7
pos = 120, -49
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100
[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 9
value = 921
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Posted by daraku
in Scaling sprite with angledraw (Started by daraku July 16, 2013, 03:44:44 pm
Posted by daraku
in Cenobite Spriterips (Obscure Fighting Games) (Started by Cenobite 53 December 03, 2012, 06:57:11 pm
Posted by daraku
in Is it possible scaling the collision box of an Helper? (Started by daraku June 24, 2013, 04:21:05 pm
Posted by daraku
in Coding a throw with an helper! (Started by daraku June 22, 2013, 08:18:01 pm[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
; Notes: The '-' symbol in the hitflag field means that it only affects
; players who are not in a hit state. This prevents KFM from combo-ing
; into the throw. The priority should be set to a low number, such as
; 1 or 2, so that the throw does not take precedence over normal attacks.
; The type of priority must always be set to "Miss" or "Dodge" for throws,
; otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = M- ;Affect only ground people who are not being hit
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
sparkno = -1 ;No spark
p1sprpriority = 1 ;Draw p1's sprite in front of p2
hitsound = S8600,0 ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1 ;Force p2 to face KFM
;p1stateno = 810 ;On success, KFM changes to state 810
p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0 ;This prevents p2 from going into a guard state if close
fall = 1 ;Force p2 into falling down
[State 0, Helper]
type = Helper
trigger1 = movecontact = 1
helpertype = normal ;player
name = "big hand"
ID = 810
stateno = 810
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60
;offset = , 0
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0
[State 810, Bind 1]
type = TargetBind
trigger1 = Animelem = 1
pos = 0, 22
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 2
pos = 28, 15
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 3
pos = 38, 0
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 4
pos = 61, -28
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 5
pos = 61, -61
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 6
pos = 19, -63
[State 810, Bind 5]
type = TargetBind
trigger1 = animelem = 7
pos = -11, -49
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100
[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 9
value = 821
[State , DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Posted by daraku
in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
Posted by daraku
in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
Posted by daraku
in Scaling sprites in loser pose: problem (Started by daraku June 22, 2013, 11:22:36 am
Posted by daraku
in John Art of Fighting 2 RELEASE!!! (Started by ironjw April 26, 2013, 11:35:56 am
Posted by daraku
in Cenobite Spriterips (Obscure Fighting Games) (Started by Cenobite 53 December 03, 2012, 06:57:11 pmUpdated the both Shadow Fighter sheets
Thanks again to The_None for pointing that out