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PotS Style words to Super Finish BG [SOLVED] (Read 262 times)

Started by KBN22, September 21, 2010, 07:39:36 pm
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PotS Style words to Super Finish BG [SOLVED]
New #1  September 21, 2010, 07:39:36 pm
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  • Heroin-flavored bananas finance revolutions!!!
I recently decided to add PotS style Letters to my Super Finish BG....
I've gotten some to work, but I'm still having problems with 2 states..
My biggest concern is that I can't get words for my Shinkuu Hadouken..
And changing the code slightly will allow words on one hadouken but remove them
On the other...
See Next post

Here's the Super Finish code along with the -3 Helper:

Code:
;========================<SUPER FINISH>=============================
[Statedef 8600]
type=A
velset=0,0
anim=9741

[State 8600, Sound]
type=playsnd
trigger1= !time
value=S668,0
channel=0

[State 8600, BG PalFX]
type=bgpalfx
trigger1= time<16
time=1
mul= 0, 0, 0

[State 8600, BG PalFX]
type=bgpalfx
trigger1= time=[16,24)
time=1
mul= 32*(time-16), 32*(time-16), 32*(time-16)


[State 8600, Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3000,3049])
var(0)=1

[State 8600, Denjin Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3100,3199])
var(0)=6

[State 8600, Shin Shouryuu]
type=varset
trigger1= !time && (root,var(23)=[3200,3299])
var(0)=3

[State 8600, Shinkuu Tatsumaki]
type=varset
trigger1= !time && (root,var(23)=[3300,3399])
var(0)=4

[State 8600, Repuu Jinrai]
type=varset
trigger1= !time && (root,var(23)=[3400,3499])
var(0)=5

[State 8600, AIR Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3050,3099])
var(0)=1

[State 8600, MvC]
type=explod
trigger1= !time
anim=8600
ID=8600
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=32
pausemovetime=-1
supermovetime=-1

[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(8600)
ID=8600
trans= addalpha
alpha= ifelse(time<16, 256, 256-32*(time-16)), 256

[State 8600, Text]
type=explod
trigger1= !time && var(0)
anim=8610+var(0)
ID=10
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=32
pausemovetime=-1
supermovetime=-1

[State 8600, Text]
type=explod
trigger1= !time && var(0)
anim=8610+var(0)
ID=11
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=8
pausemovetime=-1
supermovetime=-1

[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(10)
ID=10
trans=addalpha
alpha= ifelse(time<16, 256, 256-32*(time-16)), ifelse(time<16, 0, 32*(time-16))

[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(11)
ID=11
scale= .5 + (.0625*time), .5 + (.0625*time)
trans=addalpha
alpha= 256 - (32*time), 32*time

[State 8600, Circle]
type=explod
trigger1= !time
anim=8601
ID=8601
under=1
postype=left
pos=160,120
bindtime=-1
removetime=16
pausemovetime=-1
supermovetime=-1

[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(8601)
ID=8601
scale= (.25*time), (.25*time)
trans= addalpha
alpha= 256 - (16*time), 256

[State 8600, Assert]
type=assertspecial
trigger1= time<16
flag=noFG

[State 8600, Assert]
type=assertspecial
trigger1= time<24
flag=nobardisplay

[State 8600, End]
type=removeexplod
trigger1= time>=24
trigger2= roundstate<3

[State 8600, End]
type=destroyself
trigger1= roundstate<3


;--------------------------------
[State -3, Super Finish]
type=helper
triggerall= winKO && roundstate=3 && !numhelper(8600)
trigger1= movehit=1 && (stateno=[3000,4999])
trigger1= var(23):=stateno
trigger2= numhelper(3010)
trigger2= helper(3010),stateno=3010
trigger2= var(23):=3000
trigger3= stateno=3202 && time<=1
;trigger3= stateno=3201 && (animelemtime(19) = [0, 1])
trigger3= var(23):=3200
trigger4= var(23):=3300
trigger4= stateno=3300 && time<=1 
trigger5= var(23):=3400
trigger5= stateno=3400 && time<=1
trigger6= numhelper(3110)
trigger6= (helper(3110),stateno=[3110,3112])
trigger6= var(23):=3100
trigger7= numhelper(3060)
trigger7= helper(3060), stateno = 3060
trigger7= var(23):=3050
helpertype=normal
stateno=8600
ID=8600
name="Super Finish"
postype=left
pos=160,-120
ownpal=1
pausemovetime=255
supermovetime=255
ignorehitpause=1
Last Edit: September 22, 2010, 04:52:13 pm by kibanaruto22
Re: Adding PotS Style words to Super Finish BG
New #2  September 21, 2010, 09:51:45 pm
  • ***
  • Heroin-flavored bananas finance revolutions!!!
Here's a video showing wut I'm talking about:
http://www.youtube.com/watch?v=yia0mDcS19c

I finally figured out the Denjin HAdouken problem through some trial and error,
but I'm still having troubles with these last three states

EDIT: Also fixed the Air Shinkuu Hadouken
EDIT: Another problem if I change:

[State 8600, Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=2999) ;[3000,3049])<THIS
var(0)=1

Then Shinkuu Hadouken words show up but Air Shinkuu disappear..WTF?!?!
I tried changing the Air Hadouken state to 4050, but the words still are missing..
I've tried everything, and I'm really exhausted..any help would be awesome.

Here's The Shinkuu Hadouken State:
Code:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken
[Statedef 3000]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 7                     
velset = 0,0                     
ctrl = 0                         
anim = 3000                       
;poweradd = 75                   
sprpriority = 2

[State 3000, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0

[State 3000, 1.2] ;Back Dust
type = Explod
trigger1 = Time = 1
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 3000, 2] ;Back Dust (shinkuu hadou-ken)
type = Explod
trigger1 = Time = 84
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = 83;171
sprpriority = 3
ownpal = 1
;supermovetime = -1
removeongethit = 1

[State 3000, 3] ;Energy
type = Explod
trigger1 = Time = 7
persistent = 0
anim = 3005
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

;[State 3000, 4.0]
;type = SuperPause
;trigger1 = Time = 0;, 44]
;anim = -1
;movetime = 44
;darken = 0
;sprpriority = 3
;Time = 44

;[State 3000, 4.05] ;BG charging pal
;type = BGPalFX
;trigger1 = Time = [0,44]
;add = 30,33,80 ;Floor((30 + 40 * sin((2 * pi * (time))/17.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time))/17.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time))/17.0))+0.5)
;;mul = 152,178,229
;time = 1

[State 3000, 4.1]
type = SuperPause
trigger1 = Time = 0;45;53
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 85;41
darken = 0;ifelse(Time >= 45, 1, 0);1
poweradd = -1000
bindtime = -1
sprpriority = 3
Time = 85;41

[State 3000, 8]
type = PlaySnd
trigger1 = Time = 41
value = 30, 0

[State 3000, 9];Portrait
type = Helper
trigger1 = anim=3000 && animelem = 3
Helpertype=normal
stateno = 8890
ID = 8890
postype = p1
pos = -20,-70
ownpal = 1
supermovetime =9999
persistent=0

[State 3000, 10]
type = Helper
trigger1 = Time = 84;96
helpertype = normal
name = "Shinkuu Hadou-Ken"
ID = 3010
pos = 93, -67
postype = p1
bindtime = -1
;facing = 1
stateno = 3010 
ownpal = 1

[State 3000, 11]
type=afterimage
trigger1= time= 78
time=90
framegap=3
length=15
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1

[State 3000, 12] ;charging shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [7,83]
trigger1 = time < 84
add = Floor((30 + 40 * sin((2 * pi * (time-7))/7.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time-7))/7.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time-7))/7.0))+0.5)
;mul = 152,178,229
time = 1

[State 3000, 13] ;executing shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [84,171]
add = Floor((0 + 40 * sin((2 * pi * (time-84))/5.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-84))/5.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-84))/5.0))+0.5)
time = 1

[state 3000, 14]
type = VelSet
trigger1 = Time = [90, 120];[102, 132] 
x = -.2

[State 3000, 15]
type = MakeDust
trigger1 = Time = 93;105
pos = 47, -1
spacing = 1
sprpriority = -3

[State 3000, 16]
type = MakeDust
trigger1 = Time = 95;107
pos = 44, -1
spacing = 1
sprpriority = -3

[State 3000, 17]
type = MakeDust
trigger1 = Time = 97;109
pos = 40, -1
spacing = 1
sprpriority = -3

[State 3000, 18]
type = MakeDust
trigger1 = Time = 99;111
pos = 35, -1
spacing = 1
sprpriority = -3

[State 3000, 19]
type = Width
trigger1 = Time = [84, 104]
value = 25, 5

[State 3000, 21]
type = EnvShake
trigger1 = Time = 84
time = 85
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1

[State 3000, 22]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0
channel = 0

[State 3000, 23]
type = PlaySnd
trigger1 = Time = 85
value = 2, 0;3000,0
channel = 17

[State 3000, 24]
type = PlaySnd
trigger1 = Time = [7, 83]
value = 20, 2
channel = 1
ignorehitpause = 1
persistent = 0
loop = 1

[State 3000, 25]
type = StopSnd
trigger1 = Time = 84
channel = 1
ignorehitpause = 1

[State 3000, 26]
type = ChangeState
trigger1 = Time = 171;183
value = 3001
ctrl = 0

;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken: Helper
[Statedef 3010]
type    = A
movetype= A
anim = 3010
sprpriority = 6

[State 3010, 1]
type = BindToRoot
trigger1 = 1
pos = 93, -67
time = -1
ignorehitpause = 1

[State 3010, 2]
type = HitDef
trigger1 = Time % 3 = 0 && Time <= 72
attr = A, HP                     
damage = 4 + (root,var(42)), 2                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFP                 
priority = 6 + var(43), Hit               
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1;
sparkno = Sifelse((Random < 330),8500,ifelse((Random = [330,660]),8501,8502)) ;S8500
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), 0 ;(thanks GGN)
hitsound = S20, 0                 
guardsound = S16, 0               
ground.type = Low               
ground.slidetime = 57;27
ground.hittime  = 20             
ground.velocity = -5
airguard.velocity = -1     
air.type = Low                 
air.velocity = -5, -1           
air.hittime = 20
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 3010, 3]
type = HitDef
trigger1 = Time > 72
attr = A, HP                     
damage = 7 + (root,var(42)), 4                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFP                 
priority = 7 + var(43), Hit               
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1; 
sparkno = -1;S8500                     
sparkxy = 0, 0             
hitsound = S20, 0                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 50
ground.hittime  = 20             
ground.velocity = -26, -7
airguard.velocity = -5
air.type = High                 
air.velocity = -28, -9           
air.hittime = 20
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

;[State 3010, 4] ;Super Guard Sparks
;type = Explod
;triggerall = NumExplod(8200) = 0
;trigger1 = NumTarget > 0
;trigger1 = MoveGuarded && Time < 163
;persistent = 1
;anim = 8200
;ID = 8200
;postype = left;p2
;pos = floor(160.5 + target, pos x), 145 ;20(+160), -40  (thanks SMI)
;velocity = 0, 0
;accel = 0, 0
;removetime = -2
;sprpriority = 7
;ownpal = 0
;scale = 0.5,0.5

[State 3010, 5]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = MoveHit
v = 20
value = 2

[State 3010, 6]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3010, 7]
type = PlaySnd
trigger1 = Time = 1
value = 30, 3
channel = 2
ignorehitpause = 1

[State 3010, 8]
type = StopSnd
trigger1 = root, MoveType = H
channel = 2
ignorehitpause = 1

[State 3010, 9]
type = DestroySelf
trigger1 = AnimTime = 0 ;Time = 86
trigger2 = parent, MoveType = H
trigger3 = parent, StateNo != 3000

;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken - (move end)
[Statedef 3001]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 3001
sprpriority = 2

[State 3001, 1]
type = VarSet
trigger1 = 1
v = 50
value = 1

[State 3001, 2] ;code by SodonHID, adapted
type = ScreenBound
trigger1 = P2MoveType = H ;|| BackEdgeBodyDist < -1
;;;trigger1 = Helper(3010), MoveHit
;trigger1 = NumHelper(3010) > 0
;trigger1 = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 0
movecamera = 0,0

[State 3001, 3] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType = H
;;;trigger1 = BackEdgeBodyDist <= -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 9000
ctrl = 0

[State 3001, 4] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType != H
;;;trigger1 = BackEdgeBodyDist > -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit = 0
trigger2 = NumTarget < 1
value = 0
ctrl = 1

And here's the ShinShouryuu-Ken states:
Code:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (start)
[Statedef 3200]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 7                     
velset = 0,0                     
ctrl = 0                         
anim = 3200                       
;poweradd = 75                   
sprpriority = 2                 

[State 3200, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0

[State 3200, 1.2] ;Back Dust
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
ownpal = 1

[State 3200, 2]
type = SuperPause
trigger1 = Time = 1;53
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 41;0
darken = 0
poweradd = -1000
bindtime = -1
sprpriority = 3
Time = 41

[State 3200, 3]
type = AssertSpecial
trigger1 = Time = [1, 100]
flag = nobardisplay
ignorehitpause = 1

[State 3200, 6]
type = PlaySnd
trigger1 = Time = 1
value = 30, 0

[State 3200, 9];Portrait
type = Helper
trigger1 = anim=3200 && animelem = 1
Helpertype=normal
stateno = 8891
ID = 8890
postype = p1
pos = -26,-53
ownpal = 1
supermovetime =9999
persistent=0

[State 3200, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA                     
damage = 75 + var(42), 8                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 0, 38;36
;snap = 0, 0
guard.sparkno = S8200               
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = Low               
ground.slidetime = 25
ground.hittime  = 40;70             
ground.velocity = 0 ;-.3
airguard.velocity = -.1
air.type = Low                 
air.velocity = 0 ;-.4
air.hittime = 32
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= ifelse(anim=3200, (numenemy>1), (numtarget!=numenemy))

[State 3200, 9] ;Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 52
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85

[State 3200, 10] ;Medium Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 3
trigger1 = var(40) = 2 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1

[State 3200, 11] ;Big Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 2
trigger1 = var(40) = 3 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1

[State 3200, 12]
type=afterimage
trigger1 = Time = 0
time=150
framegap=3
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1


[State 3200, 13] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 60]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;60

[State 3200, 14] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 60]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;60

[State 3200, 15]
type = VarSet
;trigger1 = var(40) != 0
trigger1 = MoveHit
v = 20
value = 2

[State 3200, 16]
type = HitBy
trigger1 = 1
value = SCA, HA,NP,SP,HP

[State 3200, 18]
type = PlaySnd
trigger1 = Time = 2;1
value = 5, 4
channel = 0
supermovetime = 1000
ignorehitpause = 1

[State 3200, 19]
type = PlaySnd
trigger1 = MoveHit
value = 20, 3
trigger1 = Time = 50;48
channel = 1
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 20]
type = PlaySnd
trigger1 = MoveHit
value = 18, 1
trigger1 = Time = 49;48
channel = 4
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 21]
type = PlaySnd
trigger1 = MoveHit
;trigger2 = MoveHit != 1
;trigger2 = AnimElem = 5, = 2
value = 5, 2
channel = 0
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 22]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit
value = 3201

[State 3200, 23]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit != 1
value = 3202

;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (Close)
[Statedef 3201]
type    = S                     
movetype= A                     
physics = S                                       
velset = 0,0                     
ctrl = 0                         
anim = 3201                       
;poweradd = 75                   
sprpriority = 2                 

[State 3201, 1]
type = AssertSpecial
trigger1 = Time = [0, 275]
flag = nobardisplay
ignorehitpause = 1

[State 3201, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA                     
damage = 75 + var(42), 8                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 1, 28   
;snap = 60, ifelse(target, StateType = A, -50, 0)
guard.sparkno = S8200             
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 25
ground.hittime  = 22;60             
ground.velocity = 0;-.3             
airguard.velocity = -.1     
air.type = High                 
air.velocity = 0;-.3           
air.hittime = 22
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= (numtarget!=numenemy) || (animelem=20)

[State 3201, 3]
type = HitDef
trigger1 = Time = 56;57 60 ;AnimElem = 19
attr = A, HA                     
damage = 80 + var(41), 9                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 0, 0 ;8,4 
guard.sparkno = S8200             
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 25
ground.hittime  = 1;21             
ground.velocity = -3,-19             
airguard.velocity = -1.9,8     
air.animtype = High                 
air.velocity = -2,-17           
air.hittime = 32
fall = 1
air.fall = 1
palfx.time = 110
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;kill= (numtarget!=numenemy) || (animelem=20)

[State 3201, 4] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 38
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85

[State 3201, 5] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 59
persistent = 0
anim = 8505
postype = p2
pos = 8, -135;-95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .9,.9

[State 3201, 6] ;Remove Energy (1)
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1120

[State 3201, 7] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 105]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;105

[State 3201, 8] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 105]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;105

[State 3201, 9]
type = VarSet
;trigger1 = var(40) != 0 && var(40) != 1
trigger1 = MoveHit
v = 20
value = 2

[State 3201, 10]
type = StateTypeSet
trigger1 = Time = 57
statetype = A
movetype = A
physics = A

[State 3201, 11]
type = HitBy
trigger1 = Time = [0, 54]
value = SCA, SA,HA,NP,SP,HP

[State 3201, 12]
type = HitBy
trigger1 = Time = [55, 98]
value = SCA, HA,NP,SP,HP

[State 3201, 13]
type = VelSet
trigger1 = Time = 55;64;16
;x = 9.7
y = -10.1

[State 3201, 14]
type = VelSet
trigger1 = Time = 66;18
;x = 9.1
y = -16.1

[State 3201, 15]
type = VelSet
trigger1 = Time = 69;21
;x = 5.3
y = -19.1

[State 3201, 16]
type = VelSet
trigger1 = Time = 76;71;23
;x = 2.95
y = -15.1

[State 3201, 17]
type = VelSet
trigger1 = Time = 79;74;26
;x = 1.6
y = -7.1

[State 3201, 18]
type = VelSet
trigger1 = Time = 83;78;30
;x = .7
y = -3.3

[State 3201, 19]
type = VelSet
trigger1 = Time = 86;81;33
;x = .05
y = -1.3

[State 3201, 20]
type = VelSet
trigger1 = Time = 90;85;37
;x = 0
y = -.9

[State 3201, 21]
type=afterimage
trigger1 = Time = 0
time=150
framegap=2
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1

[State 3201, 23]
type = PlaySnd
trigger1 = Time = 55
value = 2, 1
channel = 0
ignorehitpause = 1

[State 3201, 24]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 37;35
value = 20, 3
channel = 2
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 25]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 57;55
value = 20, 3
channel = 3
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 26]
type = PlaySnd
trigger1 = Time = 36;35
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 27]
type = PlaySnd
trigger1 = Time = 56;55
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 28]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

[State Electric]
type=helper
trigger1= movehit && numtarget && numhelper(8311)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=8311
ID=8311
name="Electricity"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
Last Edit: September 22, 2010, 06:12:30 am by kibanaruto22