Posted by Minakata Moriya
in Samurai Shodown! 2 Special (tentative title) (Started by Minakata Moriya October 17, 2020, 03:10:24 am
Board: Projects
Board: Projects
;=== Knockback Stumble Fall ===
[Statedef 7010]
type = S
movetype= H
physics = N
velset = 0,0
anim = 7010
[State 7010, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "GetHitVar(hitshaketime): %d"
params = GetHitVar(hitshaketime)
[State 7010, EndHitPause]
type = ChangeState
trigger1 = HitPauseTime = 0
;trigger1 = time = GetHitVar(hitshaketime)
value = 7011
[Statedef 7011]
type = S
movetype= H
physics = N
velset = -7,0
anim = 7011
[State 7010, Trip]
type = ChangeState
trigger1 = time = 14
value = 7015
[Statedef 7015]
type = A
movetype= H
physics = N
velset = -3.5,-4
anim = 7015
[State 7015, Gravity]
type = Gravity
trigger1 = 1
[State 7015, End]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
If you have any questions or need new commands made ask me or JMM. We update the .txt file when we make new commands to help maintain a standard. We will make any command you need
[State 1050, ReflectStrength]
type = ParentVarSet
trigger1 = time = 0
var(11) = 0
[State 1000, Projectile]
type = Helper
trigger1 = time = 0
trigger1 = enemy, Name = "testname"
name = "Proj Reversed"
id = 1050 + (enemy, var(11) * 10)
postype = p1
pos = 80, 0
stateno = 1050 + (enemy, var(11) * 10)
ownpal = 1
[State 1050, ReflectStrength]
type = VarSet
trigger1 = time = 0
var(11) = [between 0 and 2]
[State 1000, Projectile]
type = Helper
trigger1 = time = 0
trigger1 = enemy, Name = "testname"
name = "Proj Reversed"
id = 1050 + (enemy, var(11) * 10)
postype = p1
pos = 80, 0
stateno = 1050 + (enemy, var(11) * 10)
ownpal = 1
[State -1, TurnReset]
type = VarSet
trigger1 = 1
var(2) = 0
[State -1, VarSet] ; Trying to fix buffering issue on inputting a move during turn
type = VarSet
trigger1 = (ScreenPos X > (enemy, ScreenPos X)) && facing = 1
trigger2 = (ScreenPos X < (enemy, ScreenPos X)) && facing = -1
var(2) = 1
ignorehitpause = 1
[State -1, A Uppercut]
type = ChangeState
value = 1100
trigger1 = command = "upper_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "rdp_x" && var(2)
ignorehitpause = 1
[State -1, A BodyProjectile]
type = ChangeState
value = 1200
trigger1 = command = "rdp_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "upper_x" && trigger2 = var(2)
ignorehitpause = 1
[State -1, A Uppercut]
type = ChangeState
value = 1100 + (100 * var(2))
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1
[State -1, A BodyProjectile]
type = ChangeState
value = 1200 - (100 * var(2))
triggerall = command = "rdp_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1