Posted by IkuTronHD
in Touhou: Gensokyo Reloaded Roster (Started by Ricepigeon January 14, 2016, 10:10:26 pm
Board: Touhou: Gensokyo Reloaded
Board: Touhou: Gensokyo Reloaded
I can easily help you out, but there already appears to be loop values in the .def. Are these perhaps not correct?
;---------------------------------------------------------------------------
; Best Friend Forever
[Statedef 2000]
type = S
movetype= A
physics = S
velset = 0,0
anim = 2001
ctrl = 0
sprpriority = 1
facep2=1
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 10
y = 0
[State 2000, VS]
type = varset
trigger1 = time=0
trigger1 = fvar(10)<1.0
fvar(10)=fvar(10)*0.925
[State 4000, Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Blackout Effect"
ID = 701
pos = 0,0
postype = p1
stateno = 701
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40
[State 2000, Spellcard Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Spellcard_FX"
id = 1999
stateno = 1999
pos = 0,-50
postype = p1
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40
[state 1010, Za Warudo!]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S4,0
p2defmul = 1
poweradd = -1000
unhittable = 1
movetime = 40
darken = 0
[State 2000, Helper]
type = Helper
trigger1 = time = 0
ID = 2000
pos = 0,0
postype = p1
stateno = 2010
helpertype = normal
name = "Sombra"
keyctrl = 0
ownpal = 1
supermovetime = 1
[State 2000, 1]
type = HitDef
Trigger1 = 1
attr = S, NA ;Attributes: Standing, Normal Throw
guardflag = MA
damage = 10,0
hitflag = MAF
priority = 3, Hit ;Throw has low priority, must be miss or dodge type.
sparkno = S8020+(random%2)
guard.sparkno = S8030
sparkxy = -10,-46
hitsound = s1,2
guardsound = s2,0
p1stateno = 2020 ;On success, player changes to state 810
p2stateno = 2030 ;If hit, p2 changes to state 820 in player's cns
ownpal = 0
fall = 1 ;Force p2 into falling down
[State 1000, Scale]
type = AngleDraw
trigger1 = Time < 60
scale = 1.0+(Time*1.0/60.0) , 1.0+(Time*1.0/60.0)
[State 2000, end]
type = ChangeState
trigger1 = movehit
value = 2020
ctrl = 1
[State 0, PosSet]
type = PosSet
trigger1 = time >= 101
x = -80
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time >= 101
x = 0
y = 0
[State 2000, end]
type = ChangeState
trigger1 = Time >= 101
value = 2003
ctrl = 0
[Statedef 2003]
type = S
ctrl = 0
anim = 2003
[State 703, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------
[Statedef 2010]
type = S
movetype = A
physics = N
anim = 2000
velset = 0
ctrl = 0
[State 2010, end]
type = Destroyself
trigger1 = time >= 101
;-------------------------
[StateDef 2020]
type = C
movetype= A
physics = C
juggle = 1
velset = 0,0
ctrl = 0
anim = 2002
sprpriority = 2
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = 27
[State 2000, 1]
type = HitDef
Trigger1 = Animelem = 6
attr = S, NA ;Attributes: Standing, Normal Throw
guardflag = MA
damage = 100,0
hitflag = MAF
priority = 3, Hit ;Throw has low priority, must be miss or dodge type.
sparkno = S8020+(random%2)
guard.sparkno = S8030
sparkxy = -10,-46
hitsound = s1,3
guardsound = s2,0
p1stateno = 2020 ;On success, player changes to state 810
p2stateno = 2030 ;If hit, p2 changes to state 820 in player's cns
fall = 1 ;Force p2 into falling down
[State 0, Hard Knockdown]
type = TargetState
trigger1 = animelem = 11 && time >= 90
value = 470
[State 2020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-------------------------
[Statedef 2030]
type = A
movetype= H
physics = N
velset = 0,0
[State 2020, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2004
;;;;;;;Junko;;;;;;;;;;;;;;;
[bgctrldef 1]
CtrlID = 1
[BGCtrl 1]
type = Enable
time = 0
value = 0
[BGCtrl 1]
type = Enable
time = 0
value = 1 ;ON <<<<<<< value = 0 ;OFF value = 1 ;ON
;;;;;;;Suelo;;;;;;;;;;;;;;;
[bgctrldef 2]
CtrlID = 1
[BGCtrl 2]
type = Enable
time = 0
value = 0
[BGCtrl 2]
type = Enable
time = 0
value = 1 ;ON <<<<<<< value = 0 ;OFF value = 1 ;ON
[State -3, Helper]
type = Helper
triggerall = numhelper(1998)=0
trigger1 = life > enemynear(0), life
helpertype = normal
name ="Lider"
ID = 1998
stateno = 1998
postype = p1
[State 1998: DestroyLEADER]
type = DestroySelf
trigger1 = life < enemynear(0) , life
trigger2 = MoveContact
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 1998]
type = S
physics = S
anim=1998 ;esta es mi animacion vacia pero puede ser cualquiera.
[State 1998, LEADER]
type = Explod
triggerall = NumEnemy
trigger1 = EnemyNear,Life != Life
postype = Left
pos = Floor(Cond((Life > EnemyNear,Life),Cond(TeamSide = 1,4,GameWidth-38),Cond(TeamSide = 1,GameWidth-38,38))),0
anim = 9999
ignorehitpause = 1
scale = .4,.4