Posted by soilworksoilwork
in R@CE's Wips - Ray McDougall (Started by R@CE AKIR@ October 27, 2018, 06:15:33 pm
Board: Projects
Board: Projects
One of the best!
[State -1, Excel Combo]
type = changestate
value = 760
triggerall = !AIlevel
triggerall = command = "excelcombo"
triggerall = roundstate = 2 && power >= 1000 && !var(20)
trigger1 = (ctrl || (stateno = [100, 101]))
;[State -1, Excel Combo]
;type=changestate
;value=900
;trigger1= !AILevel && [b]!var(15)[/b]
;trigger1= command="excelcombo"
;trigger1= roundstate=2 && power>=1000 && ctrl
[State -1, Stand Light Punch]
type = changestate
value = 200
triggerall= !AILevel
triggerall= command="x" && command!="holddown" && statetype!=A
trigger1 = (ctrl||var(16)=1) || (stateno=[100,101])
trigger2 = (stateno=200 || stateno=250) && time>=5
trigger3 = var(4)
[State -1, Stand Medium Punch]
type=changestate
value=210
triggerall= !AILevel
triggerall= command="y" && command!="holddown" && statetype!=A
trigger1= (ctrl||var(16)=1) || (stateno=[100,101])
trigger2= (stateno=200 || stateno=250) && (movecontact=[1,4])
trigger3 = var(4)
[State -1, Stand Hard Punch]
type=changestate
value=220
triggerall= !AILevel
triggerall= command="z" && command!="holddown" && statetype!=A
trigger1= (ctrl||var(16)=1) || (stateno=[100,101])
trigger2= ((stateno=[200,260])) && (movecontact=[1,4]) && StateNo != 220
trigger3 = var(4)
;====================<CUSTOM COMBO>====================
;Ground Version
[Statedef 760]
type = U
physics = U
movetype = A
anim = ifelse(statetype = A, 762, 760)
ctrl = 0
velset = ifelse((statetype = S), 0, vel x), ifelse((statetype = S), 0, vel y)
poweradd = -1000
[State 760, Stop]
type = posfreeze
trigger1 = anim = 762
value = 1
[State Corner Push]
type = varset
trigger1 = !time
fvar(5) = 0
[State 760, Var]
type = varset
trigger1 = (anim = [760, 761]) && !animtime
trigger2 = anim = 762 && !time
var(20) = 180
[State 760, NHB]
type = nothitby
trigger1 = (anim = [760, 761])
trigger2 = anim = 762 && time <= 1
time = 8
value = SCA
[State 760, Custom Combo Time]
type = VarSet
trigger1 = Time >= 4
var(20) = 180
[State 760, Voice]
type = PlaySnd
trigger1 = Time = 4 && var(40) != 1
value = 3000,0
channel = 0
[State 760, Voice (Violent)]
type = PlaySnd
trigger1 = Time = 4 && var(40) = 1
value = 3100,10
channel = 0
;[State 760, Custom Combo FX Helper]
;type = Helper
;trigger1 = Time = 4
;helperType = Normal
;stateNo = 8400
;ID = 8400
;name = "Custom Combo FX"
;posType = P1
;pos=43,-106
;superMoveTime = 255
;size.xScale = 1
;size.yScale = 1
;ownpal = 1
[State 760, Super Pause FX]
type = helper
trigger1 = !time
helpertype = normal
stateNo = 8400
ID = 8400
name = "Custom Combo FX"
posType = P1
pos=43,-106
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 9999
[State 760, superchargepause]
type = superpause
trigger1 = !time
time = 30
anim = -1
sound = s7, 2
darken = 0
movetime = 30 * (anim != 762)
[State 760, Shadows]
type = afterimage
trigger1 = (anim = [760, 761]) && time = 30
trigger2 = anim = 762 && time = 1
time = 2
timegap = 1
framegap = 4
length = 13
paladd = 0, 0, 0
palmul = 0.75, 0.75, 0.75
palcontrast = 64, 128, 192
palpostbright = 0, 0, 0
trans = add1
[State 760, End]
type = changeanim
trigger1 = anim = 762 && !animtime
value = 41
elem = 6
[State 760, Type]
type = statetypeset
trigger1 = anim = 41
statetype = A
physics = A
[State 760, Ctrl]
type = ctrlset
trigger1 = anim = 41
value = 1
[State 760, End]
type = changestate
trigger1 = (anim = [760, 761]) && !animtime
value = 0
ctrl = 1
;Oni Yaki
[Statedef 1100]
type=S
movetype=A
physics=S
ctrl=0
velset=0,0
poweradd=72 * !var(20)
sprpriority=1
facep2=1
[State 1100, VarSet]
type=VarSet
trigger1 =!AILevel&& !time
var(10)=ifelse(command="OniYaki1",0,ifelse(command="OniYaki2",1,2))
ignorehitpause=1
[State 1100, VarSet]
type=VarSet
trigger1 =AILevel&& !time
var(10)=Ifelse(random<200,1,2)
ignorehitpause=1
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1100+var(10)+ Var(11)*10000
ignorehitpause=1
[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=1,2
channel=3
[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=41,0
channel=4
[State 123, Dust Helper]
type = Helper
trigger1 = AnimElem=4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1
[State 1100, PosSet]
type = PosSet
trigger1 = !Time
y = 0
[State 1100, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(4)<0
value = SCA
ignorehitpause = 1
[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 1
StateType = A
physics = N
[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) != 1
value = 0,8
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) = 1
value = 0,1100
channel = 0
[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
y = ifElse(!var(10), -7.5, ifElse(var(10) = 1, -9, -10.5))
[State 1100, VelAdd]
type = Veladd
trigger1 = AnimElemTime(4) >= 2
y = 0.55
[State 1100, PosAdd]
type = PosAdd
trigger1 = Animelem=2
x = 16
[State 1100, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = 32
[State 1100, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Oni Yaki Front Flames"
ID = 1105
stateno = 1105
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=2&&animelem=3
priority=4, Hit
attr=A, SP
damage=Ifelse(var(20),76,76+8*var(10)), 10
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=0&&animelem=2
attr=A, SA
damage=Ifelse(var(20),33,45), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 9), ifElse(var(20), 3, 9)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=1&&animelem=3
attr=A, SA
damage=Ifelse(var(20),43,43), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=3
attr=A, SA
damage=Ifelse(var(20),33,15), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=4
attr=A, SA
damage=Ifelse(var(20),43,35), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
[State 1100, flames]
type = helper
trigger1 = movehit && numtarget && !numhelper(7180)
trigger1 = !(target, time) && (target, movetype = H)&&(enemynear,stateno=[5000,5050])
helpertype = normal
stateno = 7180
ID = 7180
name = "flames"
postype = p2
ownpal = 1
facing = -1
ignorehitpause = 1
pauseMoveTime=255
[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(7)>= 0
movetype = I
[State 0, ChangeState]
type = ChangeState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1101
;----------------------------------------------------------------------------------------------
;Landing
[StateDef 1101]
type = S
physics = N
moveType = I
velSet = 0,0
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1132+var(10)
ignorehitpause=1
[State 1100, Anim]
type = ChangeAnim
trigger1 = !time && Var(10)=3
value = 1132
ignorehitpause=1
[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 52, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 52, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8106
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1201, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
You converted them thats Good but You need to make some details for better results
you got to think about ingame resolution look
Not to mention that it causes a huge mess, palette-wise.