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Author Topic: help in coding shun goku satsu  (Read 3293 times)

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Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #25 on: September 18, 2007, 09:08:50 PM »
ANIM= 4000
15 hits right this is what you need to do ok
all you need to do is change the envcolor and the hit def
 

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 10
under = 0
;ignorehitpause =
;persistent =


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 0         ;Damage that move inflicts, guard damage
animtype = heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = s1111            ;Spark anim no (Def: set above)
sparkxy = -5, 0      ;X-offset for the "hit spark" rel. to p2,               ;Y-offset for the spark rel. to p1
hitsound = s2, 10          ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -4,100      ;Velocity at which opponent is pushed
airguard.velocity = -5,100   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,100      ;X-velocity at which opponent is pushed,               ;Y-velocity at which opponent is pushed
air.hittime = 20         ;Time before opponent regains control in air

and that should work

THIS GO AFTER THE 1ST STATE
I MEAN THIS

[Statedef 4000]
type = S
movetype = A
physics = S
anim = 4000
ctrl = 0
velset = 0, 0
poweradd = -3000

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