;=============================================================================== ; Bazoka Atack (Personaje) ;=============================================================================== [Statedef 400] type = S movetype = A physics = S ctrl = 0 anim = 400;Aqui Pones Tu animacion del sprite lanzando el bazokaso sprpriority = 1 velset = 0,0 poweradd = 30 ;Esto es para que se vea que sale arena atras despues de lanzar la bazoka tu puedes modificar el la animacion de salida [State 60, Arena Grande atras] type = Explod trigger1 = animelem = 2 anim = 7100 ID = 7100 pos = 0,10 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove = 1 pausemove =1 scale = 0.5, 0.5 sprpriority = 2 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ignorehitpause = 1 ;Esto es un helper donde dice animelem = 3 tu pones la sub animacion de donde sale la bala [State 1000: Espada arena] type = Helper trigger1 = animelem = 3 helpertype = Normal name = "Bala" id = 402 pos = 32,-37 postype = p1 facing = 1 stateno = 402 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 size.xscale = 1 size.yscale = 1 ;Esto es si quieres agregarle un efecto de humo como el de wiper [State 1000: Espada arena] type = Helper trigger1 = animelem = 3 helpertype = Normal name = "Humo horizontal" id = 404 pos = 15,-38 postype = p1 facing = 1 stateno = 404 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 size.xscale = 1 size.yscale = 1 ;Es dejalo aso [State 0, EnvShake] type = EnvShake trigger1 = Time = 31 time = 1 freq = 60 ampl = -2 ;Aqui cambia el statedef para seguir con la terminacion [State 1100, 3] type = Changestate trigger1 = time = 60 value = 401 ctrl = 0 ;------------------------------------------------------------------------------- ;Bazoka Atack (Personaje) Terminacion [Statedef 401] type = S physics = S ctrl = 1 anim = 401 ;Aqui cambias la animacion por la que tu tengas para terminar el ataque sprpriority = 1 velset = 0,0 [State 1100, 3] type = Changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------------------------------------------- ;--------------------------------------------------------------- ; Cannon (Aqui va la bala) [Statedef 402] movetype = A ctrl = 0 anim = 402 sprpriority = 1 ;Deja esto asi significa que tambien puede ser destruida la bala ;Si te da errores borrala [State 1101, HitOverRide] type = HitOverRide trigger1 = 1 time = 1 hitflag = MAF attr = SCA, AT, NT, ST, HT ;Aqui la direcccion y velocidad que toma [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 6.5 y = -1.5 ;Aqui la direcccion en efecto curveado [State 0, VelSet] type = Veladd trigger1 = time >= 0 y = 0.2 ;El hitdef me imagina que ya sabras como funciona [State 210, 1] type = HitDef trigger1 = 1 attr = S, NA animtype = High damage = 80,30 guardflag = MA pausetime = 0,10 sparkno = -1;s6000 guard.sparkno = s7000 sparkxy = -8,-25 hitsound = S1,16 guardsound = S0,8 ground.type = High ground.slidetime = 10 ground.hittime = 11 ground.velocity = -2,-10 air.velocity = -2,-10 slidetime = 8, 15 Palfx.time = 20 ;Esto es es el tiempo que dura en color esplosivo Palfx.add = 40,-70,-200 ;los colores combinados(RGB)para hacer al p2 esplotado Palfx.sinadd = 40,30,0,10;Lo mismo Palfx.color = 0 Palfx.invertall = 1 envshake.time = 5 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 1 fall = 1 ;AQUI EL SPARK DE LA EXPLOSION ES LO MISMO QUE UN SPARK NORMAL [State 60, Spark que explota] type = Explod trigger1 = movecontact = 1 anim = 403;La animacion de la explosion ID = 403 pos = 0,10 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove = 1 pausemove =1 scale = 0.7, 0.7 sprpriority = 2 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ignorehitpause = 1 ;Aqui esta funcion sirve para destruir el helper cuando toque al p2 [State 0, DestroySelf] type = DestroySelf trigger1 = movecontact = 1 ;-------------------------------------------------------------------------------------------------------------- ;Humo para el efecto de la bazoka [Statedef 404] type = S physics = N ctrl = 0 anim = 8200;Animacion del humo choque en el piso, fijate un char de wenchu que sprite tiene en esta animacion y ;has lo mismo sprpriority = 2 ;La forma que toma para el frente si sabes de angulo sabras cual es el -90 o 90 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = -90 scale = 0.35,0.35 ;La trasparencia del efecto [State 0, Trans] type = Trans trigger1 = 1 trans = add ;Que no se vea la sombra del efecto [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ;Se destruye al acabarse la animacion [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0