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Lanzamiento de bazoka estilo wiper

;===============================================================================
; 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

Pasted: Jan 21, 2015, 3:36:35 am
Views: 4