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| Staff EX-Team KMC ID: 88297 Registrado: septiembre-2006 Hace: (1145 dias)
Mensajes: 262
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1.- Descarga este archivo: http://www.4shared.com/file/19414287...fDtoW.html?s=1 2.- Ponlo en la carpeta de tu char. 3.- Arrastra el archivo SFF del char hacia el EXE (sin abrir el EXE). 4.- Se generara un archivo BAK. Si kieres, puedes borrarlo sin problemas. Si tienes mas chars con colores raros, usa este EXE para arreglarlos. Espero te sirva. Salu2. ![]()
__________________ ![]() Staff del Team KMC ----------------------------- "Y aún cuando mi cuerpo ha sido mancillado y mi alma ardió en un fugaz vuelo, el plomo ha quedado como prueba del amor que sentí por ella" | ||||
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| Working on Orochi XI. Status: Stand by... ID: 153379 Registrado: junio-2007 Hace: (885 dias) Edad: 18
Mensajes: 310
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__________________ ..::K O F · M U G E N · C H I L E::.. Foro comandado por el famoso Team KMC y dirigiendo sus trabajos para todo el mundo! No dudes en entrar! My W.I.P.: ![]() The release date... coming soon. | ||||
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| Sin estado ID: 80437 Registrado: agosto-2006 Hace: (1173 dias) Edad: 21
Mensajes: 448
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http://fenixmugen.mi-web.es/board/co...ngel-t337.html
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| Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (711 dias)
Mensajes: 298
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ahora tengo estas preguntas como cambio las voces que tiene un personaje por otras diferentes es decir cambiarlas todas? como puedo crear un archivo diferente de voces por uno completamente nuevo?
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| ...:::Le@n:::... ID: 194952 Registrado: septiembre-2007 Hace: (773 dias) Edad: 20
Mensajes: 1.722
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Bahh! que va, aca te dejo una imagen para que entiendas como cambias o agregas sonidos con el fighter factory Espero que te sirva!!
__________________ ![]() Les Gusta mi nueva Firma XD!!!! Dale Clic y bajate algo Lindo Para tu Mugen XD! Saludo y Gracias...... ¡¡¡AGUANTE MUGEN!!!! Frases:
Última edición por Leandro1412; 21-ene-2009 a las 10:36. | ||||||||
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| Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (711 dias)
Mensajes: 298
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me pueden decir donde se encuentra el comando de proyectiles en el siguiente texto? el personaje de a continuacion su proyectil no golpea al oponente como le hago para que tenga valor de un golpe ya se que deveria ser asi projhits = 1 pero no lo encuentro esta cambiado el comando? cual es? [Data] life = 1660 ; attack = 115 ; defence = 130 ;100% defensive power (more is stronger) fall.defence_up = 20 ;Def go liedown.time = 30 ;Time p airjuggle = 22 sparkno = 0 ; guard.sparkno = -1 KO.echo = 1 ; volume = 10 IntPersistIndex = 58 [Size] xscale = 1 yscale = 1 ground.back = 30 ; ground.front = 30 ; air.back = 15 ; air.front = 15 ;P height = 75 attack.width = 4,4 ; attack.dist = 20 ; proj.attack.dist = 20 proj.doscale = 1 ; head.pos = -2, -93 mid.pos = -2, -60 shadowoffset = 0 [Velocity] walk.fwd = 3.1 ; walk.back = -2.3 ; run.fwd = 6, 0 ; run.back = -4.5,-3.8 ; jump.neu = 0,-9 jump.back = -4.8,0 jump.fwd = 4.8,0 [Movement] airjump.num = 0 airjump.height = 0 ; yaccel = .58;.45 stand.friction = .10 crouch.friction = 0 [Statedef 10] type = C physics = C [State 10, 1] type = ChangeState trigger1 = Time = 0 value = 11 [Statedef 11] type = C physics = C sprpriority = 0 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 0 && AnimTime = 0 trigger2 = Anim != 0 trigger2 = Anim != 0 value = 0 [Statedef 12] type = S physics = S [State 12, 1] type = ChangeState trigger1 = Time = 0 value = 0 ; WIN [Statedef 180] type = S movetype= I physics = S ctrl = 0 velset = 0,0,0 [State 180, 7] type = ChangeState trigger1 = 1 value = 181 ctrl = 1 ; WIN1 [Statedef 181] type = S movetype= A ctrl = 0 anim = 180 velset = 0,0 [State 180, 46ds1] type = Playsnd triggerall = NumExplod(2000) < 1 triggerall = NumExplod(20001) < 1 trigger1 = time = 5;7 value = 3,9 ; --- Nombre Wins --- [State 180, 461] type = Playsnd trigger1 = time = 30;5 trigger1 = NumPartner = 0 value = 6,0 volume = 50 [State 180, 461dfg] type = Playsnd trigger1 = time = 115 value = F5,34 trigger1 = NumPartner = 0 trigger1 = var(30) = 10010 volume = 50 [State 181, 1.5] type = EnvColor trigger1 = Var(23) = 1 value = 0,0,0 time = 1 under = 0 [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 320] triggerall = Var(4) = 0 flag = roundnotover [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 640] triggerall = Var(4) != 0 flag = roundnotover ; --- Cosas de Flawless --- [State 180, Flawless] type = Playsnd trigger1 = time = 140 trigger1 = WinPerfect value = F5,9 [State 181, flawlessss] type = Explod trigger1 = time = 140 trigger1 = WinPerfect trigger1 = Var(4) = 0 anim = F38 pos = 156*const(size.xscale),90*cons t(size.xscale) postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 removetime = -1 [State 181, flawlessss] type = Explod trigger1 = time = 140 trigger1 = WinPerfect trigger1 = Var(4) != 0 anim = F38 pos = 156*const(size.xscale),90*cons t(size.xscale) postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 removetime = 115 ; --- Carteles --- [State 181, cartel] type = Explod triggerall = Var(4) != 0 trigger1 = time = 270 trigger1 = WinPerfect trigger2 = time = 140 trigger2 = !WinPerfect anim = F200+var(4) id = 7000 pos = 168,100 postype = left facing = 1 sprpriority = 2 ownpal = 1 ontop = 1 ; --- Cosas de Fatality --- [State 181, Fatality] type = Playsnd triggerall = Var(4) = 1 trigger1 = time = 270 trigger1 = WinPerfect trigger2 = time = 140 trigger2 = !WinPerfect value = F200, var(4) volume = 50 ; --- Cosas de Babality --- [State 181, Babality] type = Playsnd triggerall = Var(4) = 2 trigger1 = time = 270 trigger1 = WinPerfect trigger2 = time = 140 trigger2 = !WinPerfect value = F200, var(4) volume = 50 ; --- Cosas de Friendship --- [State 181, friendship] type = Playsnd triggerall = Var(4) = 3 trigger1 = time = 285 trigger1 = WinPerfect trigger2 = time = 155 trigger2 = !WinPerfect value = F200, var(4) volume = 50 ; --- Cosas de Animality --- [State 210, 1] type = StopSnd trigger1 = time = 0 triggerall = Var(4) = 4 channel = -1 [State 210, 1] type = Playsnd trigger1 = time = 1 triggerall = Var(4) = 4 value = F5,53 volume = 600 [State 431, 3.2] type = Varset trigger1 = Time = 0 v = 45 value = 0 [State 431, 3.2] type = VarRandom trigger1 = Time = 1 v = 45 range = 0,1 [State 181, animality] type = Playsnd triggerall = Var(4) = 4 trigger1 = time = 260;270 trigger1 = WinPerfect trigger2 = time = 130;140 trigger2 = !WinPerfect value = F200, var(4)+(var(45)*10) volume = 50 ; --- Cosas de Brutality --- ;sonidos de brutality [State 181, brutality] type = Playsnd trigger1 = time = 270 trigger2 = time = 273 trigger3 = time = 276 trigger4 = time = 279 trigger5 = time = 282 trigger6 = time = 285 trigger7 = time = 288 trigger8 = time = 291 trigger9 = time = 294 triggerall = Var(4) = 5 triggerall = WinPerfect value = F5,21 [State 181, brutality] type = Playsnd trigger1 = time = 140 trigger2 = time = 143 trigger3 = time = 146 trigger4 = time = 149 trigger5 = time = 152 trigger6 = time = 155 trigger7 = time = 158 trigger8 = time = 161 trigger9 = time = 164 triggerall = Var(4) = 5 triggerall = !WinPerfect value = F5,21 [State 181, brutality] type = Playsnd triggerall = Var(4) = 5 trigger1 = time = 310 trigger1 = WinPerfect trigger2 = time = 180 trigger2 = !WinPerfect value = F200, var(4) volume = 50 ; --- Cosas de Hara-Kiri --- [State 181, harakiri] type = Playsnd triggerall = Var(4) = 6 trigger1 = time = 260;270 trigger1 = WinPerfect trigger2 = time = 130;140 trigger2 = !WinPerfect value = F200, var(4) volume = 600 ;--------------- [Statedef 1811] type = S movetype= I ctrl = 0 anim = 220 velset = 0,0 [State 180, 461] type = Playsnd trigger1 = time = 3 value = 4,15 trigger1 = NumPartner = 0 volume = 50 [State 181, 1.5] type = EnvColor trigger1 = Var(23) = 1 value = 0,0,0 time = 1 under = 0 [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 620] trigger1 = Var(4) != 0 flag = roundnotover [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 320] trigger1 = Var(4) = 0 flag = roundnotover [State 180, Flawless] type = Playsnd trigger1 = time = 235 trigger1 = life >= 999 trigger1 = p2life = 0 trigger1 = WinPerfect value = F5,9 ;volume = 50 [State 181, Lightning] type = Explod trigger1 = AnimElem = 6 anim = 181 pos = 0*const(size.xscale), 0*const(size.xscale) postype = p1 bindtime = -1 sprpriority = 2 shadow = -1 ownpal = 1 [State 181, FATWord] type = Explod trigger1 = time = 340 trigger1 = Var(4) = [1, 2] anim = F4 id = 7000 pos = 168,100 postype = left facing = 1 sprpriority = 2 ownpal = 1 ontop = 1 [State 181, DIED] type = Explod trigger1 = time = 1 trigger1 = Var(4) = [1, 2] anim = F18 id = 7089 pos = 168,100 postype = left facing = 1 sprpriority = 1 ownpal = 1 [State 181, Fatality] type = Playsnd trigger1 = time = 340 trigger1 = Var(4) = [1, 2] value = F5, 12 volume = 50 [State 181, 6] type = Explod trigger1 = time = 330 trigger1 = Var(4) = 3 anim = F4 id = 7030 pos = 156,95 postype = left facing = 1 sprpriority = 2 ownpal = 1 removetime = -1 ontop = 1 [State 181, selFre] type = VarRandom trigger1 = time = 330 trigger1 = Var(4) = 3 v = 11 range = 0, 3 ;------------------------- [Statedef 1812] type = S movetype= A ctrl = 0 anim = 180 velset = 0,0 [State 180, 461] type = Playsnd trigger1 = time = 5 value = 6,0 trigger1 = NumPartner = 0 volume = 50 [State 181, 1.5] type = EnvColor trigger1 = Var(23) = 1 value = 0,0,0 time = 1 under = 0 [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 620] trigger1 = Var(4) != 0 flag = roundnotover [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 320] trigger1 = Var(4) = 0 flag = roundnotover [State 180, Flawless] type = Playsnd trigger1 = time = 235 trigger1 = life >= 999 trigger1 = p2life = 0 trigger1 = WinPerfect value = F5,9 ;volume = 50 [State 181, Lightning] type = Null trigger1 = AnimElem = 6 anim = 181 pos = 0*const(size.xscale), 0*const(size.xscale) postype = p1 bindtime = -1 sprpriority = 2 shadow = -1 ownpal = 1 [State 181, FATWord] type = Null trigger1 = time = 340 trigger1 = Var(4) = [1, 2] anim = F4 id = 7000 pos = 168,100 postype = left facing = 1 sprpriority = 2 ownpal = 1 ontop = 1 [State 181, DIED] type = Explod trigger1 = time = 1 trigger1 = Var(4) = [1, 2] anim = F18 id = 7089 pos = 168,100 postype = left facing = 1 sprpriority = 1 ownpal = 1 [State 181, Fatality] type = Playsnd trigger1 = time = 340 trigger1 = Var(4) = [1, 2] value = F5, 12 volume = 50 [State 181, 6] type = Explod trigger1 = time = 330 trigger1 = Var(4) = 3 anim = F4 id = 7030 pos = 156,95 postype = left facing = 1 sprpriority = 2 ownpal = 1 removetime = -1 ontop = 1 [State 181, selFre] type = VarRandom trigger1 = time = 330 trigger1 = Var(4) = 3 v = 11 range = 0, 3 ;--------------------------------------------------------------------------- ; INTRO [Statedef 191] type = S ctrl = 0 velset = 0,0,0 anim = 0 [State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, Enter] type = ChangeState trigger1 = 1 trigger4 = p2name = "shao kahn," trigger4 = var(30) != 10002 trigger4 = time = 90 value = 0 ctrl = 0 ;---------------------------------------------- [Statedef 192] type = S ctrl = 0 velset = 0,0,0 anim = 888 [State 181, FATord] type = Explod trigger1 = numexplod(192) < 1 trigger1 = time = 5 trigger1 = 1 anim = 245 id = 192 pos = 0,0 postype = p1 facing = 1 sprpriority = 2 ownpal = 1 ontop = 1 scale = .9,.9 shadow = 50,50,50 [State 431, sd3.5] type = Playsnd trigger1 = time = 160 trigger1 = anim = 888 trigger1 = 1 value = F5,4 [State 431, sd3.df5] type = Playsnd trigger1 = time = 255 trigger2 = time = 280 triggerall = 1 value = 1,0 [State 431, sd3.5ds] type = Playsnd trigger1 = time = 45 trigger1 = anim = 888 trigger1 = 1 value = 14,0 [State 181, Frd] type = changeanim trigger1 = time = 290 trigger1 = 1 value = 400 [State 181, Frd] type = changeanim trigger1 = animtime = 0 trigger1 = anim = 400 value = 225 [State 181, Frdsd] type = changeanim trigger1 = Animtime = 0 trigger1 = anim = 225 value = 0 [State 431, 3.2] type = VarRandom trigger1 = Time = 0 v = 11 range = 1, 80 [State 431, 3.5] type = Playsnd trigger1 = Var(11) = [1, 20] trigger1 = animelem = 3 trigger1 = anim = 225 value = 3,9 [State 431, 3.6] type = Playsnd trigger1 = Var(11) = [21, 40] trigger1 = animelem = 3 trigger1 = anim = 225 value = 4,11 [State 431, 3.7] type = Playsnd trigger1 = Var(11) = [41, 60] trigger1 = animelem = 4 trigger1 = anim = 225 value = 4,13 [State 431, 3.8] type = Playsnd trigger1 = Var(11) = [61, 80] trigger1 = animelem = 5 trigger1 = anim = 225 value = 4,14 [State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, Enter] type = ChangeState trigger1 = 1 value = 0 ctrl = 0 ;-------------------------- [Statedef 195] type = S ctrl = 0 velset = 0,0,0 anim = 225 ctrl = 1 [State 431, 3.5] type = Playsnd trigger1 = animelem = 3 value = 3,9 [State 191, Enter] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------- [Statedef 24] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 27 ;sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = animelem = 2 pausetime = 0,0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = CM ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. damage = 406 hitsound = 5,14 sparkno = -1 ;No spark sprpriority = -1 ;Draw in front of p2 p2facing = -1 ;Force p2 to face KFM p1stateno = 25 ;On success, KFM changes to state 810 p2stateno = 26 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 800, 2] type = ChangeState Trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------- [Statedef 25] type = S movetype= A physics = N anim = 25 [State 820, 1] type = Sprpriority Trigger1 = Time = 0 value = 5 [State 810, Bind 7] type = TargetBind trigger1 = TIME = 0 pos = 5, 0 [State 810, nd] type = TURN trigger1 = Animtime = 0 [State 810, State End] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;------------- [Statedef 26] type = A movetype= H physics = N velset = 0,0 anim = 26 ;sprpriority = -1 [State 9010, 0.1] type = Sprpriority trigger1 = animtime = 0 value >= 2 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 26 ;[State 820, 435E1] ;type = velset ;Trigger1 = animtime = 0 ;Y = -.3 ;[State 820, 4435E1] ;type = velSET ;Trigger1 = animtime = 0 ;X = -1 [State 820, 4351] type = VelAdd Trigger1 = time >= 11 Trigger1 = time <= 18 x = -.8 ;y = -.3 ;[State 820, 4351] ;type = VelAdd ;Trigger1 = Animtime = 0 ;y = 5 ;x = -5 [State 810, nd] type = TURN trigger1 = Animtime = 0 [State 821, 4] ;Hit ground type = SelfState trigger1 = animtime = 0 value = 5050 ;Hit ground ;-------FATAL [Statedef 660] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 anim = 0 [State 430, 3451] type = PAuse trigger1 = Time = 25 time = 15 [State 430, 31sdaa] type = changeanim trigger1 = Time = 45 value = 225 [State 210, 1] type = Playsnd trigger1 = time = 1 value = F5,11 volume = 60 channel = 1 [State 9130, SetFatal] type = Varset trigger1 = movehit V = 4 value = 1 [State 200, 347] type = changeAnim trigger1 = AnimTime = 0 trigger1 = anim = 225 trigger1 = p2bodydist X > 70 value = 20 [State 200, 347sd] type = VelAdd ;trigger1 = AnimTime = 0 trigger1 = anim = 20 trigger1 = p2bodydist X > 70 trigger1 = 1 X = 2.2 [State 200, 347sfdd] type = VelSet trigger1 = p2bodydist X < 70 X = 0 [State 200, 237] type = changeAnim trigger1 = anim = 20 trigger1 = p2bodydist X <= 70 value = 201 [State 200, 237asd] type = changeAnim trigger1 = anim = 201 trigger1 = AnimTime = 0 value = 221 [State 210, 1sdaax] type = Playsnd trigger1 = animelem = 1 trigger1 = anim = 221 value = F5,5 volume = 60 [State 210, 1] type = Playsnd trigger1 = animelem = 2 trigger1 = anim = 225 value = 3,9 volume = 60 [State 8000, sad] type = BGPalFX trigger1 = time = 0 time = 9999 add = -20, -20, -20 [State 8000, sadsd] type = BGPalFX trigger1 = time = 2 time = 9999 add = -40, -40, -40 [State 8000, sad] type = BGPalFX trigger1 = time = 4 time = 9999 add = -80, -80, -80 [State 1200, ZappySound] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = anim = 201 value = 4, 10 channel = 3 [State 1200, ZappySounzxd] type = PlaySnd trigger1 = AnimElem = 6 trigger1 = anim = 201 value = 4, 12 volume = 100 [State 1200, Za] type = VelSet trigger1 = time = 1 trigger2 = Vel Y != 0 y = 0 [State 1200, BoltFat] type = Hitdef trigger1 = AnimElem = 5 velocity = 8, 0 remvelocity = 0, 0 ; HitDef part of projectile info attr = S, SP animtype = Hard air.animtype = Back air.fall = 1 fall.recover = 0 guardflag = HL pausetime = 0,0 sparkno = -1 p2stateno = 6612 guard.sparkno = -1 hitsound = 5,0 guardsound = s4,17 ground.type = High kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 200, 7] type = changestate trigger1 = AnimTime = 0 trigger1 = anim = 221 value = 0 ctrl = 1 [Statedef 3384] type = S movetype= H physics = S ctrl = 0 velset = 0,0,0 anim = 3384 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3384 [State 22, round hit] type = EnvShake trigger1 = animelem = 6 freq = 40 time = 10 ampl = 15 [State 1200, ound] type = PlaySnd trigger1 = AnimElem = 7 value = 4, 21 channel = 3 [State 1009, Frosty color] type = palFX trigger1 = time = 1 add = 100,150,250 mul = 200,200,200 time = 300 [State 9010, 0.1] type = Sprpriority trigger1 = time = 1 value >= 2 [State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150 [State 9399, 3] type = Lifeadd trigger1 = Time = 1 Value = -9999 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1 [Statedef 10101] type = S movetype= H physics = N velset = 0,999 ctrl = 0 anim = 702 [State 9125, 0.3] type = SprPriority trigger1 = time = 0 value = 0 [State 9125, 2.6] type = Posset trigger1 = time = 0 Y = 900 [State 9125, OkayYouCanStop] type = PalFX trigger1 = time = 1 time = 1 add = 0, 0, 0 mul = 0, 0, 0 [State 9100, NoBGM] type = AssertSpecial trigger1 = Time >= 1 flag = nokoslow [State 9125, 3] type = Lifeadd trigger1 = Time = 1 Value = -9999 [State 9125, 2] type = Selfstate trigger1 = Time = 20 value = 5150 ;------------------------SPECIALLLLLLLL [Statedef 2] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 20,0,0 anim = 2 [State 210, snd2] type = Playsnd trigger1 = AnimElem = 4 value = 4,16 [State 210, snd222] type = Playsnd trigger1 = AnimElem = 8 value = 3,9 [State 210, 2b] type = HitDef trigger1 = AnimElem = 8 trigger1 = p2stateno != 10210 attr = S, NA animtype = Medium damage = 150, 29 guardflag = L ;hitflag = MAF pausetime = 20,2 sparkno = -1 guard.sparkno = -1 p2stateno = 10210 ground.type = Low ground.velocity = 0,0 air.velocity = 0,0 air.hittime = 0 envshake.time = 30 envshake.freq = 90 envshake.ampl = 12 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 200, 7] type = ChangeState trigger1 = Animtime = 0 value = 5120 ctrl = 1 ;------------------------------------ ;;---------------- [Statedef 10210] type = S movetype= H physics = S velset = 0,0,0 ctrl = 0 [State 10210, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 trigger1 = Vel Y = 0 trigger1 = statetype != A value = 5300 [State 10210, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 trigger1 = Vel Y = 0 trigger1 = statetype != A value = 9010 [State 9010, 034.1] type = PosSet trigger1 = p2stateno =[0,9999] Y = 0 [State 9010, 034.12] type = VELSet trigger1 = p2stateno =[0,9999] Y = 0 [State 10210, 3] type = Selfstate trigger1 = time = 120 value = 0 ctrl = 1 [State 821, 4] ;Hit ground type = SelfState trigger1 = roundstate = 3 trigger1 = time = 100 value = 5050 ctrl = 1 ;;---------------- [Statedef 10211] type = s movetype= H physics = S velset = 0,0 ctrl = 0 [State 10211, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 trigger1 = Vel Y = 0 trigger1 = statetype != A value = 5300 [State 9010, 034.1] type = PosSet trigger1 = p2stateno =[0,9999] Y = 0 [State 9010, 034.12] type = VELSet trigger1 = p2stateno =[0,9999] Y = 0 [State 10211, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 trigger1 = Vel Y = 0 trigger1 = statetype != A value = 9010 [State 10211, 22] type = LifeAdd trigger1 = time = 1 value = -50 [State 10211, 22] type = Playsnd trigger1 = time = 1 value = 3,10 channel = 1 lowpriority = 1 [State 10211, 22] type = Playsnd trigger1 = time = 1 value = 14,0 channel = 2 lowpriority = 2 [State 10211, 3] type = Selfstate trigger1 = time = 220 value = 0 ctrl = 1 [State 821, 4] ;Hit ground type = SelfState trigger1 = roundstate = 3 trigger1 = time = 100 value = 5050 ctrl = 1 ;--------------- ; HP1 [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 sprpriority = 2 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 210, 1] type = Playsnd trigger1 = Animelem = 2 value = 4,10 [State 2, Upperblood] type = Helper trigger1 = movehit trigger1 = numhelper(28) < 1 ID = 28 stateno = 28 pos = 0, 0 postype = p1 persistent = 0 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = animelem = 3 attr = S, NA animtype = Back damage = 406, 203 guardflag = HL hitflag = MAF pausetime = 0, 2 sparkno = -1 sparkxy = -55,-95 guard.sparkno = -1 hitsound = 5,0 guardsound = 5,14 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.hittime = 30 ground.velocity = -5,-5 air.velocity = -5,-6 air.hittime = 17 ground.cornerpush.veloff = -25 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;HP - Part 2 ; HP2 [Statedef 201] type = S movetype= A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 201 sprpriority = 2 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 210, 1] type = Playsnd trigger1 = Animelem = 2 value = 4,10 [State 201, 1] type = HitDef trigger1 = animelem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 35, 10 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) air.animtype = Back guardflag = HL hitflag = MAF ;Flags of conditions that move can hit priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,2 ;Time attacker pauses, time victim shakes sparkno = 2 sparkxy = -35,-105 guard.sparkno = -1 hitsound = 5,1 numhits = -1 guardsound = 5,14 ground.type = High ;Type: High, Low, Trip (def: Normal) p2facing = 1 ground.slidetime = 20 ground.hittime = 15 guard.ctrltime = 20 ground.velocity = -8,0 ;Time to regain control after guard (def: guard.slidetime) guard.velocity = -2 air.velocity = -2.3, -2.6 airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) ground.cornerpush.veloff = -10 air.fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 201, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;LP - Part 1 ; LP1 [Statedef 220] type = S movetype= A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 221 sprpriority = 2 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 210, 1] type = Playsnd trigger1 = Animelem = 2 value = 4,10 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 200, 1] type = HitDef trigger1 = animelem = 3 attr = c, NA damage = 240, 120 animtype = Light air.animtype = Back guardflag = HL hitflag = MAF priority = 2, Hit pausetime = 0,6 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 guardsound = 5,14 ground.type = Low ground.slidetime = 20 ground.hittime = 15 p2facing = 1 numhits = -1 guard.slidetime = 10 guard.ctrltime = 10 guard.velocity = -2 ground.velocity = -8,0 air.velocity = -1.3, -1.6 airguard.velocity = -1.9 ground.cornerpush.veloff = -10 air.fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 205, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;LP - Part 2 ; LP2 [Statedef 221] type = S movetype= A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 220 sprpriority = 2 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 210, 1] type = Playsnd trigger1 = Animelem = 2 value = 4,10 [State 201, 1] type = HitDef trigger1 = animelem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 35, 10 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) air.animtype = Back guardflag = HL hitflag = MAF ;Flags of conditions that move can hit priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,6 ;Time attacker pauses, time victim shakes sparkno = -1 guard.sparkno = -1 numhits = -1 hitsound = 5,1 guardsound = 5,14 ground.type = Low ;Type: High, Low, Trip (def: Normal) p2facing = 1 ground.slidetime = 20 ground.hittime = 15 guard.ctrltime = 20 ground.velocity = -8,0 ;Time to regain control after guard (def: guard.slidetime) guard.velocity = -2 air.velocity = -2.3, -2.6 airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) ground.cornerpush.veloff = -10 air.fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 206, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------- ;----------- ;HK [Statedef 210] type = S movetype= A physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim = 210 [State 210, 1.4] type = Playsnd trigger1 = Animelem = 3 value = F5,15 [State 210, 1] type = Playsnd trigger1 = Animelem = 3 value = 4,10 [State 2, Upperblood] type = Helper trigger1 = movehit trigger1 = numhelper(28) < 1 ID = 28 stateno = 28 pos = 0, 0 postype = p1 persistent = 0 ignorehitpause = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Back damage = 400, 100 guardflag = HL hitflag = MAF pausetime = 12, 2 sparkno = -1 sparkxy = -55,-95 guard.sparkno = -1 hitsound = 5,0 guardsound = 5,14 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.hittime = 30 ground.velocity = -5,-5 air.velocity = -5,-6 air.hittime = 17 ground.cornerpush.veloff = -25 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 210, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 212] type = S movetype= A physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim = 220 [State 210, 1.4] type = Playsnd trigger1 = Animelem = 3 value = F5,15 [State 210, 1] type = Playsnd trigger1 = Animelem = 3 value = 4,10 [State 2, Upperblood] type = Helper trigger1 = movehit trigger1 = numhelper(28) < 1 ID = 28 stateno = 28 pos = 0, 0 postype = p1 persistent = 0 ignorehitpause = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Back damage = 166, 22 guardflag = HL hitflag = MAF pausetime = 0, 2 sparkno = -1 sparkxy = -55,-95 guard.sparkno = -1 hitsound = 5,0 guardsound = 5,14 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-5 air.velocity = -9,-6 air.hittime = 17 ground.cornerpush.veloff = -25 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 210, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 225] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 201 [State 240, 1.5] type = Playsnd trigger1 = animelem = 3 value = 4,10 [State 240, 2] type = HitDef trigger1 = AnimElem = 6 attr = S, NA animtype = Back damage = 166, 22 guardflag = HL hitflag = MAF pausetime = 0,2 sparkno = -1 p2stateno = 10210 sparkxy = -55,-95 guard.sparkno = -1 hitsound = S4,12 guardsound = 5,14 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.hittime = 30 ground.velocity = 0,2 air.velocity = 0,4 air.hittime = 17 ground.cornerpush.veloff = 0 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 240] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 201 [State 240, 1.5] type = Playsnd trigger1 = animelem = 3 value = 4,10 [State 2, Upperblood] type = Helper trigger1 = movehit trigger1 = numhelper(28) < 1 ID = 28 stateno = 28 pos = 0, 0 postype = p1 persistent = 0 ignorehitpause = 1 [State 240, 2] type = HitDef triggerall = AnimElem = 6 triggerall = p2statetype != S triggerall = p2statetype != C trigger1 = p2statetype = A attr = S, NA animtype = Back damage = 166, 72 guardflag = HL hitflag = AF pausetime = 0,2 sparkno = -1 sparkxy = -55,-95 guard.sparkno = -1 hitsound = S4,12 guardsound = 5,14 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.hittime = 30 ground.velocity = 0,2 air.velocity = 0,4 air.hittime = 17 ground.cornerpush.veloff = 0 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) envshake.time = 20 envshake.freq = 80 envshake.ampl = 7 [State 240, 2] type = HitDef triggerall = AnimElem = 6 trigger1 = p2statetype = S trigger2 = p2statetype = C triggerall = p2statetype != A attr = S, NA animtype = Back damage = 166, 72 guardflag = HL hitflag = LMH pausetime = 0,2 sparkno = -1 p2stateno = 10210 sparkxy = -55,-95 guard.sparkno = -1 hitsound = S4,12 guardsound = 5,14 p2facing = 1 guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.cornerpush.veloff = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) envshake.time = 20 envshake.freq = 80 envshake.ampl = 7 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 2444] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 210 [State 9130, SetFatal] type = Varset trigger1 = Time = 4 V = 4 value = 1 [State 8000, sad] type = BGPalFX trigger1 = animelem = 1 time = 9999 add = -100, -100, -100 [State 240, 1.5] type = Playsnd trigger1 = animelem = 1 value = 13,0 [State 240, 1.5] type = Playsnd trigger1 = animelem = 3 value = F5,15 [State 240, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 166, 22 guardflag = HL hitflag = MAF pausetime = 0, 2 p2stateno = 441 sparkno = 1 sparkxy = 30,-95 guard.sparkno = -1 hitsound = 5,0 guardsound = 5,14 ground.cornerpush.veloff = -30 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 ground.hittime = 30 ground.velocity = -5,-5 air.velocity = -4.4,-5.2 air.hittime = 17 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 240, 4] type = ChangeState trigger1 = Movehit = 1 value = 2401 ctrl = 1 [Statedef 2401] type = S movetype= I physics = S ctrl = 0 [State 2401, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 241] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 241 [State 241, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 ;[State 241, Play] ;type = PlaySnd ;trigger1 = Time = 2 ;value = 4, Var(11) [State 241, 1.5] type = Playsnd trigger1 = Time = 2 value = F5,15 [State 241, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 43, 9 guardflag = HL hitflag = MAF pausetime = 0,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,3 guardsound = 5,14 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -4 guard.ctrltime = 20 p2facing = 1 air.velocity = -3.4,-4.2 air.hittime = 17 fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall.recover = 0 [State 241, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 245] type = S movetype= A physics = C juggle = 4 ctrl = 0 velset = 0,0,0 anim = 245 [State 240, 1.5] type = Playsnd trigger1 = animelem = 3 value = F5,15 [State 245, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Back damage = 111, 15 guardflag = L hitflag = M pausetime = 0,2 sparkno = -1 guard.sparkno = -1 ;guardsound = 5,14 ground.type = Low ground.slidetime = 0 ground.hittime = 20 guard.ctrltime = 20 ground.velocity = 0 guard.velocity = -3 p2facing = 1 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 fall.recover = 0 [State 245, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 246] type = C movetype= A physics = C juggle = 4 ctrl = 0 velset = 0,0,0 anim = 245 [State 246, 1] type = PlaySnd trigger1 = Time = 2 value = 4,15 [State 246, yuper] type = VarSet trigger1 = Time = 0 v = 14 value = 0 [State 246, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 111, 15 guardflag = L hitflag = MAF pausetime = 0,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 ;guardsound = 5,14 p2facing = 1 ground.type = Low ground.slidetime = 0 ground.hittime = 20 guard.ctrltime = 20 ground.velocity = 0 guard.velocity = -3 air.velocity = -3.4,-4.2 air.hittime = 17 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 245, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 400] type = C movetype= A physics = C juggle = 1 ctrl = 0 anim = 400 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 200, Playf] type = PlaySnd trigger1 = animelem = 2 value = 4, 15 [State 400, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 80, 6 animtype = Light hitflag = MAFD guardflag = L pausetime = 5,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 guardsound = 5,14 ground.type = Low guard.ctrltime = 20 guard.velocity = -15 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2 air.velocity = -1.5,-2 ground.cornerpush.veloff = -20 down.velocity = -4,0 down.hittime = 20 fall.recover = 0 p2facing = 1 air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 400, 3] type = CtrlSet trigger1 = Animtime = 0 value = 1 [State 400, 4] type = ChangeState trigger1 = MoveHit triggerall = Var(50) = 1 triggerall = p2bodydist X > 1 && p2bodydist X < 50 value = 410 ctrl = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 410] type = C movetype= A physics = C juggle = 1 ctrl = 0 anim = 410 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 200, Playf] type = PlaySnd trigger1 = animelem = 2 value = 4, 10 [State 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 80, 15 animtype = LIGHT ;;Nothing = 10 hitflag = MAF guardflag = L pausetime = 10,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 guardsound = 5,14 guard.ctrltime = 20 guard.velocity = -15 guard.slidetime = 20 ground.type = Low ground.cornerpush.veloff = -20 ground.slidetime = 20 ground.hittime = 20 p2facing = 1 ground.velocity = -7,0 air.velocity = -2,-2 air.fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 410, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 420, 4] type = ChangeState trigger1 = MoveHit triggerall = Var(50) = 1 triggerall = p2bodydist X > 1 && p2bodydist X < 50 value = 430 ctrl = 1 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 420] type = C movetype= A physics = C juggle = 1 ctrl = 0 anim = 420 [State -2, 3.3] type = VarRandom trigger1 = 1 v = 1 range = 0, 50 [State 200, Play] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [25, 50] trigger1 = 1 value = F5, 15 [State 200, Plaay] type = PlaySnd trigger1 = time = 1 triggerall = Var(1) = [0, 24] trigger1 = 1 value = F5, 20 [State 200, Playf] type = PlaySnd trigger1 = animelem = 2 value = 4, 15 [State 420, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 80, 7 animtype = Light ;;Nothing = 10 sparkno = -1 guard.sparkno = -1 hitflag = MAFD guardflag = L pausetime = 0,2 p2facing = 1 hitsound = 5,1 guardsound = 5,14 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2 guard.ctrltime = 20 guard.velocity = -15 guard.slidetime = 20 ground.cornerpush.veloff = -20 air.velocity = -2,-2 down.velocity = -4,0 down.hittime = 20 fall.recover = 0 air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 420, 4] type = ChangeState trigger1 = MoveHit triggerall = Var(50) = 1 triggerall = p2bodydist X > 1 && p2bodydist X < 50 value = 400 ctrl = 1 [State 420, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 420, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 430] type = S movetype= A physics = S juggle = 8 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = F5, 15 [State 430, 2] type = HitDef trigger1 = !MoveContact triggerall = NumHelper(711) = 0 attr = C, NA damage = 406, 203 animtype = Back hitflag = MAF ;HAF guardflag = HL pausetime = 0,2 p1stateno = 431 sparkno = -1 sparkxy = -15,-95 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.cornerpush.veloff = -30 ground.type = High guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = -1.8,-12 air.velocity = -1.8,-13 yaccel = 0.38 envshake.time = 20 envshake.freq = 30 envshake.ampl = 15 ;fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 430, 2] type = HitDef trigger1 = !MoveContact ;triggerall = Numexplod(712) = 1 triggerall = Numhelper(711) = 1 triggerall = Var(24) = 0 triggerall = p2statetype != A triggerall = p2stateno != 40 triggerall = p2stateno != 50 attr = C, NA damage = 406, 203 animtype = Back hitflag = MAF ;HAF guardflag = HL pausetime = 0,2 p1stateno = 712 p2stateno = 713 sparkno = -1 sparkxy = -15,-95 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.cornerpush.veloff = -30 ground.type = High guard.ctrltime = 0 guard.velocity = 0 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 air.velocity = 0,0 yaccel = 0.38 envshake.time = 20 envshake.freq = 30 envshake.ampl = 5 ;fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 430, 2] type = HitDef trigger1 = !MoveContact ;triggerall = Numexplod(712) = 1 triggerall = Numhelper(711) = 1 triggerall = Var(24) = 0 triggerall = p2statetype = A attr = C, NA damage = 406, 203 animtype = Back hitflag = MAF ;HAF guardflag = HL pausetime = 0,2 p1stateno = 431 sparkno = -1 sparkxy = -15,-95 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.cornerpush.veloff = -30 ground.type = High guard.ctrltime = 20 guard.velocity = -25 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = -1.8,-12 air.velocity = -1.8,-13 yaccel = 0.38 envshake.time = 20 envshake.freq = 30 envshake.ampl = 15 ;fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 430, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 730] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = F5, 15 [State 9130, SetFatal] type = Varset trigger1 = Time = 4 V = 4 value = 1 [State 8000, sad] type = BGPalFX trigger1 = animelem = 1 time = 9999 add = -100, -100, -100 [State 240, 1.5] type = Playsnd trigger1 = animelem = 1 value = 13,0 [State 430, 2] type = HitDef trigger1 = !MoveContact attr = C, NA damage = 200, 55 animtype = Heavy hitflag = MAF ;HAF guardflag = HL pausetime = 0,2 p1stateno = 431 sparkno = 1 sparkxy = -15,-95 guard.sparkno = -1 hitsound = 5,0 p2stateno = 701 p2facing = 1 guardsound = 5,14 ground.cornerpush.veloff = -20 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2,-15 air.velocity = -2,-15 yaccel = 0.55 envshake.time = 30 envshake.freq = 30 envshake.ampl = 9 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 430, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 99430] type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = F5, 15 [State 430, 2] type = HitDef trigger1 = !MoveContact attr = C, NA damage = 200, 55 animtype = Heavy hitflag = MAF ;HAF guardflag = HL p1stateno = 88500 sparkno = -1 guard.sparkno = -1 hitsound = 5,3 guardsound = 5,14 ground.type = High ground.slidetime = 5 p2facing = 1 ground.hittime = 5 ground.velocity = - 1, -10.5 air.velocity = -1.0,-8 down.hittime = 20 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveGuarded v = 5 value = 1 [State 430, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 431] type = S movetype= I physics = S ctrl = 0 anim = 431 [State 2, Upperblood] type = Helper trigger1 = time = 0 trigger1 = numhelper(28) < 1 ID = 28 stateno = 28 pos = 0, 0 postype = p1 persistent = 0 ignorehitpause = 1 [State 431, 3.2] type = VarRandom trigger1 = Time = 0 v = 45 range = 1, 140 [State 1200, toasty] type = Explod trigger1 = time = 1 trigger1 = var(45) = [120, 130] anim = F28 pos = 300,245 postype = left ontop = 1 sprpriority >= 5 Bindtime = -1 [State 10211, toasty] type = Playsnd trigger1 = time = 15 trigger1 = var(45) = [120, 130] value = F5,39 volume = 150 [State 202, NotFrly] type = Changeanim trigger1 = Time = 15 value = 431 [State 202, NotFriendly] type = VarSet trigger1 = Time = 0 triggerall = var(30) != 10016 v = 5 value = 1 [State 431, 3.2] type = VarRandom trigger1 = Time = 10 v = 11 range = 1, 140 [State 431,324.2] type = VarRandom trigger1 = Time = 5 triggerall = var(30) = 10016 v = 15 range = 1, 60 [State 431, 3.51] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [1, 20] trigger1 = time = 5 triggerall = var(30) = 10016 value = F5, 4 volume = 50 [State 431, 3.61] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [21, 40] trigger1 = time = 5 triggerall = var(30) = 10016 value = F6, 0 volume = 50 [State 431, 3.71] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [41, 60] trigger1 = time = 5 triggerall = var(30) = 10016 value = F5, 5 volume = 50 [State 431, 3.5] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [1, 20] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5, 13 volume = 50 [State 431, 3.6] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [21, 40] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5, 6 volume = 50 [State 431, 3.7] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [41, 60] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5, 5 volume = 50 [State 431, 3.8] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [61, 80] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F0, 21 volume = 50 [State 430, 3.9] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [81, 100] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5, 4 volume = 50 [State 430, 33.9] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [101, 120] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5, 3 volume = 50 [State 430, 3] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [121, 139] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F6, 0 volume = 50 [State 431, 3.99999] type = Varset trigger1 = AnimTime = 0 v = 11 value = 0 [State 431, 3.99999] type = Varset trigger1 = AnimTime = 0 v = 45 value = 0 [State 431, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------- [Statedef 43111] type = S movetype= I physics = S [State 431, 9] type = PlaySnd trigger1 = time = 1 value = F0,21 volume = 50 [State 431, 3.99999] type = Varset trigger1 = AnimTime = 0 v = 11 value = 0 [State 431, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;JUMPING KICK [Statedef 600] type = A movetype= A physics = A juggle = 7 ctrl = 0 anim = 600 [State 600, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 600, 1.5] type = Playsnd trigger1 = animelem = 2 value = F5,15 [State 620, 145] type = Playsnd trigger1 = Animelem = 2 value = 4,15 [State 600, 2] type = HitDef trigger1 = time > 0 trigger1 = !MoveContact attr = A, NA damage = 80, 30 air.animtype = Back air.hittime = 55 air.velocity = -3, -5 yaccel = 0.5 ;;Nothing = 10 guardflag = HL priority = 7 sparkno = -1 guard.sparkno = -1 pausetime = 15,3 p2facing = 1 hitsound = 5,1 guardsound = 5,14 ground.type = High ground.slidetime = 20 ground.hittime = 20 guard.ctrltime = 20 ground.velocity = -4,0 fall.recover = 0 air.fall = 1 recover = 0 yaccel = 0.64 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 600, 3.3] type = Changestate trigger1 = MoveHit value = 601 ;[State 600, 3] ;type = CtrlSet ;trigger1 = Pos Y > -10 ;value = 1 [Statedef 601] type = A movetype= A physics = A juggle = 7 ctrl = 0 ;anim = 601 [State 601, 1] type = VelSet trigger1 = Vel Y < 0 Y = 0 [State 601, 1] type = VelSet trigger1 = Vel X != 0 X = 0 ;[State 601, 2] ;type = Changeanim ;trigger1 = Pos Y > -10 ;value = 611 ;--------------------------------------------------------------------------- ;JUMPING PUNCH [Statedef 610] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 610 [State 621, adjust] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -55) [State 610, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 610, Play] type = PlaySnd trigger1 = Time = 1 value = F5, 15 [State 620, 145] type = Playsnd trigger1 = Animelem = 2 value = 4,15 [State 610, 1.5] type = turn trigger1 = time = 0 trigger1 = P2Dist X < -55 [State 610, 2] type = HitDef ;trigger1 = time > 0 trigger1 = !movecontact attr = A, NA air.animtype = Back air.hittime = 55 air.velocity = -3, -5 yaccel = 0.5 damage = 70, 15 ;animtype = Back ;;Nothing = 10 guardflag = HL priority = 7 pausetime = 10,9 hitsound = 5,1 guardsound = 5,14 p2facing = 1 sparkno = -1 sparkxy = -25,-30 guard.sparkno = -1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.4 guard.ctrltime = 20 fall.recover = 0 air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 610, 3.3] type = Changestate trigger1 = MoveHit value = 611 ;[State 610, 3] ;type = CtrlSet ;trigger1 = Pos Y > -10 ;value = 1 ;[State 610, 3.5] ;type = Changeanim ;trigger1 = Pos Y > -10 ;value = 611 [State 610, 4] type = Changestate trigger1 = Pos Y = 0 value = 50 ;----------------------------------------------------------------------------------------- ;PUNCH HITS (HEY! NO BLOOD) [Statedef 611] type = A movetype= A physics = A juggle = 1 ctrl = 0 ;anim = 611 [State 620, 54] type = VelSet trigger1 = time = 0 Y = 0 [State 620, 534] type = VelSet trigger1 = time = 2 Y = 6.2 X = .5 [State 620, 534] type = VelSet trigger1 = time = 4 X = 0 [State 611, 4] type = Changestate trigger1 = Pos Y = 0 value = 0 ;--------------------------------------------------------------------------- ;JUMPING SIDE KICK [Statedef 620] type = A movetype= A physics = A juggle = 2 ctrl = 0 anim = 620 [State 621, adjust] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -55) [State 620, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 620, 1.5] type = Playsnd trigger1 = Animelem = 2 value = F5,15 [State 620, 145] type = Playsnd trigger1 = Animelem = 2 value = 4,15 [State 620, 2] type = HitDef ;trigger1 = time > 0 trigger1 = !movecontact attr = A, NA damage = 80,20 animtype = Back hitflag = CMAFD ;;Nothing = 10 guardflag = HL priority = 7 p1stateno = 621 p2facing = 1 pausetime = 15,5 sparkno = 2 sparkxy = -15,-50 guard.sparkno = -1 hitsound = 5,1 guardsound = 5,14 ground.type = High ground.slidetime = 20 guard.ctrltime = 20 ground.hittime = 20 ground.velocity = -3, -10 air.velocity = -3, -6 ;air.hittime = 45 yaccel = 0.5 ;fall = 1 ;air.fall = 0 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) ;[State 620, 3] ;type = CtrlSet ;trigger1 = Pos Y > -10 ;value = 1 ;[State 620, 3.5] ;type = Changeanim ;trigger1 = Pos Y > -10 ;value = 621 [State 620, 4] type = Changestate trigger1 = Pos Y = 0 value = 0 ctrl = 1 [Statedef 621] type = A movetype= A physics = A juggle = 7 ctrl = 0 [State 620, 4] type = VelSet trigger1 = time < 5 X = -.2 [State 620, 54] type = VelSet trigger1 = time = 0 Y = 0 [State 620, 534] type = VelSet trigger1 = time = 2 Y = 6.2 ;[State 620, 3] ;type = CtrlSet ;trigger1 = Pos Y > -10 ;value = 1 [State 620, 4] type = Changestate trigger1 = Pos Y = 0 value = 0 ctrl = 1 [Statedef 900] type = S movetype= A physics = N ctrl = 0 velset = 0,0 anim = 900 [State 900, 0] type = SprPriority trigger1 = Time = 0 value = -1 [State 900, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NT damage = 90,0 priority = 7, Miss hitflag = M- pausetime = 0,5 hitcount = 0 sparkno = -1 p1stateno = 910 p2stateno = 820 ;920 fall = 1 fall.recover = 0 fall.damage = 111 fall.bounce = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 900, 2] type = Changestate trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 910] type = S movetype= A physics = N ctrl = 0 anim = 910 [State 202, NotFriendly] type = VarSet trigger1 = Time = 0 v = 5 value = 1 [State 910, 0] type = SprPriority trigger1 = Time = 0 value = -1 [State 910, Rise1] type = TargetBind trigger1 = AnimElem = 1 pos = 37*const(size.xscale), -59*const(size.xscale) bindtime = 1 [State 910, Rise2] type = TargetBind trigger1 = AnimElem = 2 pos = 37*const(size.xscale), -79*const(size.xscale) bindtime = 1 [State 910, Lift] type = TargetBind trigger1 = AnimElem = 3 pos = 34*const(size.xscale), -89*const(size.xscale) bindtime = 1 [State 910, Heave] type = TargetBind trigger1 = AnimElem = 4 pos = 26*const(size.xscale), -102*const(size.xscale) bindtime = 1 [State 910, Over] type = TargetBind trigger1 = AnimElem = 5 pos = 19*const(size.xscale), -117*const(size.xscale) bindtime = 1 [State 910, HUU] type = PlaySnd trigger1 = AnimElem = 7 value = 4, 12 [State 910, Pressed] type = TargetBind trigger1 = AnimElem = 6 pos = 4*const(size.xscale), -112*const(size.xscale) bindtime = 1 [State 910, Toss] type = TargetState trigger1 = AnimElem = 7, = 0 value = 921 ctrl = 0 [State 910, 2] type = Changestate trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 920] type = S movetype = H physics = N ctrl = 0 [State 920, bindit] type = ScreenBound trigger1 = 1 value = 0 MoveCamera= 0, 0 [State 920, 0] type = SprPriority trigger1 = Time = 0 value = 1 [State 920, 1] type = Changeanim2 trigger1 = time = 0 value = 920 [State 920, Just in case] type = Selfstate trigger1 = Time >= 60 value = 5100 ctrl = 0 [Statedef 921] type = S movetype = H physics = N velset = 6, 10 ctrl = 0 [State 921, bindit] type = ScreenBound trigger1 = 1 value = 0 MoveCamera= 0, 0 [State 921, 0] type = SprPriority trigger1 = Time = 0 value = 1 [State 921, .5] type = Turn trigger1 = time = 0 [State 921, .5] type = Changeanim2 trigger1 = time = 0 value = 921 [State 921, 4] type = Selfstate trigger1 = Pos Y >= 0 value = 5100 ctrl = 0 [Statedef -2] [State -2, Asser3t] type = AssertSpecial trigger1 = var(26) = 1 triggerall = 1 flag = invisible [State -2, PIT1] type = Helper ;triggerall = teammode != simul ;triggerall = teammode != single ;triggerall = teammode != turns ;triggerall = numpartner = 0 triggerall = p2stateno != 713 triggerall = p2stateno != 712 triggerall = stateno != 713 triggerall = stateno != 712 trigger1 = roundstate = 0 trigger2 = roundstate = 2 trigger3 = roundstate = 1 trigger4 = roundstate != 3 trigger5 = roundstate != 4 ;triggerall = roundno = 1 ;triggerall = time = 0 triggerall = time = 5 triggerall = var(30) = 10000 triggerall = NumHelper(4301) < 1 triggerall = var(24) = 0 triggerall = var(24) != 1 triggerall = var(58) = 0 triggerall = var(58) != 1 ID = 4301 stateno = 43001 pos = 25, -110 postype = left [State -2, at] type = Helper trigger1 = roundstate = 0 trigger2 = roundstate = 2 triggerall = var(30) = 10005 triggerall = 1 triggerall = NumHelper(767) < 1 ID = 767 stateno = 767 pos = 670, -10 postype = Left [State -2, 2at] type = Helper trigger1 = roundstate = 0 trigger2 = roundstate = 2 triggerall = var(30) = 10005 triggerall = 1 triggerall = NumHelper(768) < 1 ID = 768 stateno = 767 pos = -670, -15 postype = Right [State -2, Finim] type = Explod trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = 1 triggerall = var(30) = 10006 triggerall = NumExplod(14) < 1 anim = 888 ID = 14 pos = 156*const(size.xscale),80*cons t(size.xscale) postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 removetime = -1 [State -2, Fn] type = VelSet trigger1 = NumExplod(18) = 1 trigger1 = 1 trigger1 = FrontEdgeDist <= 390 trigger2 = FrontEdgeDist >= 390 triggerall = var(30) = 10006 trigggerall = stateno = [0,9999] X = 0 [State -2, Fin] type = Changestate trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = 1 triggerall = var(30) = 10006 ;triggerall = NumExplod(14) < 1 triggerall = stateno = [0,650] value = 770 [State 181, Finim] type = Explod triggerall = var(30) = 10006 trigger1 = 1 anim = F21 ID = 21 pos = 50,-140 postype = P1 ;bindtime = -1 facing = 1 sprpriority = -5 ;ontop = 1 ownpal = 1 removetime = -1 [State 181, Finim] type = Null trigger1 = var(30) = 10006 ;trigger1 = 1 value = [0,650] [State -2, Go2] type = POSFREEZE trigger1 = var(30) = 10006 trigger1 = life >= 1 VALUE = 1 [State -2, SUBWAY] type = Explod triggerall = time = 5 trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = Numexplod(7878) = 0 triggerall = Numexplod(787) = 0 triggerall = var(30) = 10007 triggerall = var(6) = 0 anim = F78 ID = 7878 pos = 157,-25 postype = Left facing = 1 removeongethit = 0 sprpriority = -4 ownpal = 0 time = -1 removetime = -1 [State -2, subwayy] type = VarSet triggerall = var(30) = 10007 trigger1 = movetype = A trigger2 = movetype = H trigger3 = movetype = A trigger4 = movetype = H trigger5 = Numexplod(787) = 1 trigger7 = Numexplod(7878) = 1 trigger9 = p2movetype = A trigger10 = p2movetype = H trigger11 = p2movetype = A trigger12 = p2movetype = H V = 6 value = 1 [State -2, SUBWAYexx] type = Explod triggerall = time = 6 trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = Numexplod(787) = 0 triggerall = var(30) = 10007 triggerall = var(6) = 0 anim = F888 ID = 787 pos = 157,-25 postype = Left facing = 1 removeongethit = 0 sprpriority = -4 ownpal = 0 time = -1 removetime = -1 [State -2,REMOVESUBWAY ] type = REmoveexplod trigger1 = stateno = 660 trigger2 = p2stateno = 660 trigger3 = stateno = 512 trigger4 = p2stateno = 512 ID = 7878 [State -2, atasa] type = Helper trigger1 = roundstate = 0 trigger2 = roundstate = 2 triggerall = var(30) = 10008 triggerall = 1 triggerall = NumHelper(790) < 1 ID = 790 stateno = 790 pos = 950, 160 postype = Left [State -2, pit3shao] type = Explod triggerall = time = 5 trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = Numexplod(801) = 0 triggerall = Numexplod(802) = 0 triggerall = var(30) = 10002 triggerall = var(6) = 0 triggerall = p2name != "shao kahn," triggerall = p1name != "shao kahn," triggerall = p3name != "shao kahn," triggerall = p4name != "shao kahn," anim = F37 ID = 801 pos = 680,193 postype = Left facing = 1 removeongethit = 0 sprpriority = -4 ownpal = 0 time = -1 removetime = -1 [State -2, THRONE] type = Helper triggerall = p2name != "shao kahn," triggerall = p2stateno != 713 triggerall = p2stateno != 712 triggerall = stateno != 713 triggerall = stateno != 712 trigger1 = roundstate = 0 trigger2 = roundstate = 2 trigger3 = roundstate = 1 triggerall = time = 5 triggerall = var(30) = 10016 triggerall = NumHelper(810) < 1 triggerall = var(24) = 0 triggerall = var(24) != 1 triggerall = var(58) = 0 triggerall = var(58) != 1 ID = 810 stateno = 810 pos = 161, -50 postype = left [State -2, stageID ] type = VarSet ;triggerall = var(59) < 3 triggerall = var(30) = 0 trigger1 = ScreenPos Y = 10000 ;pit I trigger2 = ScreenPos Y = 10001 ;bellpit trigger3 = ScreenPos Y = 10002 ;pit III trigger4 = ScreenPos Y = 10003 ;prison trigger5 = ScreenPos Y = 10004 ;blood trigger6 = ScreenPos Y = 10005 ;saw trigger7 = ScreenPos Y = 10006 ;bonus trigger8 = ScreenPos Y = 10007 ;subway trigger9 = ScreenPos Y = 10008 ;press trigger10 = ScreenPos Y = 10009 ;karena trigger11 = ScreenPos Y = 10010 ;courtyard trigger12 = ScreenPos Y = 10011 ;balcony trigger13 = ScreenPos Y = 10012 ;golden trigger14 = ScreenPos Y = 10013 ;shouse trigger15 = ScreenPos Y = 10014 ;pit2 trigger16 = ScreenPos Y = 10015 ;tomb trigger17 = ScreenPos Y = 10016 ;throne v = 30 value = floor( ScreenPos Y ) [State -2, Aser] type = AssertSpecial trigger1 = 1 flag = nostandguard flag2 = nocrouchguard [State -2, Asert] type = AssertSpecial trigger1 = var(30) = 22 trigger2 = numexplod(4302) >= 1 flag = noBG flag2 = noFG [State -2, Balcony] type = Helper ;triggerall = teammode != simul triggerall = teammode != single ;triggerall = teammode != turns triggerall = numpartner = 0 triggerall = p2stateno != 713 triggerall = p2stateno != 712 triggerall = stateno != 713 triggerall = stateno != 712 trigger1 = roundstate = 0 trigger2 = roundstate = 2 trigger3 = roundstate = 1 trigger4 = roundstate != 3 trigger5 = roundstate != 4 ;triggerall = roundno = 1 ;triggerall = time = 0 triggerall = 1 triggerall = var(30) = 10011 triggerall = NumHelper(711) < 1 triggerall = var(24) = 0 triggerall = var(24) != 1 triggerall = var(58) = 0 triggerall = var(58) != 1 ID = 711 stateno = 821 pos = 25, -110 postype = left [State -2, balconyex2e] type = VarSet trigger1 = stateno = 713 trigger1 = p2stateno = 712 trigger2 = p2stateno = 713 trigger2 = stateno = 712 V = 22 value = 1 [State -2, balconyex2eds] type = VarSet trigger1 = stateno = 713 trigger1 = p2stateno = 712 trigger2 = p2stateno = 713 trigger2 = stateno = 712 V = 58 value = 1 [State -2, balconyex] type = Explod triggerall = numpartner = 0 triggerall = time = 0 triggerall = 1 trigger1 = roundstate = 0 trigger2 = roundstate = 1 trigger3 = roundstate = 2 triggerall = Numexplod(712) < 1 triggerall = var(30) = 10011 anim = 888 ID = 712 pos = 0*const(size.xscale),0*const(s ize.xscale) postype = p1 bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 removetime = -1 [State -2, 234] type = VelAdd trigger1 = p2stateno = 210 trigger2 = p2stateno = 225 ;triggerall = movetype = H triggerall = time < 12 triggerall = p2bodydist X < 80 ;triggerall = p2bodydist X > 0 triggerall = stateno = [5000,5012] triggerall = stateno != [130,155] x = -3 [State -2, 2234] type = VelAdd trigger1 = p2stateno = [400,420] ;triggerall = movetype = H triggerall = time < 12 triggerall = p2bodydist X < 80 triggerall = p2bodydist X > 0 triggerall = stateno = [5000,5012] triggerall = stateno != [130,155] x = -3 [State -2, 22340] type = VelAdd trigger1 = p2stateno = [400,420] ;triggerall = movetype = H triggerall = time > 4 triggerall = time < 12 triggerall = p2bodydist X < 80 triggerall = p2bodydist X > 0 triggerall = stateno = [5000,5012] triggerall = stateno != [130,155] x = 3 [State -2, ggg] type = AssertSpecial trigger1 = 1 flag = noairguard [State -2, Frosty color] type = palFX triggerall = time = 1 trigger1 = palno = 6 add = 100,150,250 mul = 200,200,200 time = 9999 [State -2, 3.3] type = VarRandom trigger1 = movetype = H v = 1 range = 0, 50 [State -2, 34] type = Playsnd triggerall = time = 0 trigger1 = p2stateno = [600,621] triggerall = movetype = H triggerall = stateno != [120,155] value = 3,8 channel = 3 [State -2, 4] type = Playsnd triggerall = time = 1 trigger1 = Anim = 5000 trigger2 = Anim = 5010 trigger3 = Anim = 5020 triggerall = movetype = H value = 3,8 channel = 3 persistent = 1 [State -2, 4] type = Playsnd triggerall = Time = 1 triggerall = Var(1) = [0, 24] triggerall = anim != [100, 300] triggerall = stateno != 12001 triggerall = anim != [5000, 5025] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5150] triggerall = anim != [5160, 9999] triggerall = stateno != 5150 triggerall = p2stateno != 245 triggerall = p2stateno != 25 triggerall = p2stateno != 1001 triggerall = p2statetype != A trigger1 = movetype = H triggerall = p2stateno != [3000,3999] triggerall = stateno != [9000,9999] value = 3,0 channel = 3 [State -2, 4.1] type = Playsnd triggerall = Time = 1 triggerall = Var(1) = [25, 49] triggerall = anim != [100, 300] triggerall = anim != [5000, 5025] triggerall = stateno != 12001 triggerall = p2stateno != 25 triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 9999] triggerall = stateno != 5150 triggerall = p2stateno != 245 triggerall = p2stateno != 1001 triggerall = p2statetype != A trigger1 = movetype = H triggerall = p2stateno != [3000,3999] triggerall = stateno != [9000,9999] value = 3,2 channel = 3 ;[State -2, adddasa] ;type = assertspecial ;trigger1 = p2life <= 1 ;;trigger2 = life <= 1 ;triggerall = NumEnemy != 2 ;trigger3 = stateno = 180 ;flag = nomusic [State -2, nd] type = PlaySnd triggerall = anim = 441 trigger1 = animelem = 7 trigger2 = animelem = 9 value = F7,0 channel = 3 [State -2, ndsd] type = PlaySnd triggerall = anim = 441 trigger1 = time = 2 channel = 4 value = 4,1 [State -2, 23ndsdert] type = PlaySnd triggerall = anim = 441 trigger1 = time = 2 trigger2 = time = 4 channel = 5 value = 1,1 [State -2, nd34sd] type = PlaySnd triggerall = stateno = 2457 trigger1 = time = 6 channel = 4 value = 4,1 [State -2, 23ndsd] type = PlaySnd triggerall = stateno = 2457 trigger1 = time = 2 trigger2 = time = 4 channel = 5 value = 1,1 [State -2, Bolt] type = EnvShake triggerall = anim = 661 trigger1 = animelem = 8 trigger2 = animelem = 11 freq = 48 time = 10 ampl = 7 [State -2, ound] type = PlaySnd triggerall = anim = 661 trigger1 = Animelem = 11 value = F7, 0 volume = 100 [State -2, Bt] type = Superpause trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 20 trigger4 = time = 25 trigger5 = time = 28 trigger6 = time = 35 trigger7 = time = 42 trigger8 = time = 53 trigger9 = time = 66 triggerall = anim = 441 anim = 1 darken = 0 time = 0 pos = -5,-110 [State =2, Boltdfg] type = Superpause trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 20 trigger4 = time = 25 trigger5 = time = 28 trigger6 = time = 35 trigger9 = time = 66 triggerall = anim = 701 anim = 3 darken = 0 time = 0 pos = 10,-70 [State -2, Btdfg] type = Superpause trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 20 trigger4 = time = 25 trigger5 = time = 28 trigger6 = time = 35 trigger7 = time = 42 triggerall = anim = 701 anim = 1 darken = 0 time = 0 pos = 0,-65 [State -2, sh] type = EnvShake triggerall = anim = 441 trigger1 = Animelem = 7 trigger2 = Animelem = 9 freq = 110 time = 15 ampl = -10 [State -2, shdgf] type = Playsnd triggerall = anim = 701 trigger1 = Animelem = 4 trigger2 = Animelem = 6 value = F7,0 [State -2, shxcv] type = EnvShake triggerall = anim = 701 trigger1 = Animelem = 4 trigger2 = Animelem = 6 freq = 110 time = 15 ampl = -10 [State -2, shdfghfgf] type = Playsnd triggerall = anim = 701 trigger1 = time = 27 value = F7,0 [State -2, shfxcv] type = EnvShake triggerall = anim = 701 trigger1 = time = 27 freq = 80 time = 10 ampl = -10 [state -2, XX] type = ChangeState triggerall = Time = 0 ;trigger1 = stateno = 40 trigger1 = stateno = 41 trigger3 = stateno = 42 trigger4 = stateno = 43 trigger5 = stateno = 45 ;trigger6 = stateno = 46 ;trigger7 = stateno = 47 trigger8 = stateno = 10 trigger9 = stateno = 11 trigger10 = stateno = 12 trigger11 = stateno = 100 trigger12 = stateno = 121 trigger13 = stateno = 122 trigger14 = stateno = 131 trigger15 = stateno = 132 trigger16 = stateno = 141 trigger17 = stateno = 142 trigger18 = stateno = 151 trigger19 = stateno = 152 value = 0 [State -2, XXX] type = AssertSpecial trigger1 = 1 flag = noairguard flag2 = nocrouchguard ; Carga completa al empezar los rounds [State -2, cargabarra] type = PowerAdd trigger1 = RoundState != 2 value = 3000 [State -2, runbar] type = VarSet trigger1 = time = 0 v = 47 value = power ; recarga de barra de run [State -2, cargabarra] type = PowerAdd trigger1 = command != "run" trigger1 = command != "holdfwd" trigger1 = var(47) > 0 trigger2 = command != "run" trigger2 = command != "holdfwd" trigger2 = NumExplod(7081) = 0 trigger2 = var(47) <= 0 trigger3 = command != "run" trigger3 = command = "holdfwd" trigger3 = var(47) > 0 trigger4 = command != "run" trigger4 = command = "holdfwd" trigger4 = NumExplod(7081) = 0 trigger4 = var(47) <= 0 trigger5 = command = "run" trigger5 = command != "holdfwd" trigger5 = var(47) > 0 trigger6 = command = "run" trigger6 = command != "holdfwd" trigger6 = NumExplod(7081) = 0 trigger6 = var(47) <= 0 triggerall = NumExplod(7080) = 0 value = power + (time*62);62.5 es en arcade ;============================= ============================== =========== ; FATALITY RELATED [Statedef -3] ;tututunnnn! [State 210, 1] type = Playsnd trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 4999]) triggerall = time = 2 value = F5,11 volume = 60 channel = 1 [State 8000, sad] type = BGPalFX triggerall = (time%5 = 0) && (time < 31) trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 3999]) time = 9999 add = -(time + 10),-(time + 10),-(time + 10) [State -2, adasa] type = assertspecial trigger1 = roundstate = 3 trigger2 = roundstate = 4 trigger3= stateno = [3000, 4999] trigger4= p2stateno = [9000, 9999] flag = nomusic ;fuera sonidos en fatales o mercy [State -2, fgnd] type = Stopsnd trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 4999]) triggerall = time = 1 channel = -1 ;arregla el bug del tiempo [State -2, 1] type = AssertSpecial trigger1 = stateno = [3000,4999] trigger2 = stateno = [9000,9999] flag = timerfreeze [State -2,99] type = Changestate trigger1 = numexplod(7050)= 1 value = 9010 [State -2, Go] type = RemoveExplod trigger1 = MoveGuarded trigger2 = p2stateno = 5120 trigger3 = p2stateno = 0 trigger4 = p2stateno = 120 trigger5 = p2stateno = 130 ID = 7089 [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land value = 5, 13 [State -3, sSDSdound] type = ENVSHAKE trigger1 = STATENO = 52 freq = 100 time = 8 ampl = 5 [State -3, Grd hit] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 5110 value = 4, 22 [State -3, INVOFF] type = VarSet trigger1 = MoveType = H trigger2 = roundstate = 3 V = 17 value = 0 [State -2, Check Fatal] type = VarSet trigger1 = p2Name != "Shao Kahn" trigger1 = p2life <= 1 trigger1 = p2MoveType = H trigger1 = p2stateno != 1020 trigger1 = stateno != 1020 trigger1 = p2stateno != 1021 trigger1 = stateno != 1021 trigger1 = Var(9) = 1 triggerall = p2stateno != [3500,3599] v = 3 value = 1 [State -2, 7.644] type = Varset trigger1 = p2stateno = 9010 v = 19 value = 1 [State -2, 0] type = varset triggerall = Win = 1 triggerall = NumHelper(9010) = 0 trigger1 = teammode = single trigger2 = teammode = simul trigger3 = teammode = turns ;trigger4 = Var(12) != 1 ;trigger4 = Win = 1 ;trigger4 = NumHelper(9010) = 0 v = 59 value = 1 [State -2, 1] type = varset trigger1 = Win = 1 trigger1 = NumHelper(9010) = 1 trigger1 = p2life != 0 trigger2 = teammode = simul trigger3 = NumEnemy = 2 ;trigger4 = Var(12) = 1 v = 59 value = 0 [State -2,9459] type = Lifeset trigger1 = life <= 1 trigger1 = p2life <= 1 trigger1 = MoveType = H trigger1 = p2MoveType = H value = 2 [state -2, 1] type = Helper trigger1 = p2Name != "Shao Kahn" trigger1 = NumHelper(9010) = 1 ; invisible one ought to be ON the screen trigger1 = NumHelper(9011) = 0 ; this one shouldn't be ON the screen trigger1 = enemy(0), stateno = 9010 ; enemy have to be in this state trigger1 = Var(4) = 0 trigger1 = Var(19) = 0 ID = 9011 ; IMPORTANT! pos = 160, -140 postype = left stateno = 9000 helpertype = normal name = "Finish Him!! MSG" keyctrl = 0 ownpal = 1 [State -2, fgnd] type = Stopsnd trigger1 = time = 1 trigger1 = p2stateno = [5000,5200] trigger1 = life <= 1 trigger2 = RoundState = 4 channel = 1 ;FINISH SOUND SAMPLE [State -2, 5.999] type = Playsnd trigger1 = P2Name != "jade" trigger1 = P2Name != "sheeva" trigger1 = P2Name != "kitana" trigger1 = P2Name != "sindel" trigger1 = P2Name != "sonya" trigger1 = P2Name != "mileena" triggerall = Var(3) = 1 triggerall = Var(19) = 0 triggerall = Var(13) = 0 triggerall = p2life = 1 triggerall = p2life != 0 triggerall = p2stateno != 5050 triggerall = p2stateno != 5150 triggerall = p2stateno != 5090 triggerall = Var(59) = 1 value = F5, 7 Channel = 4 persistent = 3 volume = 110 ;FINISH SOUND SAMPLE [State -2, 599] type = Playsnd trigger1 = P2Name = "jade" trigger2 = P2Name = "kitana" trigger3 = P2Name = "sheeva" trigger4 = P2Name = "sindel" trigger5 = P2Name = "sonya" trigger6 = P2Name = "mileena" triggerall = Var(3) = 1 triggerall = Var(19) = 0 triggerall = Var(13) = 0 triggerall = p2life = 1 triggerall = p2life != 0 triggerall = p2stateno != 5050 triggerall = p2stateno != 5150 triggerall = p2stateno != 5090 triggerall = Var(59) = 1 value = F5, 25 Channel = 4 persistent = 3 volume = 110 [State 181, FinishHim] type = Explod trigger1 = P2Name != "jade" trigger1 = P2Name != "sheeva" trigger1 = P2Name != "kitana" trigger1 = P2Name != "sindel" trigger1 = P2Name != "sonya" trigger1 = P2Name != "mileena" triggerall = Var(3) = 1 triggerall = Var(19) = 0 triggerall = Var(13) = 0 triggerall = p2life = 1 triggerall = p2life != 0 triggerall = p2stateno != 5050 triggerall = p2stateno != 5150 triggerall = p2stateno != 5090 anim = F5 pos = 156*const(size.xscale),80*cons t(size.xscale) postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 [State 181, FinishHer] type = Explod trigger1 = P2Name = "jade" trigger2 = P2Name = "kitana" trigger3 = P2Name = "sheeva" trigger4 = P2Name = "sindel" trigger5 = P2Name = "sonya" trigger6 = P2Name = "mileena" triggerall = Var(3) = 1 triggerall = Var(19) = 0 triggerall = Var(13) = 0 triggerall = p2life = 1 triggerall = p2life != 0 triggerall = p2stateno != 5050 triggerall = p2stateno != 5150 triggerall = p2stateno != 5090 anim = F8 pos = 156*const(size.xscale),80*cons t(size.xscale) postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 [State -2, 6] type = Helper trigger1 = Var(3) = 1 trigger1 = p2Name != "Shao Kahn" trigger1 = p2life != 0 trigger1 = Var(19) = 0 trigger1 = p2life = 1 trigger1 = p2stateno != 5090 trigger1 = p2stateno != 5050 trigger1 = p2stateno != 5150 trigger1 = Var(4) = 0 trigger1 = Var(59) = 1 stateno = 9000 name = "Fatality" id = 9000 pos = 0, 0 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 1 under = 1 [State -2, 7.6] type = Varset trigger1 = Var(59) = 1 v = 9 value = 1 [State -2, 7.7] type = Varset trigger1 = Var(59) = 0 v = 9 value = 0 [State -2, 7.9] type = Varadd trigger1 = Var(13) != 0 V = 13 value = -1 [state -2, invisibility] type = AssertSpecial triggerall = var(17) = 1 trigger1 = 1 trigger2 = stateno = 22237 trigger2 = Time < 150 flag = invisible ;THIS IS THE END OF FATALITY TIME [State -2,8] type = Helper trigger1 = p2Name != "Shao Kahn" triggerall = p2Life != 0 triggerall = win != 1 triggerall = lose != 1 ;trigger1 = power >= 1500 trigger1 = Var(13) = 1 trigger1 = Var(59) = 0 trigger1 = p2stateno = 9010 stateno = 9020 name = "Doesn't hit person" id = 9020 pos = 0, 0 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 1 under = 1 [State -2, 7.9] type = Varset trigger1 = p2stateno = 9010 v = 9 value = 0 [State -2, NoBGM] type = AssertSpecial trigger1 = Var(26) = 1 flag = nomusic flag2 = globalnoshadow [State -2, Tripped] type = VarSet trigger1 = anim = 5070 v = 15 value = 1000 [State -2, notTripped] type = VarSet trigger1 = anim = [5000, 5040] trigger2 = anim = 5120 trigger3 = anim = 5200 trigger4 = anim = 5210 ;trigger1 = power >= 1500 v = 15 value = 0 [State -2, 100] type = VarSet triggerall = var(13) = 1 trigger1 = Time >= 6 trigger1 = (stateno = 0) || (stateno = 11) v = 13 value = 0 [State -2, hit] type = VarSet triggerall = var(17) = 1 trigger1 = movetype = H var(17) = 0 [State -2, 100] type = VarSet triggerall = var(2) > 0 trigger1 = (stateno != [200,204]) && (stateno != [220,224]) v = 2 value = 0 [State -2, hit];friendship/babality si esta en cero se puede hacer type = VarSet trigger1 = roundstate = 2 trigger1 = command = "blok" v = 54 value = 1 ; Cosas de Danger [State -3, variable danger] type = varset trigger1 = life > 90 trigger1 = var(44) = 1 v = 44 value = 0 [State -3, sonido danger] type = PlaySnd trigger1 = life <= 90 trigger1 = alive = 1 trigger1 = var(44) = 0 value = F5, 44 [State -3] type = Explod trigger1 = teamside = 1 trigger1 = life <= 90 trigger1 = alive = 1 trigger1 = var(44) = 0 anim = F27 Postype = left pos = 130,32 bindtime = -1 scale = .8,.8 removetime = 100 [State -3] type = Explod trigger1 = teamside = 2 trigger1 = life <= 90 trigger1 = alive = 1 trigger1 = var(44) = 0 anim = F27 Postype = right pos = -134,32 bindtime = -1 scale = .8,.8 removetime = 100 [State -3, variable danger] type = varset trigger1 = life <= 90 trigger1 = alive = 1 trigger1 = var(44) = 0 v = 44 value = 1 ;-- fin de cosas de danger [Statedef -3] [State -3, Shake on Ground hit] type = EnvShake trigger1 = stateno = 5110 freq = 140 time = 10 ampl = 8
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| Sin estado ID: 80437 Registrado: agosto-2006 Hace: (1173 dias) Edad: 21
Mensajes: 448
| primero tienes que enc ontrar el estado (statedef), el cual tiene el projectil que buscas....para encontrarlo puedes usar el mugen, en modo debug (las letras blancas(, creo que lo sacas con ctrl+d)), aji te aparece algo llamado stateno....ese es el numero del statedef que buscas.........a lo mejor tambien el problema puede ser, que el projectil, n o tenga, clsn rojos ....en las animaciones, busca la animacion del projectil y agregale los cuadrados rojos...los cuales son los puntos que pueden pegarle al oponente |
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| Sin estado ID: 277295 Registrado: mayo-2008 Hace: (539 dias)
Mensajes: 815
| Hola amigos queria saber si me podrian pasar algun tutorial para hacer intros con fighter factory u otro programa. gracias de antemano.
__________________ [con un gran poder viene una gran reposabilidad 98% de los adolescentes han fumado,si eres del dichoso 2% que no lo ha hecho pega esto en tu firma EN LA NOCHE MAS OSCURA EL NOS SALVARA SON GOKU Última edición por KOFFAB; 21-ene-2009 a las 19:13. |
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| THERON SENTINEL NIVEL 100 ID: 253359 Registrado: marzo-2008 Hace: (606 dias) Edad: 17
Mensajes: 1.116
|
disculpa el mal audio XD | ||||
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| Sin estado ID: 277295 Registrado: mayo-2008 Hace: (539 dias)
Mensajes: 815
|
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| Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (711 dias)
Mensajes: 298
|
una pregunta mas como agrego los cuadros rojos?
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| THERON SENTINEL NIVEL 100 ID: 253359 Registrado: marzo-2008 Hace: (606 dias) Edad: 17
Mensajes: 1.116
| OK no hay probrema, duda; ¿como creo un logo? es lo mismo que un intro? |
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| Staff EX-Team KMC ID: 88297 Registrado: septiembre-2006 Hace: (1145 dias)
Mensajes: 262
| Precisamente, crear un logo es = a crear una intro. No deberia ser mucho el cambio. Salu2. ![]()
__________________ ![]() Staff del Team KMC ----------------------------- "Y aún cuando mi cuerpo ha sido mancillado y mi alma ardió en un fugaz vuelo, el plomo ha quedado como prueba del amor que sentí por ella" |
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| Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (711 dias)
Mensajes: 298
| Tengo el problema con este personaje no se escuchan sus voces ni sus efectos que da al golpear alguien sabe el problema? el personaje tiene incluidas las voces pero no se escuchan ya se las subi pero no es eso ;SF2_ryu ; ; System variables usage ; ---------------------- ; Var name Type Purpose ; -------- ---- ------- ; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent ; showing ground hit frame in state 5110 (HIT_LIEDOWN). ; Used by guarding states. ; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start) ; to keep track of which way to jump. ; Used by state 5100 and 5110 to remember downward ; velocity of player just before hitting the ground. ; Used in state 5080 for storing the anim # to display. ; The following states have special handling within MUGEN, and should be ; overridden with caution: ; Jump Start (40): airjumping bookkeeping at time = 0 ; All guard states (120-155): guard handling throughout state ; Hit_trip, shaking (5070): defence increases at time = 0 ; Hit_bounce (5100): defence increases at time = 0, player becomes ; invincible if within 10 ticks of getting up ; Hit_liedown (5110): player changes to get-up state (5120) when ready ; Hit_getup (5120): player's defence is restored to normal at time = 0 ; Hitfall_recover (5200): player's defence is restored at time = 0 ; Hitfall_airrecover (5210): player's defence is restored at time = 0 ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 ;--------------------------------------------------------------------------- ; Stand to Crouch [Statedef 10] type = C physics = C anim = 10 [State 10, 1] type = VelMul trigger1 = Time = 0 x = .75 [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouching [Statedef 11] type = C physics = C anim = 11 sprpriority = 0 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 6 && AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouch to Stand [Statedef 12] type = S physics = S anim = 12 [State 12, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Walk fido [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" && var(25) = 0 ; trigger2 = Var(25) && P2movetype != A trigger2 = P2BodyDist X = [40,150] ; x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" && var(25) = 0 ; trigger2 = Var(25) && P2movetype != A trigger2 = P2BodyDist X = [151,170] ; x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 [State 20] type = ChangeState ;¤Hª«¶i¤J¹w©w¦ì¸m«á«K¦^¯¸¥ß state trigger1 = P2MoveType = A && var(25) = 1 ;¼Ä¤è¦b§ðÀ»¦Ó¤Hª«¦V«á¦æ trigger1 = Vel X <= 0 ;´N¦^ state 0, §_«h·|¥X²{§ðÀ»¦V«á¦æ¦Ó¤£¨¾¦uªº ±¡ªp trigger2 = RoundState = 3 ;¾Ô°«§¹µ² trigger3 = Vel X = 0 ;¥H¨¾¸U¤@, ¨S¤°»ò¹ê»Ú¥Î³~ trigger3 = Anim != 0 value = 0 ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 45] type = A physics = N ctrl = 0 velset = 0,0 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44) value = 44 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44) value = 41 [State 45, 3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 45, 4] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 45, 5] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 45, 6] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x) )) y = const(velocity.airjump.y) [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Up [Statedef 50] type = A physics = A [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- ; Jump Down (empty state for compatibility) [Statedef 51] type = A physics = A [State 51, 1] type = Null trigger1 = 1 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 0 anim = 47 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = ChangeState trigger1 = command != "holdfwd" value = 0 ;--------------------------------------------------------------------------- ; RUN_BACK [Statedef 105] type = A physics = A ctrl = 0 anim = 105 sprpriority = 1 [State 105, 1] type = VelSet trigger1 = Time = 0 x = const(velocity.run.back.x) y = const(velocity.run.back.y) [State 105, 2] type = CtrlSet trigger1 = Time = 2 value = 1 [State 105, 3] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 106 ;--------------------------------------------------------------------------- ; RUN_BACK2 (land) [Statedef 106] type = S physics = S ctrl = 0 anim = 47 [State 106, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 106, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 106, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 [State 106, 4] type = ChangeState trigger1 = Time = 7 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_UP [Statedef 110] type = S physics = N [State 110, 0] type = CtrlSet trigger1 = Time = 0 value = 0 [State 110, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 [State 110, 2] type = HitBy trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 [State 110, 3] type = VelSet trigger1 = Time = 0 x = 0 z = -7 [State 110, 4] type = VelMul trigger1 = 1 z = 0.8 [State 110, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 [State 110, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 [State 110, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; RUN_DOWN [Statedef 115] type = S physics = N [State 115, 0] type = CtrlSet trigger1 = Time = 0 value = 0 [State 115, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 [State 115, 2] type = HitBy trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 [State 115, 3] type = VelSet trigger1 = Time = 0 x = 0 z = 7 [State 115, 4] type = VelMul trigger1 = 1 z = 0.8 [State 115, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 [State 115, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 [State 115, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, 1] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 [State 120, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 120, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 [State 120, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; STAND GUARD (guarding) [Statedef 130] type = S physics = S [State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130 [State 130, Hi to Lo] type = ChangeState trigger1 = command = "holddown" value = 131 [State 130, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; CROUCH GUARD (guarding) [Statedef 131] type = C physics = C [State 131, 1] type = ChangeAnim trigger1 = Anim != 131 value = 131 [State 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" value = 130 [State 131, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; AIR GUARD (guarding) [Statedef 132] type = A physics = N [State 132, 1] type = ChangeAnim trigger1 = Anim != 132 value = 132 [State 132, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 132, 3] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet trigger1 = sysvar(0) y = 0 [State 132, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 132, 7] type = ChangeState trigger1 = sysvar(0) value = 52 [State 132, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; GUARD (end) [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, 1] type = ChangeAnim trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 [State 140, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 140, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 140, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;--------------------------------------------------------------------------- ; SGUARDHIT (shaking) [Statedef 150] type = S movetype= H physics = N velset = 0,0 [State 150, 1] type = ChangeAnim trigger1 = 1 value = 150 [State 150, 2] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 150, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 150, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 150, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; SGUARDHIT2 (knocked back) [Statedef 151] type = S movetype= H physics = S anim = 150 [State 151, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 151, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 151, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 151, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 151, 4] type = ChangeState trigger1 = HitOver value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; CGUARDHIT (shaking) [Statedef 152] type = C movetype= H physics = N velset = 0,0 [State 152, 1] type = ChangeAnim trigger1 = 1 value = 151 [State 152, 3] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 152, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 152, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 152, 4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; CGUARDHIT2 (knocked back) [Statedef 153] type = C movetype= H physics = C anim = 151 [State 153, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 153, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 153, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 153, 4] type = ChangeState trigger1 = HitOver value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; AGUARDHIT (shaking) [Statedef 154] type = A movetype= H physics = N velset = 0,0 [State 154, 1] type = ChangeAnim trigger1 = 1 value = 152 [State 154, 2] type = ChangeState trigger1 = HitShakeOver value = 155 ;AGUARDHIT2 [State 154, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; AGUARDHIT2 (knocked away) [Statedef 155] type = A movetype= H physics = N anim = 152 [State 155, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 155, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 155, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 155, 4] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 155, 7] type = ChangeState trigger1 = sysvar(0) value = 52 ;--------------------------------------------------------------------------- ; LOSE (Time over) [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; DRAWGAME (Time over) [Statedef 175] type = S ctrl = 0 velset = 0,0 [State 175, 1] ; If no anim, use go to lose state. type = ChangeState trigger1 = Time = 0 trigger1 = !SelfAnimExist(175) value = 170 [State 175, 2] type = ChangeAnim trigger1 = Time = 0 value = 175 [State 175, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; PREINTRO [Statedef 190] type = S ctrl = 0 velset = 0,0 [State 190, 1] type = ChangeAnim trigger1 = SelfAnimExist(190) value = 190 [State 190, 2] ;Go straight to intro. type = ChangeState trigger1 = Time = 0 value = 191 ;--------------------------------------------------------------------------- ; INTRO (override this state to give character an intro) [Statedef 191] type = S ctrl = 0 [State 191, 1] type = ChangeState trigger1 = Time = 0 value = 0 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 5000] type = S movetype= H physics = N velset = 0,0 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;HITG_SLIDE [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITG_SLIDE [Statedef 5001] type = S movetype= H physics = S [State 5001, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5001, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 [State 5001, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5001, 4] type = VelSet trigger1 = HitOver x = 0 [State 5001, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5001, 6] type = ChangeState trigger1 = HitOver value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HITC_SHAKE [Statedef 5010] type = C movetype= H physics = N velset = 0,0 [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = 5020 + GetHitVar(animtype) [State 5010, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5010, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5010, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet triggerall = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5010, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5011 ;HITC_SLIDE [State 5010, 7] type = ChangeState trigger1 = HitShakeOver value = 5030 [State 5010, FFB Light] type = ForceFeedback trigger1 = anim = 5020 persistent = 0 time = 6 waveform = square [State 5010, FFB Medium] type = ForceFeedback trigger1 = anim = 5021 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5010, FFB Hard] type = ForceFeedback trigger1 = anim = 5022 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITC_SLIDE [Statedef 5011] type = C movetype= H physics = C [State 5011, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5011, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5025 + GetHitVar(animtype) [State 5011, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5011, 4] type = VelSet trigger1 = HitOver x = 0 [State 5011, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5011, 6] type = ChangeState trigger1 = HitOver value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; HITA_SHAKE [Statedef 5020] type = A movetype= H physics = N velset = 0,0 [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) [State 5020, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5020, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5020, 5] type = ChangeState trigger1 = HitShakeOver value = 5030 [State 5020, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5020, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5020, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 trigger4 = anim = [5051,5059] persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 5030] type = A movetype= H physics = N ctrl = 0 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5030, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5040 ;HITA_RECOV [State 5030, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5050 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = AnimTime = 0 value = 5035 ;HITA_UP (transition) ;--------------------------------------------------------------------------- ; HITA_UP_T (transition) [Statedef 5035] type = A movetype= H physics = N [State 5035, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim value = 5035 [State 5035, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5035, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 5035, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5050 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_RECOV (recovering in air, not falling) [Statedef 5040] type = A movetype= H physics = N [State 5040, 1] type = ChangeState trigger1 = !Alive value = 5050 [State 5040, 2] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim != 5040 trigger2 = Time = 0 trigger2 = Anim != 5035 value = 5040 [State 5040, 3] type = CtrlSet trigger1 = HitOver value = 1 [State 5040, 4] type = StateTypeSet trigger1 = HitOver movetype = I [State 5040, 5] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5040, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 52 ;JUMPLAND ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 5050] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, 4] ;Recover near ground type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ; HIT_TRIP (shaking) [Statedef 5070] type = A movetype= H physics = N velset = 0,0 [State 5070, 1] type = ChangeAnim trigger1 = 1 value = 5070 [State 5070, 2] type = ChangeState trigger1 = HitShakeOver value = 5071 [State 5070, 3] type = ForceFeedback trigger1 = time = 0 time = 12 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HIT_TRIP2 (fall through air) [Statedef 5071] type = A movetype= H physics = N [State 5071, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5071, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5071, 3] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 15 type = ChangeState value = 5110 ;--------------------------------------------------------------------------- ; HITL_SHAKE [Statedef 5080] type = L movetype= H physics = N velset = 0,0 [State 5080, 1] ;Set default anim type = VarSet trigger1 = time = 0 sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090) [State 5080, 2] type = VarAdd trigger1 = time = 0 trigger1 = (anim = [5081,5089]) || (anim = [5111,5119]) trigger1 = SelfAnimExist(sysvar(2) + (anim % 10)) sysvar(2) = anim % 10 [State 5080, 3] ;If 5090 doesn't exist, default to 5030 type = VarSet trigger1 = time = 0 trigger1 = sysvar(2) = 5090 trigger1 = !SelfAnimExist(5090) sysvar(2) = 5030 [State 5080, 3] ;Freeze type = ChangeAnim trigger1 = 1 value = sysvar(2) [State 5080, 4] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 5081 ;HITL_SLIDE [State 5080, 5] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) != 0 value = 5030 ;HITA_UP ;--------------------------------------------------------------------------- ; HITL_SLIDE [Statedef 5081] type = L movetype= H physics = C [State 5081, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5081, 2] type = VelSet trigger1 = HitOver x = 0 [State 5081, 3] ;Don't show hit ground frame type = VarSet trigger1 = Time = 0 sysvar(0) = 1 [State 5081, 4] type = ChangeState trigger1 = HitOver value = 5110 ;HIT_LIEDOWN ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 5100] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F5,1; (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 5101] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 5110 ;--------------------------------------------------------------------------- ; HIT_LIEDOWN [Statedef 5110] type = L movetype= H physics = N [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 5110, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F5,1; (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 11] ;If just died type = ChangeState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 5120] type = L movetype= I physics = N [State 5120, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5111,5119] trigger2 = !SelfAnimExist(5120 + (anim % 10)) value = 5120 [State 5120, 1b] ;Get up anim (for hit up/diag-up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5111,5119] trigger1 = SelfAnimExist(5120 + (anim % 10)) value = 5120 + (anim % 10) [State 5120, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5120, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5120, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5120, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] ;Normal anim type = ChangeAnim triggerall = Time = 0 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] ;Hit up type anim type = ChangeAnim trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] ;Match over anim type = ChangeAnim persistent = 0 ;trigger1 = Time = 0 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 6] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; HIT_FALLRECOVER (still falling) [Statedef 5200] type = A movetype= H physics = N [State 5200, 1] ;Change anim if done with transition type = ChangeAnim trigger1 = Anim = 5035 trigger1 = AnimTime = 0 value = 5050 [State 5200, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5200, 3] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 10 value = 5201 ;--------------------------------------------------------------------------- ; HIT_FALLRECOVER (on the ground) [Statedef 5201] type = A movetype= H physics = A anim = 5200 [State 5201, 1] ;Turn if not facing opponent type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -5 [State 5201, 2] type = VelSet trigger1 = Time = 0 x = -.15 y = -3.5 [State 5201, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 5201, 4] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5201, 5] ;Blink white type = PalFX trigger1 = Time = 0 time = 3 add = 128,128,128 ;256,256,256 [State 5201, 6] type = GameMakeAnim trigger1 = Time = 1 value = 60 pos = 0, 0 under = 1 ;--------------------------------------------------------------------------- ; HIT_AIRFALLRECOVER [Statedef 5210] type = A movetype= I physics = N anim = 5210 ctrl = 0 [State 5210, 1] ;Blink white type = PalFX trigger1 = Time = 0 time = 3 add = 128,128,128 ;256,256,256 [State 5210, 1] type = PosFreeze trigger1 = Time = 0 value = 4 [State 5210, 2] ;Turn if not facing opponent type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -20 [State 5210, 1] type = VelMul trigger1 = Time = 4 x = .8 y = .8 [State 5210, 1] type = VelAdd trigger1 = Time = 4 y = -4.5 [State 5210, 1] type = VelMul trigger1 = Time = 4 trigger1 = Vel Y > 0 y = .5 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -3 y = -2 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -2 y = -1 [State 5210, 2] ;Go up type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holdup" y = -2 [State 5210, 2] ;Go down type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holddown" y = 1.5 [State 5210, 2] ;Go fwd type = VelMul trigger1 = Time = 4 trigger1 = Command = "holdfwd" x = 1 [State 5210, 2] ;Go back type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holdback" x = -1 [State 5210, 3] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 5210, 4] type = CtrlSet trigger1 = Time = 20 value = 1 [State 5210, 5] type = VelAdd;Gravity trigger1 = Time >= 4 y = .35 [State 5210, 5] ;Land on ground type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 52 ;JUMP_LAND ctrl = 1 ;--------------------------------------------------------------------------- ; Continue? [Statedef 5500] type = S ctrl = 0 anim = 5300 velset = 0,0 [State 5500, 1] ;Use continue animation if available type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5500) value = 5500 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 ;============================= ==================== Aqui lodejo por si alguien se anima a encontrar el problema
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| ...:::Le@n:::... ID: 194952 Registrado: septiembre-2007 Hace: (773 dias) Edad: 20
Mensajes: 1.722
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| Sin estado ID: 159907 Registrado: junio-2007 Hace: (869 dias)
Mensajes: 7
| HOla a todos!! ![]() Vengo a pedir ayuda!! me descargue el personaje de Shana! pero al seleccionarlo aparece este cuadro de dialogo http://img300.imageshack.us/img300/2114/errorah7.png ![]() ![]() Por favor alguien me puede ayudar con esto?? ![]() Saludos!!!! Última edición por Dark-Shaoran; 21-ene-2009 a las 22:26. |
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| Working on Orochi XI. Status: Stand by... ID: 153379 Registrado: junio-2007 Hace: (885 dias) Edad: 18
Mensajes: 310
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pal1 = act/act1.act pal2 = act/act2.act pal3 = act/act3.act pal4 = act/act4.act pal5 = act/act5.act pal6 = act/act6.act saludos.
__________________ ..::K O F · M U G E N · C H I L E::.. Foro comandado por el famoso Team KMC y dirigiendo sus trabajos para todo el mundo! No dudes en entrar! My W.I.P.: ![]() The release date... coming soon. Última edición por MECHKYO; 22-ene-2009 a las 08:20. | ||||
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