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Metal's Help Thread (Light God's Specials and Hypers)


Matiu
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I Think I MUST need some help of my stickman too... but those specials and Hypers dosen't seems to Work Up.. is there any Help to send me?

Specials:

;---------------------------------------------------------------------------
; Model 1887 Shooting
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 1
velset = 0,0
anim = 1000

[State 1000, Shooting Sound]
Type = Playsnd
Trigger1 = animelem = 1
Value = S3, 0

[State 1000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA            ;Attribute: Standing, Normal Attack
damage = 60, 10            ;Damage that move inflicts, guard damage
animtype = Hard            ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L            ;Flags on how move is to be guarded against
hitflag = MFPD            ;Flags of conditions that move can hit
priority = 3, Hit            ;Attack priority: 0 (least) to 7 (most), 4 default
                    ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 18, 18            ;Time attacker pauses, time opponent shakes
sparkno = 0                ;Spark anim no (Def: set above)
sparkxy = -10, -56        ;X-offset for the "hit spark" rel. to p2,
                    ;Y-offset for the spark rel. to p1
hitsound = S0, 5            ;Sound to play on hit
guardsound = S0, 5            ;Sound to play on guard
ground.type = High        ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10        ;Time that the opponent slides back
ground.hittime  = 15        ;Time opponent is in hit state
ground.velocity = -7, -3        ;Velocity at which opponent is pushed
airguard.velocity = -5,-2    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.slidetime = 10
air.type = High            ;Type: High, Low, Trip (def: same as ground.type)        ;X-velocity at which opponent is pushed,
                    ;Y-velocity at which opponent is pushed
air.hittime = 15
fall = 1
fall.type = Hard            ;Time before opponent regains control in air
name = "Model 1887 Shooting"

[State 1000, Want a Flash?]
type = EnvColor
trigger1 = time = 20
trigger2 = animelem = 3
value = 255,255,255
time = 10

[State 1000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Triple RPG Shoot Arm
[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= -100
ctrl = 0
velset = 0,0
anim = 1100

[State 1100, Sound]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
value = S2, 2

[State 1100, RPG Launcher Arm]
type = Projectile
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
ProjID = 1100
Projanim = 221
Projscale = 1, 1
ProjRemove = 1
ProjRemoveTime = 200
projedgebound = 60
projstagebound = 40
projheightbound = 50, 40
projpriority = 1
projsprpriority = 3
postype = p1         ;p2,front,back,left,right
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 50,Hit   ;Hit,Miss,Dodge
ProjHits = 1
Velocity = 4.6
Damage = 50, 20
Hitsound = S2, 3
GuardSound = S2, 3
ground.hittime  = 6
ground.velocity = -6
air.hittime = 6
air.velocity = -6
sparkno = S222
guard.sparkno = S222
offset = 53,-73
sparkxy = -10, -30
pausetime = 8, 8
fall = 1
fall.xvelocity = -5
fall.type = Hard
name = "Triple RPG Shoot Arm"

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Hypers:

;--------------------------------------------------------------------------
;Ak47 Shooting
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 15,0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1, 3
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 1, 3
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(3) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 3
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3000, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 3001

;---------------------------------------------------------------------------
;ALLAHU AKBAR!
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 3001, Allahu Akbar Sound]
type = playsnd
trigger1 = animelem = 1
value = S4, 1

[State 3001, AK-47 Shooting Sounds]
type = Playsnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
value = S4, 0

[State 3001, INSERT MOVING HERE!]
type = Posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
x = 2.8

[State 3001, Hitting The Hell Up..]
type = HitDef
trigger1 = Time = 0
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
attr = S, NA            ;Attribute: Standing, Normal Attack
damage = 20, 5        ;Damage that move inflicts, guard damage
animtype = Medium            ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =             ;Flags on how move is to be guarded against
hitflag = MAFPD            ;Flags of conditions that move can hit
priority = 7, Hit            ;Attack priority: 0 (least) to 7 (most), 4 default
                    ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 5            ;Time attacker pauses, time opponent shakes
sparkno = 0                ;Spark anim no (Def: set above)
sparkxy = -10, -56        ;X-offset for the "hit spark" rel. to p2,
                    ;Y-offset for the spark rel. to p1
hitsound = S0, 5            ;Sound to play on hit
guardsound = S0, 5            ;Sound to play on guard
ground.type = Trip        ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10        ;Time that the opponent slides back
ground.hittime  = 15        ;Time opponent is in hit state
ground.velocity = -8, -4        ;Velocity at which opponent is pushed
airguard.velocity = -8,-4    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.slidetime = 10
air.type = Trip
air.velocity = -8, -4        ;Type: High, Low, Trip (def: same as ground.type)        ;X-velocity at which opponent is pushed,
                    ;Y-velocity at which opponent is pushed
air.hittime = 15
fall = 1            ;Time before opponent regains control in air
name = "Ak-47"

[State 3001, Changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

Commands (if there is something Wrong):

[command]
name = "Model 1887 Shooting"
command = ~D, F, DF, x
Time = 8

[command]
name = "Triple RPG Launcher Arm"
command =  ~F, x
time = 8

[command]
name = "AK-47"
command = ~F,D,y+z
Time = 10

So Thanks for the helping if you can send me a way. for me...

-MetalGuy213/Shadow Zandro

 

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