;--------------------------------------------------------------------------- ;----------------------- V-Ism Custom Combo Start!!! ----------------------- ;--------------------------------------------------------------------------- [Statedef 1000] type = S ctrl = 0 anim = 1000 velset = 0,0 movetype = I physics = S sprpriority = 2 ctrl = 0 [State 9000, SuperPause] type = SuperPause trigger1 = AnimElem = 3 pos = 15, -77 anim = 2007 ;sound = s10000,3 ; coloque aqui o som que vc quiser PowerAdd = -1000 darken = 0 [state 3000, ] type = bgpalfx trigger1 = time = 0 time = 60 sinadd = -200,-200,-200,180 [state 100, aft] type = AfterImage trigger1 = AnimElem = 3, 1 Time = 40 TimeGap=1 FrameGap = 4 length = 30 Trans = Add1 PalBright = 0,0,0 PalContrast = 128,128,128 PalAdd = -0,-200,-200 PalMul = 1,1,1 color = 0 ignorehitpause = 1 [State 9000, VarSet] type = VarSet trigger1 = Time = 0 v = 15 value = 360 [State 9000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;We need a state that makes the player walk forward, so... ; Vism Advance [Statedef 1001] type = S physics = S anim = 20 sprpriority = 1 [State 9001, VelSet] type = VelSet trigger1 = 1 x = 6 [State 9001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoWalk flag2 = NoAutoTurn [State 9001, ChangeState] type = ChangeState trigger1 = Var(15) = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; BUSTER TIRO [Statedef 2000] type = S movetype = A physics = S juggle = 1 poweradd = -30 ctrl = 0 anim = 2000 facep2 = 1 sprpriority = 2 [State 0] type = PlaySnd trigger1 = AnimElem = 9 value = s900,0 [State 0] type = Explod trigger1 = AnimElem = 10 anim = 2020 bindtime = 1 sprpriority = 10 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 10 anim = 2025 bindtime = 1 sprpriority = 10 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 9 anim = 2050 bindtime = 1 pos = 33, -70 sprpriority = 3 ownpal = 1 [State 0] type = null;Projectile trigger1 = AnimElem = 10 damage = 30, 8 attr = S, NP guardflag = HA animtype = Medium projanim = 2015 projhitanim = 2030 velocity = 10, 0 remvelocity = 1, 0 offset = 65, -71 sparkno = 1 sparkxy = 10,-5 hitsound = s900,2 guardsound = s2,1 ground.slidetime = 5 ground.hittime = 15 envshake.time = 5 ground.velocity = -10, 0 air.velocity = -3, -3 [State 2010, Helper] type = Helper trigger1 = AnimElem = 10 helpertype = Normal name = "Shoot" id = 2010 pos = 65, -71 postype = p1 facing = 1 stateno = 2010 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 size.xscale = 1 size.yscale = 1 [State 0] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Buster Helper [Statedef 2010] type = A movetype = A physics = N anim = 2015 Velset = 10,0 [State 2010, hitdef] type = Hitdef trigger1 = !Time damage = 30, 8 attr = S, NP guardflag = HA animtype = Heavy;Medium sparkno = 1 sparkxy = -10,-5 hitsound = s900,2 guardsound = s2,1 ground.slidetime = 5 ground.hittime = 15 envshake.time = 5 ground.velocity = -10, 0 air.velocity = -3, -3 [State 9000, AfterImage] type = AfterImage trigger1 = !time time = 60 length = 15 PalBright = 0, 0, 0 PalContrast = 10,10,10 PalAdd = 0,0, 0 PalMul = .45,.45,.45 TimeGap = 1 FrameGap = 4 Trans = add ;=| Rastros |=============================================== [State 9000, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = -11,11 [State 9000, VarSet] type = VarSet trigger1 = 1 fvar(0) = Var(0)/10 [State 1000, Rastro A] type = Explod trigger1 = vel X != 0 && random <= 300 persistent = 1 anim = 2016 id = 2016 postype = p1 pos = -30,0 scale = 1,0.3 random = 40,15 sprpriority = 5 ownpal = 0 vel = -1,fvar(0) accel = 0.04,0 ;========================================================== [State 1001, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA, NA, SA, HA, NT, ST, HT time = 1 ignorehitpause = 1 [State 1001, 2] type = HitOverride trigger1 = Time >= 0 stateno = 2011 attr = SCA, NP, SP, HP slot = 1 time = 1 ignorehitpause = 1 [State 2010, contact] type = ChangeState trigger1 = MoveContact value = 2011 ignorehitpause = 1 [State 2010, ] type = DestroySelf trigger1 = FrontEdgeDist <-100 ;--------------------------------------------------------------------------- ; Buster Helper ends [Statedef 2011] type = A movetype = A physics = N anim = 2030 Velset = 0,0 [state 8010, circulo] type = explod trigger1 = time = 0 pausemovetime = 100 supermovetime = 100 removetime = 20 bindtime = -1 anim = 2017+(random%2) pos = 30, 0 scale = 0,0 sprpriority = -5 id = 2017 removeongethit = 1 [state 8010, escalacionar] type = modifyexplod trigger1 = 1 id = 2017 scale = ifelse(time<=6,time/6.0,1+(time-4)/30.0),ifelse(time<=6,time/6.0,1+(time-4)/30.0) [state 8010,transparencia] type = palfx trigger1 = time = [0,20] time = 1 add = ceil(-time/7.0*100),ceil(-time/7.0*100),ceil(-time/7.0*100) color = 0 ;==| partículas |=================================== [State 2011, particulasA] type = Explod trigger1 = (!Time) anim = 2016 id = 2016 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) accel = 0,0 random = 0,0 removetime = 40 supermove = 0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 removeongethit = 0 ownpal = 1 [State 2011, particulasB] type = Explod trigger1 = (!Time) anim = 2016 id = 2016 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) accel = 0,0 random = 0,0 removetime = 40 supermove = 0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 removeongethit = 0 ownpal = 1 [State 2011, particulasC] type = Explod trigger1 = (!Time) anim = 2016 id = 2016 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) accel = 0,0 random = 0,0 removetime = 40 supermove = 0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 removeongethit = 0 ownpal = 1 [State 2011, particulasD] type = Explod trigger1 = (!Time) anim = 2016 id = 2016 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) accel = 0,0 random = 0,0 removetime = 40 supermove = 0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 removeongethit = 0 ownpal = 1 [State 2011, particulasE] type = Explod trigger1 = (!Time) anim = 2016 id = 2016 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) accel = 0,0 random = 0,0 removetime = 40 supermove = 0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 3 ontop = 0 shadow = 0,0,0 removeongethit = 0 ownpal = 1 ;================================ [State 0, ] type = DestroySelf trigger1 = !AnimTime ;--------------------------------------------------------------------------- ; BUSTER TIRO AEREO [Statedef 2002] type = A movetype = A physics = A juggle = 1 poweradd = -30 ctrl = 0 anim = 2002 facep2 = 1 sprpriority = 1 [State 0] type = PlaySnd trigger1 = AnimElem = 4 value = s900,0 [State 0] type = Explod trigger1 = AnimElem = 4 anim = 2050 bindtime = 1 pos = 33, -90 sprpriority = 3 ownpal = 1 [State 0] type = VelAdd trigger1 = AnimElem = 2 y = -1.6 [State 0] type = null;Projectile trigger1 = AnimElem = 4 damage = 30, 8 attr = A, NP guardflag = HA animtype = Medium projanim = 2015 projhitanim = 2030 velocity = 10, 0 remvelocity = 1, 0 offset = 65, -90 sparkno = 1 sparkxy = 10,-5 hitsound = s900,2 guardsound = s2,1 ground.slidetime = 5 ground.hittime = 15 envshake.time = 5 ground.velocity = -10, 0 air.velocity = -3, -3 [State 2010, Helper] type = Helper trigger1 = AnimElem = 4 helpertype = Normal name = "Shoot" id = 2010 pos = 65, -90 postype = p1 facing = 1 stateno = 2010 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 size.xscale = 1 size.yscale = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Wall Grab [Statedef 700] type = A movetype = A physics = N anim = 700 ctrl = 1 [State 700, var] type = VarSet trigger1 = AnimElem = 1 v = 3 value = 4 [State 700, slide] type = VelSet trigger1 = AnimElem = 2 x = -999 y = 1 [State 700, slide1] type = VelSet trigger1 = Pos Y >= 0 x = 0 y = 0 [State 700, slide2] type = PosSet trigger1 = Pos Y >= 0 y = 0 [State 700, back] type = ChangeState trigger1 = Pos Y >= 0 value = 101 ctrl = 1 ;--------------------------------------------------------------------------- ; BUSTER TIRO WALL [State 2004, buster tiro wall] type = ChangeAnim triggerall = Anim = 700 || Anim = 705 trigger1 = command = "x" value = 2004 [State 2004, buster tiro wall 2] type = ChangeAnim triggerall = Anim = 2004 trigger1 = AnimTime = 0 value = 705 [State 2004] type = PlaySnd trigger1 = AnimElem = 4 value = s900,0 [State 2004] type = Explod trigger1 = AnimElem = 4 anim = 2050 bindtime = 1 pos = 60, -74 sprpriority = 3 ownpal = 1 [State 2004] type = null;Projectile trigger1 = AnimElem = 4 damage = 30, 8 attr = A, NP guardflag = HA animtype = Medium projanim = 2015 projhitanim = 2030 velocity = 10, 0 remvelocity = 1, 0 offset = 95, -74 sparkno = 1 sparkxy = 10,-5 hitsound = s900,2 guardsound = s2,1 ground.slidetime = 5 ground.hittime = 15 envshake.time = 5 ground.velocity = -10, 0 air.velocity = -3, -3 [State 2004, Helper] type = Helper trigger1 = AnimElem = 4 helpertype = Normal name = "Shoot" id = 2010 pos = 95, -74 postype = p1 facing = 1 stateno = 2010 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 size.xscale = 1 size.yscale = 1 ;--------------------------------------------------------------------------- Fim buster tiro wall [State 2004, back] type = ChangeState trigger1 = command != "holdback" value = 45 [State 2004, turn] type = Turn trigger1 = command != "holdback" trigger1 = BackEdgeBodyDist = 0 trigger2 = BackEdgeBodyDist > 0 [State 2004, back] type = ChangeState trigger1 = Pos Y >= 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;super soco X [Statedef 3200] type = S movetype = A physics = S juggle = 2 poweradd= -3000 ctrl = 0 anim = 3200 sprpriority = 2 [State 0] type = VelAdd trigger1 = AnimElem = 2 time = 4 x = -50 [State 0] type = VelAdd trigger1 = AnimElem = 31 time = 5 y = -15 x = 100 [State 0] type = VelAdd trigger1 = AnimElem = 48 time = 5 y = 15 x = 80 [State 0] type = VelSet trigger1 = AnimElem = 33 x = 10 y = 0 [State 0] type = VelMul trigger1 = AnimElem = 34 y = -0 [State 0] type = VelAdd trigger1 = AnimElem = 40 time = 4 x = -180 [State 0] type = Explod trigger1 = AnimElem = 10 anim = 3225 pos = -22, -74 postype = p1 bindtime = 1 removetime = 40 sprpriority = 3 ownpal = 1 scale = 1,1 [State 3200, 1] type = HitDef trigger1 = AnimElem = 31 attr = S, SA damage = 200, 90 animtype = Diagup hitflag = MAF pausetime = 2,2 sparkno = 3 sparkxy = -12,-73 hitsound = s300,0 guardsound = s2,1 envshake.time = 15 envshake.ampl = 7 ground.slidetime = 12 ground.hittime = 15 envshake.time = 5 ground.velocity = 0, -13.3 air.velocity = -0, -3 fall = 1 [State 3200, 1] type = HitDef trigger1 = AnimElem = 48 attr = A, SA damage = 200, 90 animtype = Diagup hitflag = MAF pausetime = 2,2 sparkno = 3 sparkxy = -12,-73 hitsound = s300,0 guardsound = s2,1 envshake.time = 15 envshake.ampl = 7 ground.slidetime = 12 ground.hittime = 15 envshake.time = 5 ground.velocity = 80, 30 air.velocity = -0, -3 fall = 1 [state 0, Escurer] type = BgPalFx trigger1 = AnimElem = 29 add = 0,0,0 sinadd = -255,-255,-255,100 time = 50 [state 0, Escurer] type = BgPalFx trigger1 = AnimElem = 46 add = 0,0,0 sinadd = -255,-255,-255,100 time = 50 [State 0] type = AfterImage trigger1 = time = 6 trans = add time = 999 framegap = 2 length = 15 palbright = 0,0,0 palcontrast = 0,0,20 palpostbright = 0,0,20 paladd = 0,0,0 [State 0] type = afterimagetime trigger1 = Time = 30 time = 116 [State 0] type = ChangeState trigger1 = AnimElem = 49 value = 5040 ctrl = 0 ;--------------------------------------------------------------------------- ; Run Forwards Air [Statedef 4000] type = A physics = N velset = 12,0 anim = 110 ctrl = 0 [State 0] type = Explod trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 anim = 720 ;postype = p1 pos = 0, -5 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13 anim = 721 ;postype = p1 pos = -1, -5 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 anim = 722 ;postype = p1 pos = -2, -5 bindtime = 1 ownpal = 1 [State 4000, 0] type = AssertSpecial trigger1 = 1 flag=NoWalk [State 4000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 0, 4] type = VelSet trigger1 = AnimElem = 14 x = 4 [State 4000, 4] type = ChangeState trigger1 = time = 14 value = 5040 ctrl = 1 ;--------------------------------------------------------------------------- ; Run Back Air [Statedef 4005] type = A physics = N velset = -10,0 anim = 115 ctrl = 0 [State 4005, 0] type = AssertSpecial trigger1 = 1 flag=NoWalk [State 0] type = Explod trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 anim = 723 ;postype = p1 pos = 16, -12 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 anim = 724 ;postype = p1 pos = 16, -12 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 anim = 725 ;postype = p1 pos = 16, -12 bindtime = 1 ownpal = 1 [State 0] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 3 [State 0] type = VelSet trigger1 = AnimElem = 12 x = -4 [State 4005, 1] type = ChangeState trigger1 = time = 12 value = 5040 ctrl = 1