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GT Yzan
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« on: October 25, 2008, 01:03:17 PM » |
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[Statedef 100000]
type = A
physics = N
anim = xxx ; What You Want The Dash Anim To Be.
ctrl = 0
[State 100, 1]
type = VelSet
trigger1 = 1
x = 7
y = 0
[State 100, 1]
type = VelSet
trigger1 = time = 11
x = -2
y = 2
[State 0, PlaySnd] ;Woosh Noise
type = PlaySnd
trigger1 = time = 4
value = S42,0
[State PlaySnd] ;GGx Romantic Sound
type = PlaySnd
trigger1 = time = 0
value = S43,0
[State 100, assert]
type = AssertSpecial
trigger1 = time = [1,14]
flag = NoAirguard
[State 940, ChangeState]
type = ChangeState
trigger1 = Time = 15
value = 100002 ; Your Falling....
ctrl = 0
; Back Dash [Statedef 100001]
type = A
physics = N
anim = 102
ctrl = 0
[State 100, 1]
type = VelSet
trigger1 = 1
x = -7
y = 0
[State 100, 1]
type = VelSet
trigger1 = time = 11
x = 2
y = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = S42,0
[State 100, assert]
type = AssertSpecial
trigger1 = time = [1,14]
flag = NoAirguard
[State 940, ChangeState]
type = ChangeState
trigger1 = Time = 15
value = 100002
ctrl = 0
; Where My Vels At? [Statedef 100002]
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
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 6
value = 1
;--------------------------------------
;CMD
[State -1] ;Forward Dash
type = ChangeState
value = 100000
triggerall = (StateType = A && command = "FF")
trigger1 = StateNo != [100,109]
trigger1 = ctrl
[State -1] ;Back Dash
type = ChangeState
value = 100001
triggerall = (StateType = A && command = "BB")
trigger1 = StateNo != [100,109]
trigger1 = ctrl
Any Questions?
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