-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathhypers.st
460 lines (407 loc) · 7.8 KB
/
hypers.st
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
; States file for Sinestro -- Hypers
;
;---------------------------------------------------------------------------
; Vars:
; 0: for Super Jump (0=vertical, 1=forward, -1=backward)
; Helpers:
; 0: superjump opponent position indicator
; Explods:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hyper Attacks
;
; Needle Storm (D,DF,F + KK): 3000-3020
; Fall Before Me (Blade Rain) (D,DB,B + PP): 3200-3210
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Needle Storm (hyper)
[StateDef 3000]
anim = 3000
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
sprpriority = 2
[State 3000, superpause]
type = SuperPause
trigger1 = AnimElem = 3
time = 64
anim = S3100
sound = S10,1
pos = 60,-95
darken = 1
poweradd = -1000
;-------------------
; DCvM hyper portrait/BG
[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 3
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1
[State 3000, portraitBG]
type = Explod
trigger1 = AnimElem = 3
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1
[State 3000, superBG]
type = Helper
trigger1 = AnimElem = 4
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
; end DCvM stuff
;-------------------
[State 3000, vox]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,2
channel = 0
[State 3000, Helper]
type = Helper
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
helpertype = normal
name = "needle storm"
ID = 3010
stateno = 3010
pos = 76,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1.5
[state 3000, back to stance]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-----------------
;(adapted from FlowaGirl's Homing Projectiles tutorial)
; Needle Storm - construct custom state
[StateDef 3010]
type = A
movetype= A
physics = N
anim = 3011
sprpriority = 6
[State 3010, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S10,10
[State 3010, VelSet]
type = VelSet
trigger1 = !Time
x = (Random*3.5/1000) ;- 5
y = (Random*5/1000) - 2.5
[State 3010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3010, Turn]
type = Turn
trigger1 = (P2Dist X < 10)
[State 3010, VarSet]
type = VarSet
trigger1 = IsHelper
fv = 2
value = (EnemyNear, Pos Y) + (EnemyNear, Const(size.mid.pos.y))
;value = (EnemyNear, Pos Y) - ((EnemyNear, Const(size.height))*Random/1000)
[State 3010, VelAdd]
type = VelAdd
trigger1 = (P2Dist X < 0) && (Vel X > -6)
x = -0.5
[State 3010, VelAdd]
type = VelAdd
trigger1 = (P2Dist X > 0) && (Vel X < 6)
x = 0.15
[State 3010, VelAdd]
type = VelAdd
trigger1 = (FVar(2) > Pos Y) && (Vel Y < 6)
y = 0.1 + (Random/1000)
[State 3010, VelAdd]
type = VelAdd
trigger1 = (FVar(2) < Pos Y) && (Vel Y > -6)
y = -0.1 - (Random/1000)
[State 3010, VelSet]
type = VelSet
trigger1 = (FVar(2) = Pos Y)
y = 0
[State 3010, HitDef]
type = HitDef
trigger1 = TimeMod = 25,0
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Back
priority = 7,Hit
damage = 6,1
;sparkno = S9995
;guard.sparkno = 900
hitsound = S10,11
guardsound = S3,0
sparkxy = 0,0
priority = 2,Hit
sprpriority = 6
pausetime = 3,18
ground.type = Low
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -0.5
air.velocity = -1, 0.5
fall = 1
fall.recover = 0
down.bounce = 1
kill = 1
palfx.time = 20
palfx.add = -104,15,-104
palfx.mul = 192,384,192
palfx.sinadd = 0,56,0,10
[State 3010, no shadow]
type = AssertSpecial
trigger1 = Pos Y >= -1
flag = noshadow
;-----
; KFM's "angled projectiles" code
[State 3010, blah]
type = VarSet
trigger1 = Vel X != 0
fv = 3
value = ((atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)) - 90
[State 3010, blah]
type = VarSet
trigger1 = Vel X = 0
fv = 3
value = ((atan(Vel Y) + (3*pi/2)) *(-180/Pi)) - 90
[State 3010, blah]
type = AngleSet
trigger1 = 1
value = FVar(3)
[State 3010, blah]
type = AngleDraw
trigger1 = 1
;-----
[State 3010, done]
type = ChangeState
trigger1 = Time = 160
trigger2 = HitCount = 1
trigger3 = MoveGuarded
value = 3020
;-----------------
; Needle Storm - construct custom state (end)
[StateDef 3020]
type = A
movetype= A
physics = N
anim = 3021 ;3020
sprpriority = 6
velset = 0,0
[State 3020, blah]
type = AngleDraw
trigger1 = 1
[State 3020, done]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; Blade Rain (hyper)
[StateDef 3200]
anim = 3200
ctrl = 0
type = S
type = A
movetype = A
physics = S
velset = 0,0
sprpriority = 2
[State 3200, vox]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,12
channel = 0
[State 3200, superpause]
type = SuperPause
trigger1 = AnimElem = 3
time = 64
anim = S3100
sound = S10,1
pos = 0,-75
darken = 1
poweradd = -1000
;-------------------
; DCvM hyper portrait/BG
[State 3200, superportrait]
type = Explod
trigger1 = AnimElem = 3
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1
[State 3200, portraitBG]
type = Explod
trigger1 = AnimElem = 3
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1
[State 3200, superBG]
type = Helper
trigger1 = AnimElem = 4
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
; end DCvM stuff
;-------------------
[State 3200, Helper]
type = Helper
trigger1 = AnimElemTime(4) % 12 = 1
helpertype = normal
name = "construct"
ID = 3210
stateno = 3210
pos = (AnimElemTime(4) * 3)+50,-150
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[state 3200, back to stance]
type = changestate
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------
; Blade Rain (construct helper)
[StateDef 3210]
anim = 3210 ; 3215 as alternate, more-spinny version
ctrl = 0
type = S
movetype = A
physics = A
sprpriority = 5
juggle = 8
[State 3210, swoosh]
type = PlaySnd
trigger1 = AnimElem = 6 ; 4 if no initial fadein
value = 0,2
[State 3210, noreversal]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3210, noreversal2]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 3210, sfx]
type = null ;PlaySnd
trigger1 = !Time
value = 7,2
[State 3210, HitDef]
type = HitDef
trigger1 = !Time
attr = A,HP
damage = 80
hitflag = MAF
guardflag = MA
pausetime = 12,12
hitsound = S2,2
guardsound = S3,0
sparkxy = 0,-80
sparkno = S9992
animtype = Down
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -8,2
guard.velocity = -6
air.velocity = 4,5
fall = 1
air.fall = 1
[State 3210, DestroySelf]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = parent, Anim != 3200
;---------------------------------------------------------------------------
; Amalgam Hyper (incomplete)
[StateDef 4000]
type = S
physics = S
ctrl = 1
anim = 0 ; change this to the anim char will perform when the Hyper starts
velset = 0,0
poweradd = -3000
[State 4000, noBars]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
[State 4000, superpause]
type = SuperPause
trigger1 = Time = 0 ;animelem = 2
time = 40
sound = S10,0
pos = -5,-45
darken = 1
[State 4000, Char Portrait]
type = Explod
trigger1 = Time = 0
anim = 4010
postype = left
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 1
supermovetime = 40
removeongethit = 1
[State 4000, Partner Portrait]
type = Explod
trigger1 = Time = 0
anim = 4011
postype = left
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 1
supermovetime = 40
removeongethit = 1