aumentare lo stordimento
#61
Inviato 14 February 2008 - 17:23
Cmq dimmi anche i tasti da premere per la mossa.
#64
Inviato 14 February 2008 - 17:38
[command]
name = "Max_ryoku_rambu"
command = ~D,DB,D,DF,c+b
time = 15
ma è una mossa nuova ke ho aggiunto l'altro ieri
#66
Inviato 15 February 2008 - 12:58
Se non ho capito male, il codice per la onda di energia usa un helper chiamato "haou". Il modo migliore è quello di riprogrammarsi l'ultima parte (dove lancia i 3 helper), e usare semplici projectile con il mio codice (che ho postato prima). Se no dovresti andare a modificare l'helper, ed è una noia. Inoltre si rischia di rovinare altre mosse che lo usano..
3034, 3035, 3036, sono da rifare.
#67
Inviato 15 February 2008 - 16:21
[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 1126, 1]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 25
trigger3 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1
-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
elem = 17
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 25
trigger3 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1
-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
elem = 17
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 3000, Final Hit proj]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 75
projanim = 7201
projhitanim = 7206
;projremanim = 1112
projid = 7201
projremovetime = 30
offset = 65, -81
projhits = 4
attr = S, HP
damage = 8,1
animtype = Hard
pausetime = 12,12
sparkxy = 9999, -9999
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -15,-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
#68
Inviato 15 February 2008 - 17:18
Crea un codice semplice. Ad esempio: [Statedef] -> [Projectile] -> [Changestate]
E vedi se con una cosa facile funziona. Poi se va bene, cominci a modificare il codice a piacimento.
#69
Inviato 15 February 2008 - 17:34
[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1
-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1
-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ma quando carico l'hyper si blocca a metà dell'esecuzione
#70
Inviato 15 February 2008 - 17:42
Cmq prova a togliere anche il SuperPause.
#73
Inviato 15 February 2008 - 17:58
io penso ke in questo modo nn si arrivi da nessuna parte
#75
Inviato 15 February 2008 - 18:11
[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1
-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1
-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
#76
Inviato 15 February 2008 - 18:48
demongorne, su Feb 15 2008, 18:11, detto:
[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1
-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1
-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Cmnq credo ke in questo modo nn arriveremo da nessuna parte
#77
Inviato 15 February 2008 - 18:56
#78
Inviato 18 February 2008 - 20:07
[State -3,Super]
type = Helper
trigger1 = AnimElem = 21
id = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
#80
Inviato 18 February 2008 - 20:34
[Statedef 7201]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7201
sprpriority = 4
[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)
[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 16
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = Time = 1
projanim = 7250
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projmisstime = 0
projhits = ifelse(!var(5), 2, ifelse(var(5) = 1, 3, 5))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse(((ifelse(!Var(5),81,ifelse(Var(5)=1,84,70)))*fvar(10))<7,7,((ifelse(!Var(5), 81,ifelse(Var(5)=1,84,70)))*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 3,4
sparkno = -1
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -5, -6.67
guard.velocity = -8
air.velocity = -5, -6.67
airguard.velocity = -6.67,-1
air.juggle = ifelse(parent,fvar(4)||parent,fvar(27)>0||parent,fvar(35)=-1,0,8)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))
yaccel = .5
[State 3001, Super]
type = Explod
trigger1 = root,projhittime(3005) = 1
id = 8220
name = "projhit_s"
pos = 0,0
postype = P1
anim = 8220+(random%8)
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(15)
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)
[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(3005)
value = 7206

Aiuto










