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ug by brandon johnson
[ · DOWNLOAD ug by brandon johnson () ] |
2014-12-13, 1:30 PM |
[Data]
life = 1000
attack = 80
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 13 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -5, -90 ;Approximate position of head
mid.pos = -5, -60 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
[Velocity]
walk.fwd = 2.3 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd = 4.6, 0 ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.55 ;Jump back Speed (x, y)
jump.fwd = 2.5 ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.
[Movement]
airjump.num = 0 ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ? S/C/A/L stand/crouch/air/liedown
; movetype = ? I/A/H idle/attack/gethit
; physics = ? S/C/A/N stand/crouch/air/none
; juggle = ? air juggle points move requires
;
; [State STATENO, ?] ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 180]
type = S
[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,74
[State 180, 1] ; CONTAIN HIM!
type = ChangeState
trigger1 = var(1) = [0, 25]
value = 181
[State 180, 2] ; BOOYA!
type = ChangeState
trigger1 = var(1) = [26, 50]
value = 182
[State 180, 2] ; ESPY!
type = ChangeState
trigger1 = var(1) = [51, 74]
value = 183
;---------------------------------------------------------------------------
; Victory 1: YOU CAN ONLY HOPE TO CONTAIN HIM!
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 183, 1]
type = AssertSpecial
trigger1 = Time = [0,170]
flag = RoundNotOver
[State 181, 1]
type = playsnd
trigger1 = Time = 10
value = 180,4
[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Victory 2: BOOYA!
;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 183, 1]
type = AssertSpecial
trigger1 = Time = [0,170]
flag = RoundNotOver
[State 181, 1]
type = playsnd
trigger1 = Time = 40
value = 180,3
[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Victory 3: ESPY!
;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 183, 1]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = RoundNotOver
[State 181, 1]
type = playsnd
trigger1 = Time = 40
value = 180,2
[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 191,0
[State 191, 7]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0
[State 191, 7]
type = ChangeState
trigger1 = Time = 270
value = 0
;---------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = A
physics = S
[State 195, 1]
type = playsnd
trigger1 = animelem = 3
value = 195,0
[State 1020, Blink]
type = PalFX
trigger1 = animelem = 4, 1
time = 35
add = 0,16,25
sinadd = 64,32,5,3
[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1
[State 195, 1]
type = poweradd
trigger1 = Time > 0
value = 6
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 15
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = s3,3
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 210, 2]
type = HitDef
trigger1 = AnimElem =4
attr = S, NA
animtype = Medium
damage = 52
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = s3,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
[State 210, 3]
type = HitDef
trigger1 = AnimElem =8
attr = S, NA
animtype = Medium
damage = 57,15
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = s3,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
;[State 210, 6]
;type = ChangeAnim
;trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
;trigger1 = movecontact
;ignorehitpause = 1
;persistent = 0
;value = 210
;elem = 6
[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 220]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 220
[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Heavy
damage = 77
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 230]
type = S
movetype= A
physics = S
juggle = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 230
[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 22
guardflag = MA
pausetime = 7,7
sparkno = 1
sparkxy = -10,-60
hitsound = S3,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 80,20
guardflag = MA
pausetime = 15,15
sparkno = 1
sparkxy = -10,-60
hitsound = S3,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 5
poweradd= 15
ctrl = 0
anim = 400
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 40,10
priority = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 0
sparkxy = -10,-42
hitsound = s3,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 12
ground.velocity = -4
air.velocity = -1.5,-3
;[State 400, 3]
;type = CtrlSet
;trigger1 = AnimTime = 0
;value = 1
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 6
poweradd= 50
ctrl = 0
anim = 410
[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 50,10
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound = s3,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4
air.velocity = -3,-4
[State 410, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 50,10
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-83
hitsound = s3,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7
air.velocity = -3,-4
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 430]
type = C
movetype= A
physics = C
juggle = 5
poweradd= 22
ctrl = 0
anim = 430
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 20
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 7 ,8
sparkno = 0
sparkxy = -10,-8
hitsound = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 440]
type = C
movetype= A
physics = C
juggle = 7
poweradd= 70
ctrl = 0
anim = 440
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 440, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 27
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound = s3,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 3
ground.hittime = 15
ground.velocity = -1.5
air.velocity = -1.2,-3
guard.velocity = -5
[State 440, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 27
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound = s3,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -1.5
air.velocity = -1.2,-3
guard.velocity = -5
[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 11
ctrl = 0
anim = 600
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,10
guardflag = HA
priority = 3
pausetime = 7,10
sparkno = 0
sparkxy = -10,-58
hitsound = s3,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -1.3,-3
[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1
;---------------------------------------------------------------------------
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 65
ctrl = 0
anim = 610
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 70,10
guardflag = HA
priority = 4
pausetime = 9 ,15
sparkno = 1
sparkxy = -10,-55
hitsound = s3,4
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5
air.velocity = -3,-4
;---------------------------------------------------------------------------
[Statedef 630]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 20
ctrl = 0
anim = 630
[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 630, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 85
guardflag = HA
priority = 3
pausetime = 8,12
sparkno = 1
sparkxy = -5,-35
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -4
air.velocity = -2,-3
;---------------------------------------------------------------------------
[Statedef 650]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 65
ctrl = 0
anim = 650
[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40,10
guardflag = HA
priority = 4
pausetime = 9 ,16
sparkno = 1
sparkxy = -10,-40
hitsound = 5,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5
air.velocity = -3,-4
;---------------------------------------------------------------------------
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 10
value = 1000,0
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 20
[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
x = 2
[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 6
x = 5
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X < 40
attr = S, SA
animtype = Hard
damage = 100,30
priority = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound = s3,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype = Hard
damage = 85,30
priority = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound = s3,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7
air.velocity = -4,-2.5
[State 1000, 6]
type = PosAdd
trigger1 = AnimElem = 8
x = -5
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Strong Kung Fu Palm
; CNS difficulty: medium
[Statedef 1010]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0
[State 1010, 1]
type = PlaySnd
trigger1 = Time = 9
value = 0, 3
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 10
value = 1000,0
[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 20
[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
x = 3
[State 1010, 4]
type = PosAdd
trigger1 = AnimElem = 6
x = 5
[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 5
x = 10
[State 1010, 6] ;Opponent near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X < 40
attr = S, SA
animtype = Hard
damage = 100,30
priority = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound = s3,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
[State 1010, 7] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 7
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype = Hard
damage = 89,30
priority = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound = s3,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -7
air.velocity = -4,-2.5
[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1020]
type = S
movetype= A
physics = N
juggle = 6
poweradd= 200
velset = 0,0
anim = 1020
ctrl = 0
[State 1020, Friction]
type = VelMul
trigger1 = Time >= 0
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 10
value = 1000,0
[State 1020, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright = 30, 30, 0
PalContrast = 70, 70, 20
PalAdd = -10,-10,-10
PalMul = .85,.85,.50
TimeGap = 1
FrameGap = 2
Trans = Add
time = 2
[State 1020, Afterimage]
type = AfterImageTime
trigger1 = (Time >= 0) && (AnimElemTime(8) < 0)
time = 2
[State 1020, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3
[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
[State 1020, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 20
[State 1020, 3]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
x = 10
[State 1020, 4]
type = PosAdd
trigger1 = AnimElem = 6
x = 5
[State 1020, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 18
[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
damage = 150,40
getpower = 0
priority = 5
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
hitsound = s3,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025
[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
[Statedef 1025]
type = A
movetype= H
physics = N
velset = 0,0
[State 1025, Anim]
type = ChangeAnim2
trigger1 = Time >= 0
value = 1025
[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
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Category: Others |
Views: 1572 | Downloads: 484 | Rating: 0.0/0 |
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