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CODIGOS AGARRE BASICO KUNG-FU MAN

Cdigo 1:
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; Throw
[Begin Action 810]
800,0, 0,0, 2
800,1, 0,0, 3
800,2, 0,0, 10
800,3, 0,0, 5
800,4, 0,0, 3
800,5, 0,0, 4
800,6, 0,0, 4
800,7, 0,0, 3
800,8, 0,0, 3
800,9, 0,0, 3
800,10, 0,0, 5
800,11, 0,0, 4,H
800,11, 0,0, 4,H
800,11, 0,0, 12,H
200,0, 0,0, 5

Cdigo 2:
[Begin Action 820]
5000,0, 0,0, 2
5010,0, 0,0, 3
5010,10, 0,0, 10
5010,10, 0,0, 5
5010,0, 0,0, 3
5061,0, 0,0, 4
5071,0, 0,0, 4
5071,10, 0,0, 3
5071,20, 0,0, 3
5031,0, 0,0, 3,HV
5011,0, 0,-40, 5,HV
Clsn2: 2
Clsn2[0] = -26, -38, 6, -69
Clsn2[1] = 18, -81, -12, -55
5030,40, 0,0, 5
Clsn2: 1
Clsn2[0] = -26, -32, 20, -66
5030,30, 0,0, -1

Cdigo 3:
[Statedef 810]
type
= S
movetype= A
physics = N
anim = 810
poweradd = 60

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[State 810, Holding fwd?]


type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800, 0
[State 810, Voice Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 0
channel = 0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0
[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0
[State 810, holdfwd - Turn 6] ;If was holding fwd before, turn now
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 6
[State 810, holdfwd - Pos 6] ;If was holding fwd before, move a
little
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 6
x = -37

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[State 810, holdfwd - Turn Target 6] ;If was holding fwd before, turn
target too
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 6
value = -1
[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60
[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75
[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90
[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96
[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90
[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -100
[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821
[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12
[State 810, Pos 15]
type = PosAdd

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trigger1 = AnimElem = 15
x = -10
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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