Códigos para Fighter Factory Mugen

CÓDIGO DE VOO BY BARDOCK

---------CNS-------------

;Begin Fly ; indo pro alto ou começar a voar
[Statedef 1510]
type = A
movetype = A
physics = A
velset = 0,-5.5
anim = 1510
ctrl = 0

[State 1510, 3]
type = changestate
trigger1 = animtime = 0
value = 1500
ctrl = 1
[State 1510, 3]
type = explod
trigger1 = animelem=1
anim=4452
id=4552
removetime=30
bindtime=1
scale=0.8,0.8
ontop=1
pos = -1,0

[State 1510, 3]
type = playsnd
trigger1 = animelem=1
value = 171,0


[Statedef 1500]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
[State 1500,WinALose] ; quando ganhar vai pro state de baixo
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1202
[State 0]
type = VarSet
Trigger1 = Time = 0
var(3) = 1
[State 0]
type = ReversalDef
Trigger1 = command = "holdback"
reversal.attr = SCA, NA, SA, HA
pausetime = 0,15
hitsound = S6, 0
p1stateno = 150
[State 0]
type = VelSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) = 0
Trigger2 = Pos Y < -405
x = 0
y = 0
[State 0]
type = ChangeAnim
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = Anim != 1500
value = 1500
[State 0]
type = VarSet
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
Trigger1 = command != "holddown"
Trigger1 = var(2) != 2
Trigger2 = var(2) = 2
Trigger2 = Vel Y >= 1.3
v = 2
value = 1
[State 0]
type = VarSet
Triggerall = var(2) = 1
Trigger1 = Vel Y <= -1.3
Trigger2 = P2BodyDist Y > 250
Trigger2 = Vel Y < 0
v = 2
value = 2
[State 0]
type = VelAdd
Trigger1 = var(2) = 1
y = -0.1
[State 0]
type = VelAdd
Trigger1 = var(2) = 2
y = 0.1
[State 0]
type = VelSet
Triggerall = var(2) != 0
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
y = 0
[State 0]
type = VarSet
Trigger1 = command = "holdfwd"
Trigger2 = command = "holdback"
Trigger3 = command = "holdup"
Trigger4 = command = "holddown"
v = 2
value = 0
[State 0]
type = PosSet
Trigger1 = Pos Y < -400
y = -400
[State 0]
type = PosAdd
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 1
[State 0]
type = VelSet
Trigger1 = P2BodyDist Y > 250
Trigger1 = Vel Y < 0
y = 0
[State 0]
type = VelAdd
Trigger1 = command = "holddown"
y = 0.4
[State 0]
type = VelSet
Trigger1 = command = "holddown"
Trigger1 = Vel Y < 0
y = 0
[State 0]
type = VelAdd
Trigger1 = command = "holdup"
y = -0.3
[State 0]
type = VelSet
Trigger1 = command = "holdup"
Trigger1 = Vel Y > 0
y = 0
[State 0]
type = ChangeAnim
Trigger1 = Anim != 1504
Trigger1 = command = "holdup"
value = 1504
[State 0]
type = VelAdd
Trigger1 = command = "holdback"
x = -0.3
[State 0]
type = VelSet
Trigger1 = command = "holdback"
Trigger1 = Vel X > 0
x = 0
[State 0]
type = ChangeAnim
Triggerall = Anim != 1502
Trigger1 = command = "holdback"
Trigger2 = command = "holddown"
value = 1502
[State 0]
type = VelAdd
Trigger1 = command = "holdfwd"
x = 0.4
[State 0]
type = VelSet
Trigger1 = command = "holdfwd"
Trigger1 = Vel X < 0
x = 0
[State 0]
type = ChangeAnim
Trigger1 = Anim != 1501
Trigger1 = command = "holdfwd"
value = 1501
[State 0]
type = ChangeAnim
triggerall = Anim != 1503
trigger1 = command = "holddown"
value = 1503
[State 0]
type = Turn
Trigger1 = P2Dist X < 0
[State 0]
type = ChangeState
Trigger1 = Pos Y >= 0
value = 52
ctrl = 1
[State 0]
type = ChangeState
Trigger1 = command = "fly"
Trigger1 = command = "holddown"
value = 50
ctrl = 1
[State 0]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 1512

;---------------------------------------------------------------------------
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202 ; imagens dele decendo

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 1203

;---------------------------------------------------------------------------
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1203

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -2]

[State 0, StopSnd]
type = StopSnd
trigger1 =time=0
channel = 18
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 20
time = -1
trigger1=var(58) = 1
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 150

[State 0, PalFXWiz]
type = PalFX
trigger1 = power<=200
time = 0
trigger1=var(58) = 0



[State 0]
type = VarSet
trigger1 = power<=200
var(58) = 0

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = power<=200
triggerall=var(58) =0
time = 200
value = 1


[Statedef -3]
 [State -3]
type = SuperPause
trigger1 = P1name != "Metal Coola"
time = 9999999999999999999999999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Var(6) = 0
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 200
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 210
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 1
trigger1 = p2movetype = I
value =  220
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 230
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 240

[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 500
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 999


[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 1
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 1999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 1
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 2999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 1
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 3999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <=1
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 4999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 1
triggerall = var(6) = 1
trigger3= stateno = 1500
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 5999
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 1
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 8917
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 50
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 212
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 100
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 222
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 150
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 233
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 250
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 245
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 300
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 255
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 250
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 265
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 180
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger3= stateno = 1500
trigger1 = p2movetype = I
value = 285

[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 10
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 195


[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 8989
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 8789
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 8689
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
trigger3= stateno = 1500
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 8229
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 968

[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 970

[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 972
[State -3]
type = ChangeState
triggerall = Ctrl
triggerall = Random <= 20
triggerall = var(6) = 1
triggerall = StateType = S
triggerall = numproj = 0
trigger1 = p2movetype = I
value = 966


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0


----------------------CMD

[Command]
name = "fly"
command = b+y
time = 1



;Fly
[State -1, Fly]
type = ChangeState
value = 1500
triggerall = command = "fly"
trigger1 = statetype = A
trigger1 = ctrl = 1
;Fly
[State -1, Fly]
type = ChangeState
value = 1510
triggerall = command = "fly"
trigger1 = statetype != A
trigger1 = ctrl = 1

CHARGE - CARREGAR KI
;------------------------CNS--------
[Statedef 730]
type = S
physics = S
ctrl = 0
velset = 0,0,0


[State 0]
type = Explod
trigger1 = timemod = 5,0
anim =7582
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%10) = 0) && (Random < 249) && (NumHelper(8200) < 5)
helpertype= Normal
name= "pedras"
id= 1230
pos= 0,0
postype= p1
facing = 0
stateno = 1230
keyctrl = 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale= (IfElse(Random <= 799,0.75,3))
size.yscale= (IfElse(Random <= 799,0.75,3))
[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%20) = 0) && (Random > 749) && (NumHelper(8210) < 5)
helpertype= Normal
name= "pedras1"
id = 1231
pos = 0,0
postype= p1
facing= 0
stateno= 1231
keyctrl= 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale= (IfElse(Random <= 499,0.75,0.50))
size.yscale= (IfElse(Random <= 499,0.75,0.50))
[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%30) = 0) && (Random = [249,749]) && (NumHelper(8220) < 5)
helpertype= Normal
name= "pedras2"
id= 1232
pos= 0,0
postype= p1
facing = 0
stateno = 1232
keyctrl= 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale = (IfElse(Random <= 499,0.50,0.75))
size.yscale= (IfElse(Random <= 499,0.50,0.75))

[State 0]
type  = Helper
trigger1 = (TimeMod = 30,0)
helpertype = normal
name = "efeito para empura"
id  = 989
pos = 0,0
postype  = p1
facing = 1
stateno = 989
keyctrl = 0
ownpal= 1
supermovetime= 0
pausemovetime= 0
size.xscale  = 1
size.yscale = 1


[State 0]
type = changeanim
trigger1 = time = 0
value = 730
trigger1 =timemod=10,0
[State 2000, BGPalFX]
type = BGPalFX
trigger1=animelem=1
triggerall=timemod=2,0
time =10
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10



[State 0]
type = changeanim
trigger1 = time = 0
value = 730
trigger1 =timemod=10,0


[State 0]
type = playsnd
trigger1 =animelem=1
value = s250,1
channel =18
volume = 255
loop=1
[State 0]
type = playsnd
trigger1 = time =10
value = s250,0
channel =18
volume = 255
loop=1
[State 0]
type = playsnd
trigger1 =animelem=1
value = s250,1
channel =-1
volume = 255

[State 0]
type = changestate
trigger1 = animtime = 0
value = 731

[Statedef 731]
type = S
physics = S
ctrl = 0
velset = 0,0,0
[State 0]
type = Explod
trigger1 = timemod = 5,0
anim =7583
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%10) = 0) && (Random < 249) && (NumHelper(8200) < 5)
helpertype= Normal
name= "pedras"
id= 1230
pos= 0,0
postype= p1
facing = 0
stateno = 1230
keyctrl = 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale= (IfElse(Random <= 799,0.75,3))
size.yscale= (IfElse(Random <= 799,0.75,3))
[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%20) = 0) && (Random > 749) && (NumHelper(8210) < 5)
helpertype= Normal
name= "pedras1"
id = 1231
pos = 0,0
postype= p1
facing= 0
stateno= 1231
keyctrl= 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale= (IfElse(Random <= 499,0.75,0.50))
size.yscale= (IfElse(Random <= 499,0.75,0.50))
[State 0]
type= Helper
trigger1= (Time > 20) && ((GameTime%30) = 0) && (Random = [249,749]) && (NumHelper(8220) < 5)
helpertype= Normal
name= "pedras2"
id= 1232
pos= 0,0
postype= p1
facing = 0
stateno = 1232
keyctrl= 0
ownpal = 1
supermovetime= 9999
pausemovetime= 9999
size.xscale = (IfElse(Random <= 499,0.50,0.75))
size.yscale= (IfElse(Random <= 499,0.50,0.75))

[State 0]
type  = Helper
trigger1 = (TimeMod = 30,0)
helpertype = normal
name = "efeito para empura"
id  = 989
pos = 0,0
postype  = p1
facing = 1
stateno = 989
keyctrl = 0
ownpal= 1
supermovetime= 0
pausemovetime= 0
size.xscale  = 1
size.yscale = 1
[State 0]
type = Explod
trigger1 = timemod = 4000,0
anim = 9980
pos = -8,-2
postype = p1
facing = 1
vfacing = 1
bindtime = 2
scale = 2,2
sprpriority = 10
removeongethit = 1
removetime=10

[State 0]
type = Explod
trigger1 = timemod = 20,0
anim = 4452
pos = -0,0
ontop=1
postype = p1
facing = 1
vfacing = 1
bindtime =99999999999
scale = 0.5,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0]
type= BGPalFX
trigger1= ((Time > 10) && ((GameTime%30) = 0))
time= 10
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
[State 0]
type = Explod
trigger1 = timemod = 12,0
anim = 7030
pos = 1,3
postype = p1
facing = 1
vfacing = 1
bindtime = -1
scale = .5,.6
sprpriority = 10
removeongethit = 1

[State 0]
type = Explod
trigger1 = timemod = 20,0
anim = 7031
pos = -6,-22
ontop=1
postype = p1
facing = 1
vfacing = 1
bindtime =99999999999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = timemod =15,0
anim = 7014
pos = 2,-2
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .50,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0]
type = changeanim
trigger1 = time = 0
value = 731


[State 0]
type = poweradd
triggerall = var(1) = 0
trigger1 = time > 0
value = 7
[State 0]
type = poweradd
triggerall = var(1) = 1
trigger1 = time > 0
value = 8
[State 0]
type = changestate
trigger1 = command != "carregar ki"
trigger1 = command != "carregar ki2"
trigger2 = power = 3000
value = 735
[State 0]
type = envshake
triggerall = var(1) = 0
trigger1 = timemod = 6, 1
time = 5
freq = 100
ampl = -4
phase = 90


[Statedef 735]
type = S
physics = S
velset = 0,0,0
ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = time = 0
value = 735
[State -2]
type=RemoveExplod
trigger1=time=1
ID=7030
[State 2000, BGPalFX]
type = BGPalFX
trigger1 =timemod=1000000,0
time =1
add = 7,-200,-200
color = 0
removetime= 99999999999
ontop=1

[State -2]
type=RemoveExplod
trigger1=time=2
ID=7030

[State -2]
type=RemoveExplod
trigger1=time=2
ID=730
[State 0]
type = playsnd
trigger1 = time = 0
value = s730,2
channel = 4
volume = 255
[State 0]
type = stopsnd
trigger1 =animelem=1
channel = 18

[State 0]
type = changestate
trigger1 = time = 6
value = 0
ctrl = 1

;----------------------------CMD-------------

[Command]
name = "carregar ki"
command = /a

[Command]
name = "carregar ki2"
command = /b




[State -1]
type = ChangeState
value = 730
triggerall = var (5) =0
triggerall = power <2800
triggerall = ctrl = 1
trigger1 = command = "carregar ki"
trigger1 = command = "carregar ki2"
trigger1 = statetype = S

[State -1]
type = ChangeState
value = 730
triggerall = var (5) =0
triggerall = power <3000
trigger1 = ctrl = 0
trigger1 = command = "carregar ki"
trigger1 = command = "carregar ki2"
trigger1 = stateno = 1500

;charge
[State -1, charge]
type = ChangeState
value = 730730
triggerall = var (5) =0
triggerall = power <100000
trigger1 = ctrl = 1
trigger1 = command = "carregar ki"
trigger1 = command = "carregar ki2"
trigger3= stateno = 1500

EXPLOD I

[State 0, Explod]
type = Explod
trigger1= (P2MoveType = H) || (BackEdgeBodyDist < -1)
triggerall=timemod=10,5
anim =4687
ID =1111
pos =12,230
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10000
vel = 0,0
accel = 0,0
random = 0,0
removetime =30
supermove=1
pausemove =0
scale = .5,.5
sprpriority =50
ontop = 2
shadow = 0,0,0
ownpal = 1

INVISIBILIDADE
1.) First, the move itself.

[Statedef 9000]
type = S
movetype = I
physics = S
anim = **** ;<---if character has an animation making him/her invisible
ctrl = 0

[State 9000, VarSet]
type = VarSet
trigger1 = AnimTime = 0
v = 0
value = 1

[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

2.) Now, the -3 states.

;The invisibility part.
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = Var(0) = 1
flag = Invisible

;If hit, returns to visible...
[State -3, VarSet]
type = VarSet
trigger1 = (MoveType = H) || (RundState = 3)
v = 0
value = 0

IR PRA FRENTE APÓS UM ESPECIAL
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 0, MakeDust]
type = MakeDust
trigger1 = 1
pos = -10,0

[State 0]
type= ScreenBound
trigger1= (P2MoveType = H) || (BackEdgeBodyDist < -1)
value= 0

créditos http://Mugengenerations.activoforo.com


tags:codigos,codigos mugen, tutorial mugen, tutoriais mugen, fighter factory, como fazer um char voar, como fazer um char carregar energia, charge, chars,programação de chars, codigos fighter factory, codigos mugen,