0% found this document useful (0 votes)
15 views3 pages

Update 1989766083

uifox

Uploaded by

itsjustl500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views3 pages

Update 1989766083

uifox

Uploaded by

itsjustl500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

if (y < 10){

y = 10;
}
if (x < 10) {
x = (room_width - 15)
}
if(x > (room_width - 10)){
x = 15;
}
if ((y >= room_height - vsp) || (y <= vsp && state == PS_HITSTUN))
{
y = 1;
vsp = 0;
}

if (state == PS_ROLL_BACKWARD || state == PS_ROLL_FORWARD || state ==


PS_TECH_GROUND || state == PS_TECH_FORWARD || state == PS_TECH_BACKWARD || state ==
PS_PARRY) {
if (state_timer == 0) {
sound_play(sound_get("shoulder_press"));
}
}

if (state == PS_DASH_START || state == PS_DASH_TURN) {


if (state_timer == 0) {
if (spr_dir = 1) {
sound_play(sound_get("stick_tap_r"));
} else {
sound_play(sound_get("stick_tap_l"));
}
}
}
if (introTimer2 < [number of frames desired per animation frame]) {
introTimer2++;
} else {
introTimer2 = 0;
introTimer++;
}
//this increments introTimer every few frames, depending on the number entered

if (introTimer < 4) {
draw_indicator = false;
} else {
draw_indicator = true;
}
//this stops the overhead HUD from getting in the way of the animation. If your
animation does not involve much movement, this may not be necessary.
if (state == PS_DASH_STOP) {
if (state_timer == 3) {
sound_play(sound_get("stick_release"));
}
}

if (state == PS_DASH_START && !right_down && !left_down) {


if (state_timer == 6) {
sound_play(sound_get("stick_release"));
}
}
if (state == PS_AIR_DODGE && state_timer = 3) {
sound_play(sound_get("fox_airdodge"))
}

if (state == PS_DOUBLE_JUMP && state_timer = 0) {


sound_play(sound_get("fox_normal"))
}

if swallowed {
swallowed = 0
var ability_spr = sprite_get("dspecial_kirby");
var ability_hurt = sprite_get("dspecial_kirby_hurt");
var ability_sfx = sound_get("fox_shine");
with enemykirby {
set_attack_value(AT_EXTRA_3, AG_CATEGORY, 2);
set_attack_value(AT_EXTRA_3, AG_SPRITE, ability_spr);
set_attack_value(AT_EXTRA_3, AG_NUM_WINDOWS, 2);
set_attack_value(AT_EXTRA_3, AG_HAS_LANDING_LAG, 4);
set_attack_value(AT_EXTRA_3, AG_OFF_LEDGE, 1);
set_attack_value(AT_EXTRA_3, AG_HURTBOX_SPRITE, ability_hurt);
set_attack_value(AT_EXTRA_3, AG_USES_CUSTOM_GRAVITY, 1);

set_window_value(AT_EXTRA_3, 1, AG_WINDOW_TYPE, 1);


set_window_value(AT_EXTRA_3, 1, AG_WINDOW_LENGTH, 3);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_ANIM_FRAMES, 1);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_HSPEED_TYPE, 1);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_VSPEED_TYPE, 1);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_HAS_SFX, 1);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_SFX, ability_sfx);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_CUSTOM_GRAVITY, 0.1);
set_window_value(AT_EXTRA_3, 1, AG_WINDOW_INVINCIBILITY, 1);

set_window_value(AT_EXTRA_3, 2, AG_WINDOW_TYPE, 1);


set_window_value(AT_EXTRA_3, 2, AG_WINDOW_LENGTH, 4);
set_window_value(AT_EXTRA_3, 2, AG_WINDOW_ANIM_FRAMES, 2);
set_window_value(AT_EXTRA_3, 2, AG_WINDOW_ANIM_FRAME_START, 1);
set_window_value(AT_EXTRA_3, 2, AG_WINDOW_CUSTOM_GRAVITY, 0.1);
set_window_value(AT_EXTRA_3, 2, AG_WINDOW_INVINCIBILITY, 2);

set_num_hitboxes(AT_EXTRA_3, 1);

set_hitbox_value(AT_EXTRA_3, 1, HG_PARENT_HITBOX, 1);


set_hitbox_value(AT_EXTRA_3, 1, HG_HITBOX_TYPE, 1);
set_hitbox_value(AT_EXTRA_3, 1, HG_WINDOW, 1);
set_hitbox_value(AT_EXTRA_3, 1, HG_WINDOW_CREATION_FRAME, 1);
set_hitbox_value(AT_EXTRA_3, 1, HG_LIFETIME, 3);
set_hitbox_value(AT_EXTRA_3, 1, HG_HITBOX_Y, -20);
set_hitbox_value(AT_EXTRA_3, 1, HG_WIDTH, 80);
set_hitbox_value(AT_EXTRA_3, 1, HG_HEIGHT, 80);
set_hitbox_value(AT_EXTRA_3, 1, HG_PRIORITY, 1);
set_hitbox_value(AT_EXTRA_3, 1, HG_DAMAGE, 4);
set_hitbox_value(AT_EXTRA_3, 1, HG_BASE_KNOCKBACK, 10);
set_hitbox_value(AT_EXTRA_3, 1, HG_KNOCKBACK_SCALING, .1);
set_hitbox_value(AT_EXTRA_3, 1, HG_BASE_HITPAUSE, 3);
set_hitbox_value(AT_EXTRA_3, 1, HG_EXTRA_HITPAUSE, 7);
set_hitbox_value(AT_EXTRA_3, 1, HG_VISUAL_EFFECT, 20);
set_hitbox_value(AT_EXTRA_3, 1, HG_EFFECT, 11);
//set_hitbox_value(AT_EXTRA_3, 1, HG_HIT_SFX,
asset_get("sfx_absa_singlezap1"));
set_hitbox_value(AT_EXTRA_3, 1, HG_ANGLE_FLIPPER, 6);
set_hitbox_value(AT_EXTRA_3, 1, HG_TECHABLE, 1);
}
var air = (state == PS_FIRST_JUMP || state == PS_DOUBLE_JUMP || state ==
PS_WALL_JUMP || state == PS_IDLE_AIR);
if(air || state == PS_ATTACK_AIR){
jumpTimer++;
}
if((state == PS_IDLE_AIR || (air && vsp > 0)) && jump_down && floating == 0 ||
(state == PS_IDLE_AIR || (air && jumpTimer > jumpMax)) && (jump_down && down_down)
&& floating == 0){
floating = 1;
floatTimer = floatMax
}
if(floating){
if(gravSet != -1){grav = gravSet;}
if(vspSet != -1){vsp = vspSet;}
if(hspSet != -1){hsp = hspSet * spr_dir;}
if(!((jump_down || up_down) && (state == PS_ATTACK_AIR || air))){
floating = -1;
}
if(floatTimer > 0){
floatTimer--;
}else{
floating = -1;
}
}
if(state == PS_IDLE || state == PS_CROUCH || state == PS_JUMPSQUAT || state ==
PS_WALK || state == PS_DASH){
floating = 0;
jumpTimer = 0;
}
}

You might also like