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This goes into your attack/helper state, the attack animation MOST have a CLSN1 box in order for this to work:

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 515000
ignorehitpause = 1

This goes into your AIR/Animations:

Omega Tom Hanks Killer P2 Anim
[Begin Action 6656]
Clsn2
1
Clsn2[0] = -38, -39, 37, 36
-1,-1, 0,0, -1,

This goes into your CNS, this state is the state in which the player or helper will change to:

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
;Black Hole CHAOS Custom State (Omega Tom Hanks Killer)
[Statedef 515000]
statetype=U
physics=N
movetype=U
ctrl = 1
anim = anim
hitdefpersist=(name="Spongebob the Sponge") ;Replace with your character's name, not DISPLAYNAME. Do this for all name areas.

[state ] ;Changes movetype to A (air)
type=statetypeset
triggerall = enemy,name= "Spongebob the Sponge"
trigger1=alive&&!ishelper
trigger1=hitpausetime<4
movetype=A
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(20) = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(10) = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(11) = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(12) = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(15) = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 944, ParentVarSet] ;Parent VARSET
type = ParentVarSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
var(16) = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044] ;Makes it so when the helper is reversed, it creates a projectile
type = Projectile
triggerall = enemy,name= "Spongebob the Sponge" ;Required part of this projectile coding
trigger1 = ishelper ;Makes sure that only helpers get reversed
projanim = anim ;Creates a projectile of the same anim that was reversed
projremove = 1
projremovetime = 1
affectteam = F ;Ensure that it hits only what it reversed from
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno ;Th projectile sends P2 or the root into the helper state.
supermovetime = 2147483647
pausemovetime = 2147483647

[State ] ;2nd Death Star VARSET, kills 2DS if its helpers are reversed
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Spongebob the Sponge"
trigger1 = root,name = "Death Star"
var(11) = -2147483648
ignorehitpause = 1

[State ] ;2nd Death Star VARSET, sets the vars of 2DS if the helper is caught in the reversal
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Spongebob the Sponge"
trigger1 = root,name = "Death Star"
var(12) = -2147483648
ignorehitpause = 1

[state ] ;2nd Death Star SelfState, sets Var(20) if the helper is reversed
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
var(20) = 1
ignorehitpause = 1

[State ] ;2nd Death Star SelfState, sends the helper into 2DS' own kill state
type = selfstate
triggerall = !ishelper
trigger1 = root,name = "Death Star"
value = 0
ignorehitpause = 1

[State 1000044] ;If its a helper, changes the animation of it
type = changeanim2
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
value = 6656
supermovetime = 2147483647
pausemovetime = 2147483647

Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz] ;Just PALFX, kind of gives effect
type = PalFX
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = !ishelper
time = 999999999999999999999999999999999999
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1000043] ;Hitdef, for non-helpers
type = hitdef
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = !ishelper
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP
hitflag = MAFD
pausetime = 0,0
damage = 0,0
sparkno = -1
givepower = 0,0
getpower = 0,0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044, LifeSet] ;Sets the life of what was reversed to ZERO
type = LifeSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = !ishelper
value = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, LifeAdd] ;Same as above
type = LifeAdd
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = !ishelper
value = -99999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044, 2] ;Velocity Set, makes sure the player won't move when caught in this state
type = VelSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
x = 0
y = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044, 2] ;Sets the position of the player if caught in this state
type = PosSet
triggerall = name!= "Spongebob the Sponge"
trigger1 = !ishelper
y = 88000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044, VarRangeSet] ;Sets all the vars to a random number if a helper is in this state
type = VarRangeSet
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
value = -499+random%123456789
first = 0
last = 69
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044] ;Destroys the helper
type = destroyself
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = ishelper
trigger1 = time > 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, CtrlSet] ;Ensures the player cannot move in this state
type = CtrlSet
trigger1 = enemy,name= "Spongebob the Sponge"
value = 0
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, SelfState] ;Sets to death state (statedef 5150)
type = SelfState
triggerall = enemy,name= "Spongebob the Sponge"
trigger1 = !alive
value = 5150
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000044] ;Make sure that if the same character is in this state, they cannot be hurt by it
type = SelfState ;This makes sure the character has immunity to Chaos (f1 killer)
trigger1 = name= "Spongebob the Sponge"
value = 52
supermovetime = 2147483647
pausemovetime = 2147483647

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