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- //light attack
- //aa = last attack asf = last attack / therefore if you have 5 attack(hiboxInt) then asf = asf5 , aa = aa5 ( note every new hitbox is always + 1 startup frame to what ever the vaule is)
- //jab/ nlight
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") != true && Input.check("left") != true && Input.check("right") != true && inAir == false ){
- aa['x1'] = 30 * player.scaleX;
- aa['y1'] = -5;
- aa['w1'] = 30;
- aa['h1'] = 15;
- aa['a1'] = 12;
- aa['sf1'] = 3;
- aa['fy1'] = -0.2;
- aa['fx1'] = 0.2 * player.scaleX;
- aa['d1'] = 9;
- aa['s1'] = 25;
- aa['m1'] = 0.005;
- acceleration = 0;
- i = 20;
- hi = 1;
- player.play("nl");
- ifAttack = true;
- }
- //dlight/downtilt
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") == true && inAir == false ){
- aa['x1'] = 30 * player.scaleX;
- aa['y1'] = 30;
- aa['w1'] = 40;
- aa['h1'] = 18;
- aa['a1'] = 16;
- aa['sf1'] = 1;
- aa['fy1'] = -1.8 ;
- aa['fx1'] = 0.07 * player.scaleX;
- aa['d1'] = 4;
- aa['s1'] = 20;
- aa['m1'] = 0;
- //slide = true
- //acceleration = 0;
- i = 23;
- hi = 1;
- player.play("dl");
- ifAttack = true;
- }
- //uplight / uptilt
- if (Input.pressed("light") && Input.check("up") == true && Input.check("down") != true && Input.check("left") != true && Input.check("right") != true && inAir == false ){
- aa['x1'] = 20 * player.scaleX + velocity + acceleration;
- aa['y1'] = -20 + velocityY;
- aa['w1'] = 15;
- aa['h1'] = 15;
- aa['a1'] = 23;
- aa['sf1'] = 13;
- aa['fy1'] = -.5 ;
- aa['fx1'] = 0 * player.scaleX;
- aa['d1'] = 7;
- aa['s1'] = 10;
- aa['m1'] = 0.05;
- aa['x2'] = 30 * player.scaleX + velocity + acceleration;
- aa['y2'] = -30 + velocityY;
- aa['w2'] = 15;
- aa['h2'] = 15;
- aa['a2'] = 23;
- aa['sf2'] = 10;
- aa['fy2'] = -.5 ;
- aa['fx2'] = 0 * player.scaleX;
- aa['d2'] = 7;
- aa['s2'] = 10;
- aa['m2'] = 0.05;
- aa['x3'] = 30 * player.scaleX + velocity + acceleration;
- aa['y3'] = -50 + velocityY;
- aa['w3'] = 15;
- aa['h3'] = 15;
- aa['a3'] = 23;
- aa['sf3'] = 10;
- aa['fy3'] = -.5 ;
- aa['fx3'] = 0 * player.scaleX;
- aa['d3'] = 7;
- aa['s3'] = 10;
- aa['m3'] = 0.05;
- //slide true
- //acceleration = 0;
- i = 50;
- hi = 3;
- player.play("ul");
- ifAttack = true;
- }
- //slight / foward tilt
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") != true && inAir == false ){
- if(Input.check("left") || Input.check("right")){
- aa['x1'] = 30 * player.scaleX + velocity + acceleration;
- aa['y1'] = 3;
- aa['w1'] = 30;
- aa['h1'] = 10;
- aa['a1'] = 10;
- aa['sf1'] = 10;
- aa['fy1'] = 0 ;
- aa['fx1'] = 0.25 * player.scaleX;
- aa['d1'] = 6;
- aa['s1'] = 20;
- aa['dir1'] = 4;
- aa['m1'] = .025;
- i = 20;
- hi = 1;
- player.play("sl");
- ifAttack = true;
- }
- }
- //air attacks
- //nair
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") != true && Input.check("left") != true && Input.check("right") != true && inAir == true ){
- aa['x1'] = 0 * player.scaleX + velocity;
- aa['y1'] = -5 + -velocityY;
- aa['w1'] = 55;
- aa['h1'] = 20;
- aa['a1'] = 10;
- aa['sf1'] = 0;
- aa['fy1'] = 0;
- aa['fx1'] = .05 * player.scaleX;
- aa['d1'] = 10;
- aa['s1'] = 10;
- aa['m1'] = 0.05;
- i = 20;
- hi = 1;
- player.play("nair");
- ifAttack = true;
- }
- //side air
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") != true && inAir == true ){
- if(Input.check("left") || Input.check("right")){
- aa['x1'] = 20 * player.scaleX + velocity;
- aa['y1'] = -15 + -velocityY;
- aa['w1'] = 55;
- aa['h1'] = 20;
- aa['a1'] = 10;
- aa['sf1'] = 10;
- aa['fy1'] = 0;
- aa['fx1'] = 0.05 * player.scaleX;
- aa['d1'] = 8;
- aa['s1'] = 10;
- aa['m1'] = 0.05;
- i = 20;
- hi = 1;
- player.play("sair");
- ifAttack = true;
- }
- }
- //up air
- if (Input.pressed("light") && Input.check("up") == true && Input.check("down") != true && inAir == true ){
- aa['x1'] = 36 * player.scaleX;
- aa['y1'] = -30;
- aa['w1'] = 10;
- aa['h1'] = 10;
- aa['a1'] = 20;
- aa['sf1'] = 10;
- aa['fy1'] = -.4 ;
- aa['fx1'] = 0.04 * player.scaleX;
- aa['d1'] = 2;
- aa['s1'] = 10;
- aa['m1'] = 0.05;
- aa['x2'] = 26 * player.scaleX;
- aa['y2'] = -40;
- aa['w2'] = 10;
- aa['h2'] = 10;
- aa['a2'] = 20;
- aa['sf2'] = 10;
- aa['fy2'] = -.4 ;
- aa['fx2'] = 0 * player.scaleX;
- aa['d2'] = 2;
- aa['s2'] = 10;
- aa['m2'] = 0.05;
- aa['x3'] = 0 * player.scaleX;
- aa['y3'] = -40;
- aa['w3'] = 35;
- aa['h3'] = 10;
- aa['a3'] = 20;
- aa['sf3'] = 10;
- aa['fy3'] = -.4 ;
- aa['fx3'] = 0 * player.scaleX;
- aa['d3'] = 2;
- aa['s3'] = 10;
- aa['m3'] = 0.05;
- aa['x4'] = -36 * player.scaleX;
- aa['y4'] = -30;
- aa['w4'] = 10;
- aa['h4'] = 10;
- aa['a4'] = 20;
- aa['sf4'] = 10;
- aa['fy4'] = -.4 ;
- aa['fx4'] = 0 * player.scaleX;
- aa['d4'] = 2;
- aa['s4'] = 10;
- aa['m4'] = 0.05;
- aa['x5'] = -26 * player.scaleX;
- aa['y5'] = -40;
- aa['w5'] = 10;
- aa['h5'] = 10;
- aa['a5'] = 20;
- aa['sf5'] = 10;
- aa['fy5'] = -.4 ;
- aa['fx5'] = 0 * player.scaleX;
- aa['d5'] = 2;
- aa['s5'] = 10;
- aa['m5'] = 0.05;
- i = 30;
- hi = 5;
- player.play("upair");
- ifAttack = true;
- }
- //down air
- if (Input.pressed("light") && Input.check("up") != true && Input.check("down") == true && inAir == true ){
- aa['x1'] = -10 * player.scaleX + velocity;
- aa['y1'] = 30 + -velocityY;
- aa['w1'] = 5;
- aa['h1'] = 20;
- aa['a1'] = 10;
- aa['sf1'] = 0;
- aa['fy1'] = 0.3;
- aa['fx1'] = 0.002 * player.scaleX;
- aa['d1'] = 5;
- aa['s1'] = 20;
- aa['m1'] = 0;
- aa['x2'] = 10 * player.scaleX + velocity;
- aa['y2'] = 30 + -velocityY;
- aa['w2'] = 5;
- aa['h2'] = 20;
- aa['a2'] = 10;
- aa['sf2'] = 10;
- aa['fy2'] = 1;
- aa['fx2'] = 0 * player.scaleX;
- aa['d2'] = 5;
- aa['s2'] = 40;
- aa['m2'] = 0;
- i = 20;
- hi = 2;
- player.play("dair");
- ifAttack = true;
- }
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