void finish(int Damage, int Type, int x, int y, int z, int Face)
{ // Damage as slam or throw finisher
void self = getlocalvar("self");
void target = getlocalvar("Target" + self);
int SDir = getentityproperty(target,"direction");
int MDir;
if(Face==0){ // Same facing?
MDir = SDir;
}
if(Face==1){ // Opposite facing?
if(SDir==0){ // Facing left?
MDir = 1;
} else { MDir = 0;}
}
if(target==NULL())
{
target = getentityproperty(self, "grabbing");
setlocalvar("Target" + self, target);
}
if(target!=NULL())
{
int dir = getentityproperty(target,"direction"); //Get opponent's facing direction
if(dir==0){ // Facing left?
x = -x;
}
if(Type==1)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL")); // 1st Finisher
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL9")); // 2nd Finisher
}
tossentity(target, y, x, z); // Toss opponent
changeentityproperty(target, "direction", MDir);
}
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL9")); // 2nd Finisher
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL9")); // 2nd Finisher
}
if(Type==3)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL10")); // 3rd Finisher
}
anim freespecial37#Headlock (Hard attack UP)
damageonlanding 0 1#l'enemi peut faire des indirect damage
jugglecost 2#3
attackone 1#0
loop 0
offset 96 177
bbox 0 0 0 0
delay 12#14
hitfx data/sounds/empty.wav
hitflash noflash
grabin 1 40
attack31 99 79 61 41 0 0 1 1 0 0#grab hit (TRICHER!!)
frame data/chars/rachel/headlo1.gif
delay 1#pour la voix
attack31 0 0 0 0 0 0
frame data/chars/rachel/headlo1.gif
@cmd entergrab#############pour air grabs normalement
@cmd slamstart#2
#1 CYCLE
delay 30
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo1.gif#arme le coup
delay 7#10
@cmd position 20 42 0 -1 0
sound data/chars/rachel/kiai3.wav
# hitfx data/sounds/strangle1.wav
# hitflash flash
# attack 108 104 40 26 16 0 1 0 17 0#20 0
frame data/chars/rachel/headlo2.gif
delay 4
# attack1 0 0 0 0 0 0
offset 95 177
@cmd position 21 42 0 -1 0
sound data/sounds/strangle1.wav
frame data/chars/rachel/headlo3.gif
offset 96 177
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 95 177
@cmd position 21 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 96 177
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 95 177
@cmd position 21 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 96 177
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 95 177
@cmd position 21 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 96 177
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo3.gif
offset 95 177
@cmd position 21 42 0 -1 0
frame data/chars/rachel/headlo3.gif
delay 20
offset 96 177
@cmd position 20 42 0 -1 0
frame data/chars/rachel/headlo3.gif
#new relache
delay 20
offset 96 177
@cmd depost 0
@cmd finish 99 4 -1.7 1.7 0 0
##### @cmd throw 99 1 -2.2 2.2 0 1
frame data/chars/rachel/headlo4.gif
#--------------------------------------------------------------------
anim fall15# transition pour faux dizzy pour finish certains slams
# hitfx data/sounds/indirect.wav
quakeframe 1 1 -11
loop 0
landframe 2
forcedirection 1
delay 15
offset 96 177
bbox 46 61 91 104
attack 46 61 91 104 5 1 1 0 6 20
sound data/chars/mex/mex_dam2.wav
frame data/chars/mex/fall1.gif
bbox 38 84 124 73
attack 38 84 124 73 5 1 1 0 6 20
delay 300
frame data/chars/mex/fall2.gif
delay 40
bbox 36 132 139 54
attack 0 0 0 0
frame data/chars/mex/fall4.gif
#--------------------------------------------------------------------
anim rise15# faux dizzy pour finish certains slams
loop 0
offset 96 177
bbox 67 58 61 122
subentity stun0001
spawnframe 1 0 2 90 0#1 0 0 0 0
delay 20#30#100#15
frame data/chars/mex/pain2.gif
delay 25#40
frame data/chars/mex/pain1.gif
delay 30
frame data/chars/mex/pain2.gif
delay 25
frame data/chars/mex/pain1.gif
delay 60
frame data/chars/mex/pain2.gif
#--------------------------------------------------------------------
if(Type==1)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL")); // 1st Finisher
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL9")); // 2nd Finisher
}
if(Type==3)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL2")); // 3rd throw type
}
if(Type==4)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL15")); // 4th Finisher
}
tossentity(target, y, x, z); // Toss opponent ;)
changeentityproperty(target, "direction", MDir);
}
}
if(Type==1)
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL")); // 1st throw type
}
if(Type==2)
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL9")); // 2nd throw type
}
if(Type==3)
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL2")); // 3rd throw type
}
if(Type==4)
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL15")); // 4th Finisher
}
changeentityproperty(target, "attacking", 1);
changeentityproperty(target, "damage_on_landing", Damage);
changeentityproperty(target, "projectile", 1);
changeentityproperty(target, "direction", MDir);
tossentity(target, y, x, z); // Toss opponent ;)
}
}
Change the one in throw also to this:if(Type==4)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL")); // 4th Finisher
changeentityproperty(target, "animation", openborconstant("ANI_FALL15"));
}
if(Type==4)
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL")); // 4th Finisher
changeentityproperty(target, "animation", openborconstant("ANI_FALL15"));
}