(A quick note from the moderation staff: yes, we renamed the thread. This thread is where you post works in progress, or WIPs as they've come to be known. If you just want to make an update about your life, you might want this thread instead. Thank you for your cooperation. Good day. -mgmt)
old thread gone so
update:this is not a life blog!
Last edited by leileilol on Fri Sep 18, 2009 10:28 pm, edited 1 time in total.
States { Ready: TNT1 A_JumpIfInventory("PowerStrength",1,DEMPSEY) TNT1 A 0 A_TakeInventory("Hook",5) TNT1 A 0 A_TakeInventory("LastHandUsed",1) TNT1 AAAA 4 A_WeaponReady Loop
Fire: TNT1 A 0 A_JumpIfInventory("PowerStrength",1,DEMPSEYROLL) TNT1 A 0 A_JumpIfInventory("Hook",2,Straight) TNT1 A 3 A_TakeInventory("Jabu",2) TNT1 A 0 A_Refire Jab: TNT1 A 2 A_JumpIfInventory("Jabu",2,Straight) TNT1 A 5 A_CustomPunch(4,1,0,"HnI-Cloud",56) TNT1 A 0 A_GiveInventory("Jabu",1) TNT1 A 0 A_GiveInventory("LastHandUsed",1) TNT1 A 0 A_Refire TNT1 A 0 A_WeaponReady TNT1 A 8 /* Will try this way later TNT1 A 0 A_WeaponReady TNT1 A 1 TNT1 A 0 A_WeaponReady TNT1 A 1 TNT1 A 0 A_WeaponReady TNT1 A 1 TNT1 A 0 A_WeaponReady TNT1 A 1 */ Goto Ready
Hold: TNT1 A 0 A_JumpIfInventory("Jabu",1,Jab) Straight: TNT1 A 4 TNT1 A 4 A_CustomPunch(8,1,0,"HnI-Cloud",56) TNT1 A 0 A_TakeInventory("Jabu",2) TNT1 A 8 TNT1 A 0 //A_Refire //not including it can screw with things Goto Ready
AltFire: TNT1 A 3 A_JumpIfInventory("LastUsedHand",1,RightHook) TNT1 A 0 A_Refire LeftHook: TNT1 A 4 TNT1 A 3 A_CustomPunch(9,1,0,"HnI-Cloud",32) TNT1 A 0 A_GiveInventory("Hook",1) TNT1 A 1 A_GiveInventory("LastUsedHand",1) TNT1 A 1 A_JumpIfInventory("Hook",5,3) //End the combo after 5 hooks TNT1 A 0 A_Refire TNT1 A 0 A_WeaponReady TNT1 A 12 Goto Ready RightHook: TNT1 A 0 A_JumpIfInventory("Hook",2,1) Goto RightHookPunch TNT1 A 0 A_JumpIfInventory("Jabu",1,UpperCut) RightHookPunch: TNT1 A 4 TNT1 A 3 A_CustomPunch(9,1,0,"HnI-Cloud",32) TNT1 A 0 A_GiveInventory("Hook",1) TNT1 A 1 A_TakeInventory("LastUsedHand",1) TNT1 A 0 A_Refire TNT1 A 0 A_WeaponReady TNT1 A 12 Goto Ready UpperCut: TNT1 A 4 TNT1 A 3 A_CustomPunch(12,1,0,"HnI-Cloud",32) TNT1 A 0 A_GiveInventory("Hook",1) TNT1 A 1 A_TakeInventory("LastUsedHand",1) TNT1 A 12 Goto Ready
AltHold: //BodyPunch TNT1 A 4 TNT1 A 4 A_CustomPunch(18,1,0,"HnI-Cloud",32) TNT1 A 14 TNT1 A 0 //A_Refire Goto Ready
DEMPSEY: TNT1 AAAA 2 TNT1 A 0 A_WeaponReady TNT1 A 0 A_TakeInventory("LastHandUsed",1) TNT1 AAAA 2 TNT1 A 0 A_WeaponReady TNT1 A 0 A_GiveInventory("LastHandUsed",1) Goto DEMPSEY
function void Draw_Weapons(int Arraysize, int ValueCheck, int Drawtype) { int Xres = Getscreenwidth(); int Yres = Getscreenheight(); //int WeaponHudID = 1; int Hudoffset = 0.0; int DrawDistance = 64; int startpoint; int x = Yres / 2; int y;
Script Weapon_Enlarger (int Xoffset, int Yoffset , int z) { int diff = 480; int Xhudres = Getscreenwidth(); int Yhudres = Getscreenheight(); int enddrawres = Xhudres - diff; int Xcenter; int Ycenter; int yhudsize; int countdown = 0;
For (int x = Xhudres; x > (enddrawres - 1); x = x - 40) { yhudsize = (x * 3) / 4; Xcenter = ((xoffset * x) / Xhudres) << 16; Ycenter = ((yoffset * yhudsize) / Yhudres) << 16;
function void Draw_Weapons(int Arraysize, int ValueCheck, int Drawtype) { int Xres = Getscreenwidth(); int Yres = Getscreenheight(); //int WeaponHudID = 1; int Hudoffset = 0.0; int DrawDistance = 64; int startpoint; int x = Yres / 2; int y;
Script Weapon_Enlarger (int Xoffset, int Yoffset , int z) { int diff = 480; int Xhudres = Getscreenwidth(); int Yhudres = Getscreenheight(); int enddrawres = Xhudres - diff; int Xcenter; int Ycenter; int yhudsize; int countdown = 0;
For (int x = Xhudres; x > (enddrawres - 1); x = x - 40) { yhudsize = (x * 3) / 4; Xcenter = ((xoffset * x) / Xhudres) << 16; Ycenter = ((yoffset * yhudsize) / Yhudres) << 16;