[Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 60 airjuggle = 15 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 3.2 ;Walk forward walk.back = -3.2 ;Walk backward run.fwd = 8, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S ctrl = 0 [state 180 1] Type = playsnd Trigger1 = time = 100 Value = S3,0 volume = 255 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 600] flag = roundnotover flag2 = nomusic [State 180, 8] type = ChangeState trigger1 = time >= 350 value = 181 ;--------------------------------------------------------------------------- ; WIN-1 [Statedef 181] type = S ctrl = 0 anim = 180 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 400] flag = roundnotover flag2 = nomusic [state 180 1] Type = velset Trigger1 = time >= 0 X = 0 Y = -3 [state 191, 6] type = playSnd trigger1 = time = 0 value = S0, 9 [state 5999,1] Type = explod Trigger1 = timemod = 1,0 ID = 182 Pos = 0,50 Postype = p1 Facing = 1 Ontop = 1 Anim = 182 Removetime = 25 Random = 130,50 [state 180 1] Type = Screenbound Trigger1 = 1 Value = 1 [state 180 1] Type = velset Trigger1 = time >= 40 X = 0 Y = 0 [state 5999,1] Type = explod Trigger1 = time = 10 ID = 183 Pos = -50,-35 Postype = p1 Facing = 1 Ontop = 1 Anim = 183 Removetime = -1 Scale = 0.7,0.7 [state 5999,1] Type = explod Trigger1 = time = 10 ID = 183 Pos = 0,-35 Postype = p1 Facing = 1 Ontop = 1 Anim = 183 Removetime = -1 Scale = 0.7,0.7 [state 5999,1] Type = explod Trigger1 = time = 10 ID = 183 Pos = 50,-35 Postype = p1 Facing = 1 Ontop = 1 Anim = 183 Removetime = -1 Scale = 0.7,0.7 [state 191, 6] type = playSnd trigger1 = time = 35 value = S0, 7 [state 180 1] Type = changestate Trigger1 = time >= 40 Value = 182 [Statedef 182] type = S ctrl = 0 anim = 181 [state 180 1] Type = Screenbound Trigger1 = 1 Value = 1 [state 182 1] Type = Gravity Trigger1 = 1 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 300] flag = roundnotover flag2 = nomusic [state 180 1] Type = velset Trigger1 = pos y >= -70 X = 0 Y = 0 [state 180 1] Type = changestate Trigger1 = pos y >= -70 Value = 183 [Statedef 183] type = S ctrl = 0 anim = 0 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 300] flag = roundnotover flag2 = nomusic [state 180 1] Type = Screenbound Trigger1 = 1 Value = 1 [state 191, 6] type = playSnd trigger1 = time = 20 value = S0, 1 [state 180 1] Type = velset Trigger1 = 1 X = 0 Y = 0 ;--------------------------------------------------------------------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [state 191, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 200] flag = intro [state 191, 6] type = playSnd trigger1 = timemod = 5,0 value = S0, 2 [state 190 1] Type = posset Trigger1 = time = 0 Y = -400 [state 190 1] Type = ScreenBound Trigger1 = time >= 0 Value = 0 [state 190 1] Type = velset Trigger1 = time >= 0 Y = 10 X = 0 [state 190 1] Type = velset Trigger1 = time >= 40 Y = -5 X = 0 [state 190 1] Type = changestate Triggerall = time >= 40 Trigger1 = pos y <= -100 Value = 192 [Statedef 192] type = S ctrl = 0 anim = 191 velset = 0,0 [state 192 1] Type = velset Trigger1 = time >= 0 X = 0 Y = 5 [state 190 1] Type = ScreenBound Trigger1 = time >= 0 Value = 0 [state 192 2] Type = changestate Trigger1 = pos y >= 0 Value = 193 [Statedef 193] type = S ctrl = 0 anim = 192 velset = 0,0 [state 190 1] Type = ScreenBound Trigger1 = time >= 0 Value = 0 [state 191, 6] type = playSnd trigger1 = time = 0 value = S0, 1 [state 193 1] Type = changestate Trigger1 = animtime = 0 Value = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 800] type = S ctrl = 0 anim = 170 velset = 0,0 [State 105, 3] type = poweradd trigger1 = Time >= 22 value = 10 [State 71120] type = playsnd trigger1 = AnimElem = 1 value = S0,6 Channel = 2 [State 105, 3] type = ChangeState triggerall = var(59)=0 trigger1 = power>=3000 trigger2 = command != "hold_s" value = 0 ctrl = 1 [State 400 3] Type = explod Trigger1 = timemod = 9,0 Anim = 8003 ID = 8003 Postype = p1 ontop = 1 pos = 0,0 removetime = 8 removeongethit = 1 [State 71120] type = EnvShake trigger1 = Time >= 22 trigger1 = TimeMod = 5,1 time = 5 ampl = 3 [State 105, 3] type = ChangeState triggerall = var(59)=1 trigger1 = power>=3000 trigger2 = P2bodydist X <170 trigger3 = p2movetype = a value = 0 ctrl = 1 ; RUN_FWD [Statedef 100] type = s physics = n anim=100 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,0 [State 100, 1] type = Velset trigger1 = AnimElem = 1 x = 10 y=0 [State 100, 2] type = AssertSpecial trigger1 = 1 flag = NoWalk flag2 = NoAutoTurn [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = -30, 0 [State 105, 3] type = ChangeState trigger1 = command != "holdfwd" trigger2 = time >= 20 value = 101 ctrl = 0 [Statedef 101] type = s physics = n ctrl = 0 anim = 101 [State 100, 0] type = VelSet trigger1 = time = 0 x = 3 [State 101, 2] type = VelMul trigger1 = time = 0 x = .45 [State -2,殘影消失] type = AfterImageTime trigger1 = 1 value = 1 [State 105, 3] type = ChangeState trigger1 = Time = 20 value = 0 ctrl = 1 ; RUN_back [Statedef 105] type = s physics = n anim=105 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,0 [State 100, 1] type = Velset trigger1 = AnimElem = 1 x = -10 y=0 [State 100, 2] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = 30, 0 [State 105, 3] type = ChangeState trigger1 = command != "holdback" trigger2 = time >= 20 value = 106 ctrl = 0 [Statedef 106] type = s physics = n ctrl = 0 anim = 101 [State 100, 0] type = VelSet trigger1 = time = 0 x = -3 [State 101, 2] type = VelMul trigger1 = time = 0 x = .45 [State 6005, 1] type = Turn trigger1 = AnimTime = 0 [State 105, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;閃 [Statedef 900] type = s physics = s ctrl = 0 anim = 171 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 900, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 900,4] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 255,255,255 trans = ADD [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 900, 5] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 ;後閃 [Statedef 910] type = s physics = s ctrl = 0 anim = 171 [State 910, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 910, 2] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 910, 3] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 910, 4] type = Turn trigger1 = Time = 0 [State 900,5] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 910, 6] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 255,255,255 trans = ADD [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 910, 7] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 閃終了 [Statedef 911] type = s physics = s ctrl = 0 anim = 171 [State 911, 1] type = VelSet trigger1 = time >= 0 y = 0 x = 0 [State 911, 2] type = changestate trigger1 = time >= 15 value = 0 ctrl = 1 冰凍刃 [Statedef 200] type = s movetype= a physics = s juggle = 5 anim = 220 ctrl = 0 poweradd = 50 [state 200, 3] Type = playsnd Trigger1 = time = 0 Value = S0,6 [state 200 3] Type = velset Trigger1 = time >= 20 X= 0 Y = -1 [state 200, 3] Type = playsnd Trigger1 = animelem = 5 Value = S0,4 [state 300, 3] Type = Projectile trigger1 = animelem = 5 Projid = 222 Projanim = 222 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 100,30 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,-50 velocity = 10,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 5 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 100,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 200, 4] Type = changestate Trigger1 = animtime = 0 Value = 50 Ctrl = 1 衝擊斬 [Statedef 210] type = s movetype= a physics = s juggle = 7 anim = 210 ctrl = 0 poweradd = 50 [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = -30, 0 [state 210 1] Type = velset Trigger1 = time >=0 X = 10 Y = 0 [state 210, 2] Type = playsnd Trigger1 = time = 0 Value = S0,6 [state 210, 2] Type = playsnd Trigger1 = animelem =3 Value = S0,4 [state 210 1] Type = velset Trigger1 = time >=19 X = 0 Y = 0 [state 210, 3] Type = changestate Trigger1 = time >= 39 Value = 0 Ctrl = 1 [State 210, 5] type = HitDef trigger1 = time = 0 attr = sca, SA animtype = hard damage = 100,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-30 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 210 1] Type = playerpush Trigger1 = 1 Value = 0 螺旋擊 [Statedef 300] type = S movetype= A physics = N velset = 0,0 anim = 300 ctrl = 0 poweradd = 50 juggle = 1 [State 300, 1] type = PlaySnd trigger1 = time = 0 value = S0, 8 [State 300, 1] type = PlaySnd triggerall = time = 3 trigger1 = timemod = 5,0 value = S0, 2 [state 300 1] Type = velset Trigger1 = 1 X = 2 [state 300 1] Type = Gravity Trigger1 = 1 [State 300, 2] type = ChangeState trigger1 = pos y >= 0 value = 301 ctrl = 0 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 75,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 100 ground.velocity = -1, -5 air.velocity = -1,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 1 [Statedef 301] type = S movetype= A physics = N velset = 0,0 anim = 301 ctrl = 0 sprpriority = 5 [state 301 1] Type = velset Trigger1 = time >= 0 X = 2 Y = -5 [state 301 1] Type = velset Trigger1 = pos y <= -100 X = 0 Y = 0 [State 300, 1] type = PlaySnd trigger1 = timemod = 5,0 value = S0, 2 [State 301, 2] type = HitDef trigger1 = time = 0 attr = a, Sp animtype = hard damage = 75,10 getpower = 10,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-50 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 100 ground.velocity = -1, -5 air.velocity = -1,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 8 [state 301 1] Type = changestate Trigger1 = pos y <= -100 Value = 302 [Statedef 302] type = S movetype= A physics = N velset = 0,0 anim = 301 ctrl = 0 juggle = 1 [state 300 1] Type = velset Trigger1 = 1 X = 2 [state 300 1] Type = Gravity Trigger1 = 1 [State 300, 1] type = PlaySnd trigger1 = timemod = 5,0 value = S0, 2 [State 301, 2] type = HitDef trigger1 = time = 0 attr = a, Sp animtype = hard damage = 75,10 getpower = 10,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-50 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -1, -5 air.velocity = -1,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 1 [State 300, 2] type = ChangeState trigger1 = pos y >= 0 value = 303 ctrl = 0 [Statedef 303] type = S movetype= A physics = N velset = 0,0 anim = 301 ctrl = 0 juggle = 1 [state 301 1] Type = velset Trigger1 = time >= 0 X = 2 Y = -5 [state 301 1] Type = velset Trigger1 = pos y <= -100 X = 0 Y = 0 [State 300, 1] type = PlaySnd trigger1 = timemod = 5,0 value = S0, 2 [State 301, 2] type = HitDef trigger1 = time = 0 attr = a, Sp animtype = hard damage = 75,10 getpower = 10,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-50 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 1 [State 301, 2] Type = changestate Trigger1 = pos y <= -50 Value = 304 [Statedef 304] type = S movetype= A physics = N velset = 0,0 anim = 302 ctrl = 0 [state 300 1] Type = Gravity Trigger1 = 1 [state 301 1] Type = velset Trigger1 = pos y >= 0 X = 0 Y = 0 [state 300 1] Type = changestate Trigger1 = pos y >= 0 Value = 305 Ctrl = 0 [Statedef 305] type = S movetype= A physics = N velset = 0,0 anim = 303 ctrl = 0 [state 300 1] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 三段斬 [Statedef 350] type = S movetype= A physics = N velset = 0,0 anim = 350 ctrl = 0 poweradd = 50 [state 350 1] Type = screenbound Trigger1 = 1 Value = 0 [State 302, 1] type = PlaySnd trigger1 = time = 0 value = S0,8 [State 302, 1] type = PlaySnd trigger1 = animelem = 6 value = S0,4 [State 302, 2] type = VelSet trigger1 = AnimElem = 4 y = -5 x= 15 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 70,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 500 ground.velocity = 3,-7 air.velocity = 3,-7 guard.velocity = -3 airguard.velocity = 0,0 sparkno = S211 guard.sparkno = 40 fall = 0 guard.kill = 0 [state 300, 3] Type = Projectile trigger1 = animelem = 6 Projid = 354 Projanim = 354 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 30,1 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,0 velocity = 14,-3 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 3,-7 air.animtype = hard air.velocity = 3,-7 air.juggle = 1 [State 302, 5] type = ChangeState trigger1 = frontedgedist <= 10 value = 351 ctrl = 0 [state 350 2] Type = playerpush Trigger1 = 1 Value = 0 [state 351 1] Type = AssertSpecial Trigger1 = 1 Flag = noautoturn [State 302, 2] type = VelSet trigger1 = frontedgedist <= 10 y = 0 x= 0 [Statedef 351] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =351 poweradd = 50 [state 350 1] Type = screenbound Trigger1 = 1 Value = 0 [state 351 1] Type = AssertSpecial Trigger1 = 1 Flag = noautoturn [State 302, 2] type = VelSet trigger1 = time >= 9 y = 0 x= -15 [state 300, 3] Type = Projectile trigger1 = animelem = 5 Projid = 355 Projanim = 355 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 30,1 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,0 velocity = -14,3 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 0,0 air.animtype = hard air.velocity = 0,0 air.juggle = 1 [state 300, 3] Type = Projectile trigger1 = animelem = 5 Projid = 356 Projanim = 356 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 30,1 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,0 velocity = -14,-3 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 0,0 air.animtype = hard air.velocity = 0,0 air.juggle = 1 [state 350 2] Type = playerpush Trigger1 = 1 Value = 0 [State 302, 1] type = PlaySnd trigger1 = time = 0 value = S0,8 [State 302, 1] type = PlaySnd trigger1 = animelem = 5 value = S0,4 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 70,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 500 ground.velocity = 5,-2 air.velocity = 5,-2 guard.velocity = -3 airguard.velocity = 0,0 sparkno = S211 guard.sparkno = 40 fall = 0 guard.kill = 0 [State 302, 5] type = ChangeState trigger1 = backedgedist <= 10 value = 352 ctrl = 0 [State 302, 2] type = VelSet trigger1 = backedgedist <= 10 y = 0 x= 0 [Statedef 352] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =352 [state 350 1] Type = screenbound Trigger1 = 1 Value = 0 [state 300, 3] Type = Projectile trigger1 = animelem = 2 Projid = 403 Projanim = 403 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 30,1 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,0 velocity = 12,3 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 1 [State 302, 1] type = PlaySnd trigger1 = time = 0 value = S0,6 [State 302, 1] type = PlaySnd trigger1 = animelem = 2 value = S0,4 [state 350 2] Type = playerpush Trigger1 = 1 Value = 0 [State 302, 2] type = VelSet trigger1 = time >= 0 y = 4 x= 10 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 70,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 500 ground.velocity = -3,-4 air.velocity = -3,-4 guard.velocity = -3 airguard.velocity = 0,0 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 351 1] Type = AssertSpecial Trigger1 = 1 Flag = noautoturn [state 351 1] Type = changeanim Trigger1 = pos y >= -10 Value = 353 [state 351 1] Type = changestate Trigger1 = pos y >= 0 Value = 0 Ctrl = 1 閃空刃 [Statedef 400] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =400 poweradd = 50 [State 400, 1] type = AfterImage trigger1 = time = 0 time = 15 palcontrast = 255,255,255 trans = add [state 400, 2] Type = playSnd Trigger1 = time = 0 Value = S0,8 [state 400, 3] Type = velset Trigger1 = time >= 0 X = 0 Y = -10 [state 400, 4] Type = changestate Trigger1 = pos y <= -100 Value = 401 [state 400, 3] Type = velset Trigger1 = pos y <= -100 X = 0 Y = 0 [Statedef 401] type = S movetype= a physics = S sprpriority = 2 ctrl = 0 velset = 0,0,0 anim =401 [State 450, 1] Type = playSnd Trigger1 = animelem = 3 Value = S0,4 [state 400, 3] Type = velset Trigger1 = time >= 6 X = 8 Y = 7 [state 300, 3] Type = Projectile trigger1 = animelem = 6 Projid = 403 Projanim = 403 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 100,30 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,0 velocity = 12,3 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 1 [state 401 1] Type = playerpush Trigger1 = 1 Value = 0 [State 403,3] type = HitDef trigger1 = time = 0 attr = s, Sa damage = 100, 10 guardflag = MA hitflag = MAF fall = 1 sparkno = S211 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,5 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-1 air.animtype = hard air.velocity = -3,-1 air.juggle = 1 [state 400, 4] Type = changestate Trigger1 = pos y >= 0 Value = 402 [Statedef 402] type = S movetype= a physics = S sprpriority = 2 ctrl = 0 velset = 0,0,0 anim =402 [state 400, 4] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 冰凍刃EX [Statedef 450] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =450 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-30 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 400, 3] Type = velset Trigger1 = time >= 12 X = 0 Y = -5 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0,-7 air.velocity = 0,-7 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,11 [state 550 1] Type = playsnd Trigger1 = animelem = 5 Value = S0,4 [state 300, 3] Type = Projectile trigger1 = animelem = 6 Projid = 222 Projanim = 222 Projhitanim = -1 Projscale = 1.5,1.5 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 150,50 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,-50 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 0,-7 air.animtype = hard air.velocity = 0,-7 air.juggle = 1 [state 400, 3] Type = velset Trigger1 = pos y <= -70 X = 0 Y = 0 [state 500 6] Type = changestate Trigger1 = pos y <= -70 Value = 451 [statedef 451] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =451 juggle = 5 [State 450, 1] Type = playSnd Trigger1 = time = 6 Value = S0,4 [state 300, 3] Type = Projectile trigger1 = animelem = 4 Projid = 222 Projanim = 222 Projhitanim = -1 Projscale = 1.5,1.5 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 150,50 postype = p1 offset = 0,30 fall = 1 sparkno = S211 sparkxy = 80,-50 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 0,-5 air.animtype = hard air.velocity = 0,-5 air.juggle = 1 [State 403,3] type = HitDef trigger1 = time = 0 attr = s, Hp damage = 100,10 guardflag = MA hitflag = MAF fall = 1 sparkno = S211 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,5 ground.slidetime = 5 ground.hittime = 10 ground.velocity = 0,-5 air.animtype = hard air.velocity = 0,-5 air.juggle = 1 [state 400, 3] Type = velset Trigger1 = time >= 24 X = 0 Y = 5 [state 500 6] Type = changestate Trigger1 = pos y >= 0 Value = 452 [Statedef 452] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =450 [state 400, 3] Type = velset Trigger1 = time >= 12 X = 0 Y = -5 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0,-7 air.velocity = 0,-7 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,11 [state 550 1] Type = playsnd Trigger1 = animelem = 5 Value = S0,4 [state 300, 3] Type = Projectile trigger1 = animelem = 6 Projid = 222 Projanim = 222 Projhitanim = -1 Projscale = 1.5,1.5 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 150,50 postype = p1 offset = 0,0 fall = 1 sparkno = S211 sparkxy = 80,-50 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = 0,-7 air.animtype = hard air.velocity = 0,-7 air.juggle = 1 [state 400, 3] Type = velset Trigger1 = pos y <= -70 X = 0 Y = 0 [state 500 6] Type = changestate Trigger1 = pos y <= -70 Value = 453 [statedef 453] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =451 juggle = 5 [State 450, 1] Type = playSnd Trigger1 = time = 6 Value = S0,4 [state 300, 3] Type = Projectile trigger1 = animelem = 4 Projid = 222 Projanim = 222 Projhitanim = -1 Projscale = 1.5,1.5 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 150,50 postype = p1 offset = 0,30 fall = 1 sparkno = S211 sparkxy = 80,-50 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,5 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3,-5 air.animtype = hard air.velocity = -3,-5 air.juggle = 1 [State 403,3] type = HitDef trigger1 = time = 0 attr = s, Hp damage = 100,10 guardflag = MA hitflag = MAF fall = 1 sparkno = S211 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,5 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-5 air.animtype = hard air.velocity = -3,-5 air.juggle = 1 [state 400, 3] Type = velset Trigger1 = time >= 24 X = 0 Y = 5 [state 500 6] Type = changestate Trigger1 = pos y >= 0 Value = 0 Ctrl = 1 一文字斬 [statedef 500] type = S movetype= a physics = S ctrl = 0 velset = 0,0,0 anim =500 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 10,-20 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,6 [state 550 2] Type = velset Trigger1 = time >= 0 X = 10 Y = 0 [State 370, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, Ha hitflag = M- p2facing = 1 sparkno = -1 fall.recover = 0 p1stateno = 501 p2stateno = 510 [state 550 2] Type = velset Trigger1 = time >= 50 X = 0 Y = 0 [State 370, end2] type = changestate trigger1 = time >= 50 value = 0 ctrl = 1 [statedef 501] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =503 [state 501 1] Type = screenbound Trigger1 = 1 Value = 1 [state 5999,1] Type = explod Trigger1 = time = 0 ID = 501 Pos = 0,0 Postype = back Facing = 1 Ontop = 1 Anim = 501 Removetime = 15 [state 550 1] Type = playsnd Trigger1 = time = 15 Value = S1,1 [state 5999,1] Type = explod Trigger1 = time = 15 ID = 502 Pos = -30,-80 Postype = p2 Facing = 1 Ontop = 1 Anim = 502 Removetime = 24 [state 550 2] Type = velset Trigger1 = time >= 0 X = 6 Y = 0 [state 550 2] Type = velset Trigger1 = time >= 30 X = 0 Y = 0 [state 501 1] Type = playerpush Trigger1 = 1 Value = 0 [state 550 2] Type = changestate Trigger1 = time >= 30 Value = 0 Ctrl = 1 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,12 [statedef 510] type = S movetype= H physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =5030 [state 510 1] Type = lifeadd Trigger1 = time = 16 Value = -700 [state 501 1] Type = screenbound Trigger1 = 1 Value = 1 [state 510 1] Type = selfstate Trigger1 = time = 39 Value = 5100 Ctrl = 1 絕對零度 [statedef 550] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =550 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-30 poweradd = -2000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [State 300, 1] type = PlaySnd trigger1 = time = 1 value = S0,10 [State 300, 2] type = ChangeState trigger1 = time >= 45 value = 0 ctrl = 1 [State 403,3] type = HitDef trigger1 = time = 0 attr = s, Hp damage = 100,10 guardflag = MA hitflag = MAF fall = 1 sparkno = S211 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,5 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-5 air.animtype = hard air.velocity = -3,-5 air.juggle = 1 [state 550 1] Type = varset Trigger1 = time = 0 V= 1 Value = 0 [state 550 1] Type = varadd Trigger1 = timemod = 6,1 V= 1 Value = 40 [state 450 2] Type = helper Trigger1 = timemod = 6,1 Helptype = normal id = (551) facing = 1 stateno = 551 pos = 0+var(1),0 postype = p1 sprpriority = 2 ownpal = 1 size.y.scale = 1.5 size.x.scale = 1.0 [statedef 551] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =551 [state 5999,1] Type = explod Trigger1 = timemod = 1,0 ID = 182 Pos = 0,-50 Postype = p1 Facing = 1 Ontop = 1 Anim = 182 Removetime = 10 Random = 50,80 [State 403,3] type = HitDef trigger1 = 1 attr = s, Hp damage = 19,13 guardflag = MA hitflag = MAF fall = 1 sparkno = S211 sparkxy = -30,-50 animtype = hard pausetime = 0,10 hitsound = S0,5 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -7,-1 air.animtype = hard air.velocity = -7,-1 air.juggle = 1 [State 300, 1] type = PlaySnd trigger1 = time = 0 value = S0,7 [state 601 2] Type = destroyself Trigger1 = animtime = 0 [Statedef 5999] type = L movetype = h physics = n ctrl = 0 anim = 8000 [state 5999,3] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 5999,1] Type = explod Trigger1 = timemod = 4,3 ID = 8000 Pos = 0,-20 Postype = p1 Facing = 1 Random = 100,50 Ontop = 1 Anim = 8001 Removetime = -1 [state 5999,2] Type = removeExplod Trigger1 = time >= 100 ID = 8000 [state 5999,3] Type = playsnd Trigger1 = time = 0 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 4 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 8 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 12 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 16 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 20 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 24 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 28 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 32 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 36 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 40 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 44 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 48 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 52 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 56 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 60 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 64 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 68 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 72 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 76 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 80 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 84 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 88 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 92 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 96 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 100 Value = S1,0 [state 5999,5] Type = changeanim Trigger1 = time = 100 Value = 8002 [state 5999,6] Type = varset Trigger1 = time = 0 V = 4 Value = 0 [state 5999,6] Type = varadd Trigger1 = time = 92 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 94 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 96 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 98 V = 4 Value = 50 [state 5999,6] Type = EnvColor Trigger1 = time = 92 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 94 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 96 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 98 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 100 Value = 255,255,255 Time = 2 Under = 1 急凍斬 [statedef 700] type = S movetype= a physics = S juggle = 0 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =700 [State -2] type = superPause trigger1 = time = 0 time = 40 anim = S8004 sound = S0,13 pos = 0,-30 poweradd = -2000 [state create ai switch] type = helper trigger1 = time = 0 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 700, 4] Type = playsnd Trigger1 = time = 1 Value= S0,11 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 50 Movetime = 50 [State 370, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, Ha hitflag = M- p2facing = 1 sparkno = -1 fall.recover = 0 p1stateno = 701 p2stateno = 710 [state 700 1] Type = velset Trigger1 = time >= 0 X = 8 Y = 0 [state 701 1] Type = BGpalfx Trigger1 = time = 0 Time = 100 add = 0,0,100 [State 370, end2] type = changestate trigger1 = time >= 50 value = 0 ctrl = 1 [Statedef 701] type = S movetype = I physics = N ctrl = 0 anim = 704 SprPriority=2 [state 701 1] Type = BGpalfx Trigger1 = time = 0 Time = 200 add = 0,0,100 [state 550 2] Type = velset Trigger1 = time >= 0 X = -6 Y = -4 [state 550 2] Type = velset Trigger1 = time >= 20 X = 0 Y = 4 [state 5999,1] Type = explod Trigger1 = time = 0 ID = 701 Pos = 0,0 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 0 Ownpal = 1 Anim = 701 Removetime = 160 Bindtime = -1 Sprpriority = 2 [state 553 2] Type = changestate Triggerall = time >= 10 Trigger1 = pos y >= 0 Value = 702 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S2,0 [state 703 1] Type = screenbound Trigger1 = 1 Value = 1 [Statedef 702] type = S movetype = A physics = N ctrl = 0 anim = 706 SprPriority=2 [state 553 2] Type = velset Trigger1 = time >= 0 X= 0 Y = 0 [state 553 2] Type = changeanim Trigger1 = time = 72 Value = 400 [state 553 2] Type = velset Trigger1 = time >= 72 X= 0 Y = -5 [state 703 1] Type = screenbound Trigger1 = 1 Value = 1 [state 553 2] Type = changestate Trigger1 = pos y <= -100 Value = 703 [Statedef 703] type = S movetype = a physics = N ctrl = 0 anim = 707 SprPriority=2 [state 550 1] Type = playsnd Trigger1 = time = 10 Value = S0,12 [state 553 2] Type = velset Trigger1 = time >= 0 X= 7 Y = 3 [state 703 1] Type = playerpush Trigger1 = 1 Value = 0 [state 703 1] Type = screenbound Trigger1 = 1 Value = 1 [state 5999,1] Type = explod Trigger1 = time = 10 ID = 703 Pos = 0,0 Postype = back Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 703 Removetime = 15 Sprpriority = 5 [state 5999,1] Type = explod Trigger1 = time = 20 ID = 702 Pos = 0,0 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 702 Removetime = 15 [state 553 2] Type = changestate Trigger1 = pos y >= 0 Value = 705 [State 210, 1] type = TargetLifeAdd trigger1 = time = 30 value = -9999999999 [state 5999,1] Type = explod Trigger1 = time = 30 ID = 502 Pos = 0,-80 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 502 Removetime = 24 [state 5999,1] Type = explod Trigger1 = time = 30 ID = 502 Pos = 0,-80 Postype = p2 Facing = -1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 502 Removetime = 24 [state 550 1] Type = playsnd Trigger1 = time = 30 Value = S1,1 [Statedef 705] type = S movetype = a physics = N ctrl = 0 anim = 705 SprPriority=2 [state 553 2] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 703 1] Type = screenbound Trigger1 = 1 Value = 1 [state 553 2] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 ;P2受攻擊 [Statedef 710] type = a movetype = H physics = N velset = 0,0 ctrl = 0 SprPriority=1 Anim = 5030 [State 1205, ChangeState] type = selfstate trigger1 = time >= 160 value = 5100 [state 710 1] Type = velset Trigger1 = frontedgedist <= 100 X = -5 Y = 0 [state 710 1] Type = nothitby Trigger1 = 1 Value = SCA Time = 160 [state 710 1] Type = velset Trigger1 = Backedgedist <= 100 X = 0 Y = 0 [state 703 1] Type = screenbound Trigger1 = 1 Value = 1 ;AI系統 [StateDef 10000] type = S physics = N movetype = I anim = 9999 velset = 0,0 ctrl = 0 [State Is Human User Check] type = ParentVarSet trigger1 = Parent,var(59) = 0 trigger1 = (Parent,Command!="CPU")&&(Command!="CPU") var(0) = 0 [State AI user] type = ParentVarSet triggerall = Parent,Var(0)=0 trigger1 = (Parent,Command="CPU")&&(Command!="CPU") trigger1 = root,StateNo=[5000,5999] var(59) = 1 [State AI user] type = ParentVarSet trigger1 = RoundState != 2 trigger2 = Parent,var(0)=1 var(59) = 0 [State Is Human User Check] type = ParentVarSet triggerall = Parent,var(59) = 1 trigger1 = (Parent,Command="CPU")&&(Command="CPU") trigger1 = root,ctrl=1 var(0) = 1 [Statedef 9000] type = s movetype= i physics = s juggle = 8 ctrl = 0 anim = 9999 sprpriority = -50 [State 191, 7] type = VarSet trigger1 = Time = 0 v = 5 value = 0 [State 191, 7] type = Varadd trigger1 = Time >= 25 var(5) = 18 [State -2, 1] type = PalFX trigger1= time = [25,40] time = 1 add = 0-var(5),0-var(5),0-var(5) [State 1400, 2] type = Explod trigger1 = time=0 anim = 9000 removetime =40 pos= 0,-20 postype =back id=9000 ontop=0 bindtime = -1 removeongethit =1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2, 虛空破] type = ModifyExplod trigger1= time >= 25 ID = 9000 scale = 0.9+sin(0.005*Time),0.9+sin(0.005*Time) [State 100, 2] type = AssertSpecial trigger1 = 1 flag = noshadow [State 1073,2] type = DestroySelf trigger1 = time = 40 [Statedef -2] 閃光 [State -1, 1] Type = PalFX Trigger1 = MoveType = H Trigger1 = timemod = 10,3 Add = 255,255,255 Time = 3 [State -2,完全死亡] type = ChangeState triggerall = roundstate = 4 trigger1 = StateNo = 5150 value = 5999