;--------------------------------------------------------------------------- ; 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 [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow [Statedef 181] type = S ctrl = 0 anim = 180 velset = 0,0 [State 0] type = AfterImage trigger1 = time = 1 trans = add time = 999 framegap = 2 length = 15 palbright = 0,0,0 palcontrast = 0,0,20 palpostbright = 0,0,20 paladd = 0,0,0 [State 181, 1] type = PlaySnd trigger1 = AnimElem = 7 value = s180, 0 [State 181, 2] type = PlaySnd trigger1 = AnimElem = 15 value = s180, 1 [State 181, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 0] type = Explod trigger1 = AnimElem = 31 anim = 2007 pos = 0, -70 bindtime = 1 sprpriority = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 35 anim = 2007 pos = 0, -70 bindtime = 1 sprpriority = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 33 anim = 2060 pos = -5, -20 bindtime = 1 sprpriority = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 36 anim = 2060 pos = -5, -40 bindtime = 1 sprpriority = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 39 anim = 2060 pos = -5, -70 bindtime = 1 sprpriority = 1 ownpal = 1 [State 0] type = PlaySnd trigger1 = AnimElem = 20 value = 900, 2 [State 0] type = PlaySnd trigger1 = AnimElem = 30 value = 7, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 30 value = 800, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 32 value = 900, 2 [State 0] type = PlaySnd trigger1 = AnimElem = 33 value = 900, 3 [state 0, Escurer] type = BgPalFx trigger1 = AnimElem = 1 add = 0,0,0 sinadd = -255,-255,-255,310 time = 155 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Run Forwards [Statedef 100] type = S physics = N anim = 100 sprpriority = 1 ctrl = 1 [State 0] type = Explod trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 anim = 720 ;postype = p1 pos = 0, -5 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 anim = 721 ;postype = p1 pos = -1, -5 bindtime = 1 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 5 || AnimElem = 8 || AnimElem = 11 anim = 722 ;postype = p1 pos = -2, -5 bindtime = 1 ownpal = 1 [State 100, 0] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 1] type = VelSet trigger1 = AnimElem = 2 x = const(velocity.run.fwd.x) [State 100, 1] type = VelMul trigger1 = AnimElem = 2, > 10 x = .9 [State 100, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 100, 3] type = ChangeState trigger1 = Time >= 13 value = 101 ;--------------------------------------------------------------------------- ; Run Stop [Statedef 101] type = S physics = S velset = 0,0 ctrl = 0 anim = 101 facep2 = 1 [State 101, 1] type = PosSet trigger1 = Time = 0 y = 0 [State 101, 2] type = PlaySnd trigger1 = Time = 0 value = 40, 0 [State 101, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 [State 101, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_BACK [Statedef 105] type = A physics = N ctrl = 0 anim = 105 sprpriority = 1 ctrl = 0 [State 105, 1] type = VelSet trigger1 = AnimElem = 2 x = const(velocity.run.back.x) y = const(velocity.run.back.y) [State 105, 1] type = VelAdd trigger1 = AnimElem = 2, >= 0 y = .3 [State 105, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 3 [State 105, 3] type = ChangeState trigger1 = Time > 14 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 106 ;--------------------------------------------------------------------------- ; RUN_BACK2 (land) [Statedef 106] type = S physics = S velset = 0,0 ctrl = 0 anim = 101 [State 106, 1] type = PosSet trigger1 = Time = 0 y = 0 [State 106, 2] type = PlaySnd trigger1 = Time = 0 value = 40, 0 [State 106, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 [State 106, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; CHUTE [Statedef 230] type = S movetype= A physics = S juggle = 1 poweradd= 20 ctrl = 0 anim = 230 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 0 [State 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 20, 5 guardflag = HA pausetime = 12,12 sparkno = 2 sparkxy = -11,-70 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -3 air.velocity = -2.5,-3.5 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;seguencia chute fraco [Statedef 233] type = S movetype = A physics = S poweradd= 20 ctrl = 0 anim = 233 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 10 value = 0, 0 [State 0] type = VelSet trigger1 = AnimElem = 4 x = 4 [State 0] type = VelSet trigger1 = AnimElem = 12 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 15 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 16 x = 4 [State 0] type = EnvShake trigger1 = AnimElem = 4 ampl = 1 time = 10 [State 0] type = EnvShake trigger1 = AnimElem = 13 ampl = 4 time = 15 [State 0] type = Explod trigger1 = AnimElem = 12 anim = 710 bindtime = 1 sprpriority = 3 ownpal = 1 [State 250, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 20, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 4,4 sparkno = 2 sparkxy = -11,-70 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -2.2,-3.2 [State 250, 2] type = HitDef trigger1 = AnimElem = 13 attr = S, NA damage = 25, 8 animtype = Medium hitflag = MAF guardflag = HA pausetime = 8,8 sparkno = 1 sparkxy = -11,-100 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 15 ground.hittime = 17 ground.velocity = -2, -6 air.velocity = -2.2,-3.2 [State 250, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;seguencia chute forte [Statedef 235] type = S movetype = A physics = S poweradd= 20 ctrl = 0 anim = 235 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 3 x = 6 [State 0] type = VelSet trigger1 = AnimElem = 8 x = 8 [State 0] type = EnvShake trigger1 = AnimElem = 3 ampl = 4 time = 10 [State 0] type = EnvShake trigger1 = AnimElem = 8 ampl = 8 time = 15 [State 0] type = Explod trigger1 = AnimElem = 8 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 7 anim = 2025 bindtime = 1 sprpriority = 3 ownpal = 1 [State 235, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 20, 8 animtype = Medium hitflag = MAF guardflag = HA pausetime = 6,6 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6,1 air.velocity = -2.2,-3.2 [State 235, 7] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 25, 8 animtype = Hard hitflag = MAF guardflag = HA pausetime = 12,12 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,1 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -1,-8 air.velocity = -10,1 guard.velocity = -5 fall = 1 [State 235, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; SOCO [Statedef 240] type = S movetype= A physics = S juggle = 1 poweradd= 20 ctrl = 0 anim = 240 facep2 = 1 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 20, 8 guardflag = HA pausetime = 12,12 sparkno = 2 sparkxy = -18,-73 hitsound = s0,6 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -1 air.velocity = -2.2,-3.2 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;seguencia soco fraco [Statedef 250] type = S movetype = A physics = S poweradd= 20 ctrl = 0 anim = 250 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 10 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 7 x = 4 [State 0] type = VelSet trigger1 = AnimElem = 12 x = 6 [State 0] type = EnvShake trigger1 = AnimElem = 7 ampl = 1 time = 10 [State 0] type = EnvShake trigger1 = AnimElem = 12 ampl = 4 time = 15 [State 250, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 20, 8 animtype = Medium hitflag = MAF guardflag = HA pausetime = 4,4 sparkno = 2 sparkxy = -20,-73 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -2.2,-3.2 [State 250, 2] type = HitDef trigger1 = AnimElem = 12 attr = S, NA damage = 25, 8 animtype = Medium hitflag = MAF guardflag = HA pausetime = 6,6 sparkno = 2 sparkxy = -26,-70 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 15 ground.hittime = 17 ground.velocity = -8 air.velocity = -2.2,-3.2 [State 250, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;seguencia soco forte [Statedef 260] type = S movetype = A physics = S poweradd= 20 ctrl = 0 anim = 260 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 10 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 2 x = 8 [State 0] type = EnvShake trigger1 = AnimElem = 7 ampl = 4 time = 10 [State 0] type = EnvShake trigger1 = AnimElem = 12 ampl = 8 time = 15 [State 0] type = Explod trigger1 = AnimElem = 12 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 12 anim = 710 bindtime = 1 sprpriority = 3 ownpal = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 20, 8 animtype = Medium hitflag = MAF guardflag = HA pausetime = 6,6 sparkno = 2 sparkxy = -20,-73 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -2.2,-3.2 [State 330, 7] type = HitDef trigger1 = AnimElem = 12 attr = S, NA damage = 25, 8 animtype = Hard hitflag = MAF guardflag = HA pausetime = 12,12 sparkno = 1 sparkxy = -15,-90 hitsound = s0,6 guardsound = s2,1 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -1,-8 air.velocity = -1,-12 guard.velocity = -5 fall = 1 [State 260, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;helicoptero [Statedef 270] type = S movetype = A physics = S juggle = 1 poweradd= 20 ctrl = 0 anim = 270 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 1 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 11 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 16 value = 0, 1 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 22 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 28 value = 0, 1 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 33 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 38 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 3 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 8 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 14 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 19 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 25 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 30 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 36 x = 8 [State 0] type = VelSet trigger1 = AnimElem = 41 x = 8 [State 0] type = Explod trigger1 = AnimElem = 8 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 7 anim = 2025 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 19 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 18 anim = 2025 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 30 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 29 anim = 2025 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 41 anim = 2020 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 40 anim = 2025 bindtime = 1 sprpriority = 3 ownpal = 1 [State 235, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 12,12 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2,0 air.velocity = -2.2,0 [State 235, 2] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 10,10 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3,0 air.velocity = -2.2,0 [State 235, 3] type = HitDef trigger1 = AnimElem = 14 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 8,8 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -2.2,0 [State 235, 4] type = HitDef trigger1 = AnimElem = 19 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 6,6 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,0 air.velocity = -2.2,0 [State 235, 5] type = HitDef trigger1 = AnimElem = 25 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 4,4 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6,0 air.velocity = -2.2,0 [State 235, 6] type = HitDef trigger1 = AnimElem = 30 attr = S, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 2,2 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7,0 air.velocity = -2.2,0 [State 235, 7] type = HitDef trigger1 = AnimElem = 36 attr = S, NA damage = 18, 7 animtype = Hard hitflag = MAF guardflag = H pausetime = 2,2 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -8,0 air.velocity = -2.2,0 [State 235, 8] type = HitDef trigger1 = AnimElem = 41 attr = S, NA damage = 20, 8 animtype = Hard hitflag = MAF guardflag = H pausetime = 12,12 sparkno = 2 sparkxy = -20,-75 hitsound = s0,6 guardsound = s2,1 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -15,-2 air.velocity = -10,0 guard.velocity = -5 fall = 1 [State 235, 9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;helicoptero aereo [Statedef 275] type = A movetype = A physics = A juggle = 1 poweradd= 20 ctrl = 0 anim = 270 facep2 = 1 sprpriority = 1 [State 0] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 11 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 16 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 22 value = 0, 0 [State 230, 0] type = PlaySnd trigger1 = AnimElem = 28 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 33 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 38 value = 0, 1 [State 0] type = VelAdd trigger1 = movehit y = -0.48 [State 275, 1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 2] type = HitDef trigger1 = AnimElem = 8 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 3] type = HitDef trigger1 = AnimElem = 14 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 4] type = HitDef trigger1 = AnimElem = 19 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 5] type = HitDef trigger1 = AnimElem = 25 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 6] type = HitDef trigger1 = AnimElem = 30 attr = A, NA damage = 15, 5 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 7] type = HitDef trigger1 = AnimElem = 36 attr = A, NA damage = 18, 7 animtype = Hard hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 8] type = HitDef trigger1 = AnimElem = 41 attr = A, NA damage = 20, 8 animtype = Hard hitflag = MAF guardflag = HA pausetime = 12,12 sparkno = 2 sparkxy = -20,-75 hitsound = s0,6 guardsound = s2,1 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -15,-2 air.velocity = -10,0 guard.velocity = -5 fall = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;gancho [Statedef 280] type = S movetype = A physics = S juggle = 1 poweradd= -20 ctrl = 0 anim = 280 facep2 = 1 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 3 x = 4 [State 0] type = Explod trigger1 = AnimElem = 10 anim = 2020 pos = 23, 0 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = EnvShake trigger1 = AnimElem = 9 ampl = 4 time = 10 [State 235, 1] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 10, 5 animtype = Medium hitflag = MAF guardflag = H pausetime = 2,2 sparkno = 2 sparkxy = -20,-55 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-2 air.velocity = -2,-3 [State 235, 2] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 15, 8 animtype = Medium hitflag = MAF guardflag = H pausetime = 3,3 sparkno = 3 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-2 air.velocity = -2,-3 [State 235, 1] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 20, 10 animtype = Medium hitflag = MAF guardflag = H pausetime = 3,3 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5,-2 air.velocity = -2,-3 [State 235, 3] type = HitDef trigger1 = AnimElem = 9 attr = S, NA damage = 25, 10 animtype = Hard hitflag = MAF guardflag = H pausetime = 12,12 sparkno = 3 sparkxy = -10,-83 hitsound = s0,6 guardsound = s2,1 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -1,-8 air.velocity = -1,-10 fall = 1 [State 235, 9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;pedalada [Statedef 650] type = A movetype = A physics = A juggle = 1 poweradd= 20 ctrl = 0 anim = 650 facep2 = 1 sprpriority = 1 [State 0] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 0 [State 230, 0] type = PlaySnd trigger1 = AnimElem = 6 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 8 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 9 value = 0, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 10 value = 0, 1 [State 0] type = VelSet trigger1 = AnimElem = 2 y = -0.2 [State 0] type = VelAdd trigger1 = movehit y = -0.30 [State 275, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 2] type = HitDef trigger1 = AnimElem = 4 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 3] type = HitDef trigger1 = AnimElem = 6 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 4] type = HitDef trigger1 = AnimElem = 8 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 5] type = HitDef trigger1 = AnimElem = 10 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 6] type = HitDef trigger1 = AnimElem = 12 attr = A, NA damage = 5, 1 animtype = Medium hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-75 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 7] type = HitDef trigger1 = AnimElem = 14 attr = A, NA damage = 5, 1 animtype = Hard hitflag = MAF guardflag = HA pausetime = 1,1 sparkno = 2 sparkxy = -20,-84 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 2,-1 [State 275, 8] type = HitDef trigger1 = AnimElem = 16 attr = A, NA damage = 5, 1 animtype = Hard hitflag = MAF guardflag = HA pausetime = 12,12 sparkno = 2 sparkxy = -20,-75 hitsound = s0,6 guardsound = s2,1 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -15,-2 air.velocity = -10,0 guard.velocity = -5 fall = 1 [State 101, 4] type = ChangeState trigger1 = AnimElem = 26 value = 101 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Jump CHUTE [Statedef 630] type = A movetype= A physics = A juggle = 1 poweradd= 20 ctrl = 0 anim = 630 facep2 = 1 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 0] type = VelAdd trigger1 = Time = 5 y = 3 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA animtype = Medium damage = 20, 5 guardflag = HA priority = 3 pausetime = 8,8 sparkno = 1 sparkxy = -5,-35 hitsound = s0,5 guardsound = s2,0 ground.type = High ground.slidetime = 11 ground.hittime = 15 ground.velocity = -5 air.velocity = -6,7 ;================================================================================== ;======| RELACIONADO À AI - AI RELATED |=========================================== ;================================================================================== ; (Credit to ANMC, Bagaliao, and FlowaGirl for the basic helper method concept.) ; ;------------------ ; AI Activation Helper State - Primary Version ; (Credit to YongMing for the basic HitPause bugfix concept.) ; ; var(1) - First tick button activation prevention. ; var(2) - Used for pause/superpause and custom state check, basically. ; var(3) - (Super/)Pause & custom state-triggered dir detection disabler. ; var(4) - Persistent direction command detection enabler (due to 2002.04.14). ; var(9) - AutoTurn bug fixer. ; parent's var(57) - Parent's GameTime var, for pause and custom state check. ; parent's var(59) - Parent's primary AI variable. ; ; The code in this state is mostly simply copy/pasteable. ; But if you're using different indices for the parent's variables, ; or if you change your character's basic commands' names, you'll ; of course need to change the code in this state accordingly. ;[StateDef 9741] type = S movetype = I physics = N anim = 9741 ctrl = 0 ;[State 9741, Safety]; Just in case your opponent is very poorly coded. type = SelfState trigger1 = !IsHelper value = 0 ;[State 9741, PauseCheck] type = VarSet trigger1 = (GameTime>(Parent,var(57))) trigger2 = !(Parent,Alive) trigger3 = (RoundState != 2) trigger4 = Parent,var(59) trigger5 = (var(3):=0) var(2) = (var(3):=1)+(var(4):=0) ;[State 9741, Facing] type = Turn trigger1 = (var(9):=(Facing != Parent,Facing)) ;[State 9741, DirTurnOnAI] type = ParentVarSet triggerall = !var(3) triggerall = !var(9) trigger1 = (Parent,command = "holdfwd") trigger2 = (Parent,command = "holdback") trigger3 = (Parent,command = "holdup") trigger4 = (Parent,command = "holddown") trigger5 = !(var(4):=1) var(59) = var(4) ;[State 9741, DirTurnOffAI] type = ParentVarSet triggerall = !var(3) triggerall = Parent,var(59) trigger1 = (command = "holdfwd") trigger1 = (Parent,command = "holdfwd") trigger2 = (command = "holdback") trigger2 = (Parent,command = "holdback") trigger3 = (command = "holdup") trigger3 = (Parent,command = "holdup") trigger4 = (command = "holddown") trigger4 = (Parent,command = "holddown") var(59) = (var(4):=0) ;[State 9741, ButtonTurnOnAI] type = ParentVarSet triggerall = var(1) triggerall = !var(2) trigger1 = (Parent,command = "a") trigger2 = (Parent,command = "b") trigger3 = (Parent,command = "c") trigger4 = (Parent,command = "x") trigger5 = (Parent,command = "y") trigger6 = (Parent,command = "z") trigger7 = (Parent,command = "start") var(59) = 1 ;[State 9741, ButtonTurnOffAI] type = ParentVarSet triggerall = !var(2) trigger1 = (command = "a") trigger1 = (Parent,command = "a") trigger2 = (command = "b") trigger2 = (Parent,command = "b") trigger3 = (command = "c") trigger3 = (Parent,command = "c") trigger4 = (command = "x") trigger4 = (Parent,command = "x") trigger5 = (command = "y") trigger5 = (Parent,command = "y") trigger6 = (command = "z") trigger6 = (Parent,command = "z") trigger7 = (command = "start") trigger7 = (Parent,command = "start") var(59) = -1 ;[State 9741, UnPauseCheck] type = VarSet triggerall = var(2) trigger1 = (Parent,command = "a") trigger2 = (Parent,command = "b") trigger3 = (Parent,command = "c") trigger4 = (Parent,command = "x") trigger5 = (Parent,command = "y") trigger6 = (Parent,command = "z") trigger7 = (Parent,command = "start") trigger8 = (var(2) = 2) trigger8 = (var(2):=0) var(2) = 2 ;[State 9741, Goodbye] type = DestroySelf triggerall = (var(1):=1) trigger1 = Parent,var(59) trigger2 = !(Parent,Alive) trigger3 = (RoundState != 2) ;------------------ ; AI Activation Helper State - Compatibly Partnered Version ; ; var(1) - First tick dir activation prevention ; var(2) - Used for pause/superpause and custom state check, basically. ; var(3) - (Super/)Pause & custom state-triggered dir detection disabler. ; var(4) - Hitpause check. ; var(5) - No button on previous tick. ; var(6) - Any dir on this tick. ; var(7) - Any button on this tick. ; var(8) - Matching partner button detected. ; var(9) - AutoTurn bug fixer. ; parent's var(57) - Parent's GameTime var, for pause and custom state check. ; parent's var(59) - Parent's primary AI variable. ; ; The code in this state is mostly simply copy/pasteable. ; But if you're using different indices for the parent's variables, ; or if you change your character's basic commands' names, you'll ; of course need to change the code in this state accordingly. [StateDef 9742] type = S movetype = I physics = N anim = 9741 ctrl = 0 [State 9742, Safety]; Just in case your opponent is very poorly coded. type = SelfState trigger1 = !IsHelper value = 0 [State 9742, PauseCheck] type = VarSet trigger1 = (GameTime>Parent,var(57)) trigger2 = !(Parent,Alive) trigger3 = (RoundState != 2) trigger4 = Parent,var(59) trigger5 = (var(3):=0) var(2) = (var(3):=1) [State 9742, Facing] type = Turn trigger1 = (var(9):=(Facing != Parent,Facing)) [State 9742, ParentDirCheck] type = VarSet trigger1 = (Parent,command = "holdfwd") trigger2 = (Parent,command = "holdback") trigger3 = (Parent,command = "holdup") trigger4 = (Parent,command = "holddown") trigger5 = (var(6):=0) var(6) = 1 [State 9742, ParentButtonCheck] type = VarSet trigger1 = (Parent,command = "a") trigger2 = (Parent,command = "b") trigger3 = (Parent,command = "c") trigger4 = (Parent,command = "x") trigger5 = (Parent,command = "y") trigger6 = (Parent,command = "z") trigger7 = (Parent,command = "start") trigger8 = (var(7):=0) var(7) = 1 [State 9742, SameButtonCheck] type = VarSet triggerall = var(7) triggerall = !var(2) triggerall = NumPartner trigger1 = (Parent,command = "a") trigger1 = (Partner,command = "a") trigger2 = (Parent,command = "b") trigger2 = (Partner,command = "b") trigger3 = (Parent,command = "c") trigger3 = (Partner,command = "c") trigger4 = (Parent,command = "x") trigger4 = (Partner,command = "x") trigger5 = (Parent,command = "y") trigger5 = (Partner,command = "y") trigger6 = (Parent,command = "z") trigger6 = (Partner,command = "z") trigger7 = (Parent,command = "start") trigger7 = (Partner,command = "start") trigger8 = (var(8):=0) var(8) = 1 [State 9742, DirTurnOnAI] type = ParentVarSet trigger1 = var(1) trigger1 = var(6) trigger1 = !var(3) trigger1 = !var(4) trigger1 = !var(9) var(59) = 1 [State 9742, DirTurnOffAI] type = ParentVarSet triggerall = var(6) triggerall = !var(3) triggerall = Parent,var(59) trigger1 = (command = "holdfwd") trigger1 = (Parent,command = "holdfwd") trigger2 = (command = "holdback") trigger2 = (Parent,command = "holdback") trigger3 = (command = "holdup") trigger3 = (Parent,command = "holdup") trigger4 = (command = "holddown") trigger4 = (Parent,command = "holddown") var(59) = 0 [State 9742, ButtonTurnOnAI] type = ParentVarSet trigger1 = var(5) trigger1 = var(7) trigger1 = !var(2) trigger1 = !var(8) var(59) = 1 [State 9742, ButtonTurnOffAI] type = ParentVarSet triggerall = var(7) triggerall = !var(2) triggerall = !var(8) trigger1 = (command = "a") trigger1 = (Parent,command = "a") trigger2 = (command = "b") trigger2 = (Parent,command = "b") trigger3 = (command = "c") trigger3 = (Parent,command = "c") trigger4 = (command = "x") trigger4 = (Parent,command = "x") trigger5 = (command = "y") trigger5 = (Parent,command = "y") trigger6 = (command = "z") trigger6 = (Parent,command = "z") trigger7 = (command = "start") trigger7 = (Parent,command = "start") var(59) = -1 [State 9742, UnPauseCheck] type = VarSet triggerall = var(2) triggerall = !var(4) trigger1 = var(7) trigger2 = (var(2) = 2) trigger2 = (var(2):=0) var(2) = 2 [State 9742, Goodbye] type = DestroySelf trigger1 = Parent,var(59) trigger2 = !(Parent,Alive) trigger3 = (RoundState != 2) [State 9742, HitPauseCheck] type = VarSet trigger1 = var(6) trigger2 = var(7) trigger3 = !(Parent,HitPauseTime) var(4) = Parent,HitPauseTime [State 9742, Delay] type = VarSet trigger1 = (var(1):=1) var(5) = !var(7) ;------------------ ; XOR Method's HitPauseTime Helper State [StateDef 9743] type = S movetype = I physics = N anim = 9741 ctrl = 0 [State 9743, Safety]; Just in case your opponent is very poorly coded. type = SelfState trigger1 = !IsHelper value = 0 [State 9743, HitPauseTime] type = VarSet trigger1 = !(Parent,HitPauseTime) trigger2 = (GameTime>Parent,var(57)) var(1) = Parent,HitPauseTime [State 9742, Goodbye] type = DestroySelf trigger1 = (Parent,var(59) = 1) trigger2 = !(Parent,Alive) trigger3 = (RoundState != 2) ;================================================================================== ;================================================================================== ;================================================================================== ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;================================================================================== ;======| RELACIONADO À AI - AI RELATED |=========================================== ;================================================================================== ; Within StateDef -2, none of your own AI-related code should be placed ; above these next two controllers. [State -2, StopAI] type = VarSet triggerall = (var(59) > 0) trigger1 = (RoundState != 2) trigger2 = !Alive var(59) = -2 IgnoreHitPause = 1 ; This controller is optional. It allows you treat the AI flag as a boolean ; value rather than an integer value, letting you trigger your AI directives ; with "var(0)" instead of "var(59)>0", and letting you make moves usable only ; by humans by using "!var(0)" instead of "var(59)<1", thus slightly improving ; the size and efficiency of your code. ; Another benefit is that it makes it much easier for users to disable your AI, ; if they so choose. [State -2, Simplifier] type = VarSet trigger1 = (var(59) = 1) trigger2 = (var(0):=0) var(0) = 1 ; Another option is to replace 1 with something like MatchNo, if ; you want to design your AI to have varying levels of difficulty. IgnoreHitPause = 1 ;================================================================================== ;================================================================================== ;================================================================================== [State -2, 0] type = Varset trigger1 = (var(10) = 1) && (stateno = 50) v = 10 value = 0 [State -2, Display] type = DisplayToClipboard trigger1 = 1 text = "\nCustom Combo= %d - P2dist= %.0f - AI= %d" params = Var(15),p2bodydist x, Var(59), ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;================================================================================== ;======| RELACIONADO À AI - AI RELATED |=========================================== ;================================================================================== ; Kamek and Luchini appear to have been the first ones to use the IsHomeTeam AI activation concept. ; Feel free to move this controller to your character's intro state for slightly better efficiency. [State -3, SetAI] type = VarSet triggerall = !RoundState triggerall = IsHomeTeam trigger1 = (TeamSide = 2) trigger2 = (MatchNo > 1) var(59) = 1 ; Feel free to move this controller to your character's intro state for slightly better efficiency. ; Note that it may give P2 a slight unfair advantage in simul team vs mode, so you ; may want to disable it. But then, since when has Mugen been about fairness? =P [State -3, Unfair]; Is this reliable? type = VarSet trigger1 = !RoundState trigger1 = (var(59) != 1) trigger1 = NumPartner trigger1 = (ID > Partner,ID) trigger1 = (TeamSide = 2) var(59) = 1 [State -3, AI Helper (Compatibly Partnered Version)] type = Helper trigger1 = !var(59) trigger1 = !NumHelper(9742) trigger1 = (RoundState = 2) trigger1 = Alive trigger1 = NumPartner trigger1 = Partner,SelfAnimExist(9741) HelperType = normal name = "AI Helper (Simul Version)" ID = 9742 pos = 9999999,99999 StateNo = 9742 KeyCtrl = 1 PauseMoveTime = 999999999 SuperMoveTime = 999999999 ; If you want to use the Guard mode, Dummy mode, Distance, or Button jam dummy control ; options in Training mode without activating the dummy's AI while working on your ; character, then all you need to do is temporarily disable this controller. ; Or, if you want to permanently disable this controller in Training mode, ; then you could use the Training mode detection code available on my site ; ( http://www.shinmugen.net/winane/ ), and then just add a "(var(59)&63)>30" ; triggerall to this controller. [State -3, AI Helper] type = Helper triggerall = !var(59) triggerall = !NumHelper(9741) triggerall = (RoundState = 2) triggerall = Alive trigger1 = !NumPartner trigger2 = !(Partner,SelfAnimExist(9741)) HelperType = normal name = "AI Helper" ID = 9741 pos = 9999999,99999 StateNo = 9741 KeyCtrl = 1 PauseMoveTime = 999999999 SuperMoveTime = 999999999 [State -3, TurnBackOnAI] type = VarSet trigger1 = (var(59) = -2) trigger1 = (RoundState = 2) trigger1 = Alive var(59) = 1 [State -3, HitPauseTime Helper] type = null;Helper triggerall = var(59)!=1 triggerall = !NumHelper(9743) triggerall = (RoundState = 2) triggerall = Alive trigger1 = (MatchNo = 1) trigger2 = NumPartner trigger2 = (ID > Partner,ID) HelperType = normal name = "HitPauseTime" ID = 9743 pos = 9999999,99999 StateNo = 9743 PauseMoveTime = 999999999 SuperMoveTime = 999999999 ; According to Roque, this method works in Linux Mugen version 2002.04.14, ; whereas the old humanly-impossible commands method does not. ; It is very important that this controller NOT be moved to State -2. ; Note that this part won't work if AI.Cheat is turned off in mugen.cfg. [State -3, XOR] type = VarSet triggerall = var(59)!=1 triggerall = (var(57) = GameTime-1) triggerall = NumHelper(9743) triggerall = !(Helper(9743),var(1)) trigger1 = (command = "a") ^^ (command = "a2") trigger2 = (command = "b") ^^ (command = "b2") trigger3 = (command = "c") ^^ (command = "c2") trigger4 = (command = "x") ^^ (command = "x2") trigger5 = (command = "y") ^^ (command = "y2") trigger6 = (command = "z") ^^ (command = "z2") trigger7 = (command = "start") ^^ (command = "start2") trigger8 = (command = "holda") ^^ (command = "holda2") trigger9 = (command = "holdb") ^^ (command = "holdb2") trigger10 = (command = "holdc") ^^ (command = "holdc2") trigger11 = (command = "holdx") ^^ (command = "holdx2") trigger12 = (command = "holdy") ^^ (command = "holdy2") trigger13 = (command = "holdz") ^^ (command = "holdz2") trigger14 = (command = "holdstart") ^^ (command = "holdstart2") trigger15 = (command = "holdfwd") ^^ (command = "holdfwd2") trigger16 = (command = "holdback") ^^ (command = "holdback2") trigger17 = (command = "holdup") ^^ (command = "holdup2") trigger18 = (command = "holddown") ^^ (command = "holddown2") trigger19 = (command = "recovery") ^^ (command = "recovery2") ;Add more as desired. (See my notes in the CMD.) var(59) = 1 ; It is very important that this controller NOT be moved to State -2, as putting ; it there would defeat the entire purpose of the controller, allowing the ; helper method or the XOR method to erroneously set the AI variable. ; And within State -3, don't put any ChangeState controllers before this ; controller, lest you unnecessarily delay your character's AI activation. [State -3, GameTimeVar] type = VarSet trigger1 = 1 var(57) = GameTime IgnoreHitPause = 1 ; Within StateDef -3, none of your own AI-related code should come after the code ; provided here (and putting it before the code is also generally a bad idea). ; It's better to use State -1 (or, in special circumstances, State -2) instead. ;================================================================================== ;================================================================================== ;================================================================================== ;--------------------------------------------------------------------------- Custom Combo [State -3, Timer] type = VarAdd trigger1 = Var(15) > 0 v = 15 value = -1 ignorehitpause = 1 [State -3, Cancel] ;Cancel CC Mode if you get hit or win the round type = VarSet trigger1 = (MoveType = H) || (Roundstate = 3) v = 15 value = 0 ;Sorrowedge's Haste Code (tm) ;Modified for faster anims [State -3, Speed] type = ChangeAnim triggerall = (Var(15) > 0) && (RoundState = 2) && (MoveType != H) && (Stateno !=[800,9999]) trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) - AnimElemTime(AnimElemNo(0) + 1))/3) ignorehitpause = 1 value = anim elem = AnimElemNo(0) + 1 [State -3, Blink] type = PalFX trigger1 = Var(15) > 0; && timemod = 3,0 time = 2 ;add = 0,16,132 ;sinadd = 5,32,164,2 mul = 255,ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05))) color = 0 [State -3, AfterImageTime] ;This ensures that afterimages are displaying during mode type = AfterimageTime trigger1 = var(15) > 0 time = 2 [State -3, NoJuggleCheck] ;Infinnite juggle points! type = AssertSpecial trigger1 = var(15) > 0 flag = nojugglecheck [State -3, AttDwn] ;Tone down the damage type = AttackMulSet trigger1 = Var(15) > 0 value = 0.7 [State -3, AttUp] ;Back to normal type = AttackMulSet trigger1 = Var(15) = 0 value = 1 [State -3, velset no CC] type = Velset triggerall = Statetype != A && (Stateno !=[800,9999]) trigger1 = Var(15) > 0 x = 4