;--------------------------------------------------------------------------- ;super soco [Statedef 3000] type = S movetype = A physics = S juggle = 2 poweradd= -1000 ctrl = 0 anim = 3000 facep2 = 1 sprpriority = 2 [State 0] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 6 value = 800, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 7 value = 200, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 7 value = 7, 0 [State 0] type = Explod trigger1 = Time = 11 anim = 2027 pos = -30, 0 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 11 anim = 2010 pos = -30, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 15 anim = 2010 pos = 10, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 19 anim = 2010 pos = 40, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 23 anim = 2010 pos = 80, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = VelSet trigger1 = AnimElem = 7 x = 40 [State 0] type = VelMul trigger1 = AnimElem = 10, > 16 x = .6 [State 290, 0] type = AssertSpecial trigger1 = 1 flag = NoWalk [state 0, Escurer] type = BgPalFx trigger1 = AnimElem = 6 add = 0,0,0 sinadd = -255,-255,-255,100 time = 40 [State 0] type = AfterImage trigger1 = time = 6 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 0] type = afterimagetime trigger1 = Time = 30 time = 20 [State 290, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, SA damage = 150, 50 animtype = DiagUp hitflag = MAF guardflag = H pausetime = 2,2 sparkno = 3 sparkxy = -12,-73 hitsound = s300,0 guardsound = s2,1 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,-12 air.velocity = -1,-10 envshake.time = 15 envshake.ampl = 7 palfx.time = 40 Palfx.add = 100,100,240 Palfx.sinadd = -240,-240,-200,15 Palfx.color = 0 Palfx.color = 0 ;Palfx.invertall = 1 fall = 1 ;=| Rastros |=============================================== [State 1000, Rastro A] type = Explod trigger1 = time >=11 && vel X != 0; && random <= 700 persistent = 1 anim = 2016 id = 2016 postype = p1 pos = 40,-70 scale = 1,0.3 random = 20,20 sprpriority = 5 ownpal = 0 vel = -3,0 ;========================================================== [State 101, 4] type = ChangeState trigger1 = AnimElem = 16 value = 3001 ctrl = 1 ;--------------------------------------------------------------------------- ; Run Stop [Statedef 3001] 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 ;--------------------------------------------------------------------------- ;super soco cruzado [Statedef 3100] type = S movetype = A physics = S juggle = 2 poweradd= -2000 ctrl = 0 anim = 3100 sprpriority = 2 [State 0] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 0] type = PlaySnd trigger1 = AnimElem = 12 value = 800, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 13 value = 200, 0 [State 0] type = PlaySnd trigger1 = AnimElem = 13 value = 7, 0 [State 0] type = VelAdd trigger1 = AnimElem = 13 time = 30 y = -12 x = 60 [State 0, ] type = StateTypeSet trigger1 = AnimElem = 13 statetype = A movetype = A physics = A [State 0] type = VelMul trigger1 = AnimElem = 14, > 34 y = 1 x = 1 [State 0] type = Explod trigger1 = AnimElem = 5 anim = 2060 pos = -20, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 23 anim = 2012 pos = 10, -70 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 26 anim = 2012 pos = 0, -60 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 28 anim = 2012 pos = 0, -60 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 30 anim = 2012 pos = -40, -50 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 33 anim = 2012 pos = -80, -50 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 35 anim = 2012 pos = 0, -60 bindtime = 1 sprpriority = 3 ownpal = 1 [State 0] type = Explod trigger1 = Time = 39 anim = 2012 pos = 0, -60 bindtime = 1 sprpriority = 3 ownpal = 1 [state 0, Escurer] type = BgPalFx trigger1 = AnimElem = 9 add = 0,0,0 sinadd = -255,-255,-255,100 time = 50 [State 3000, 5] type = AfterImage trigger1 = time = 20 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 0] type = afterimagetime trigger1 = Time = 30 time = 20 ;=| Rastros |=============================================== [State 1000, Rastro A] type = Explod trigger1 = time >=27 && vel X != 0; && random <= 700 persistent = 1 anim = 2016 id = 2016 postype = p1 pos = 40,-70 scale = 0.5,0.5 random = 40,80 sprpriority = 5 ownpal = 0 vel = (vel X), (vel Y);-3,0 ;========================================================== [State 6000, 1] type = HitDef trigger1 = AnimElem = 13 attr = S, SA damage = 200, 90 animtype = DiagUp hitflag = MAF pausetime = 2,2 sparkno = 3 sparkxy = -12,-73 hitsound = s300,0 guardsound = s2,1 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2,-17 air.velocity = -17,6 envshake.time = 15 envshake.ampl = 7 palfx.time = 140 Palfx.add = 100,100,240 Palfx.sinadd = -240,-240,-200,15 Palfx.color = 0 Palfx.color = 0 ;Palfx.invertall = 1 fall = 1 p2stateno = 3105 p2getp1state = 1 [State 0, efeitos] type = Explod trigger1 = MoveHit && NumExplod(2060) < 4 anim = 2060 ID = 2060 pos = 0,-20 postype = p2 bindtime = -1 random = 60,10 removetime = 170 sprpriority = 20 [State 0] type = ChangeState trigger1 = AnimElem = 34 value = 50 ; state do pulo anim = 42 ; anim do pulo para frente ;--------------------------------------------------------------------------- ;super soco cruzado - Custom State [Statedef 3105] movetype = H juggle = 2 ctrl = 0 sprpriority = 2 [State 0, muda anim ] type = ChangeAnim2 trigger1 = time = 0 value = 3105 [State 0, adiciona velocidade] type = VelSet trigger1 = Time = 0 x = ifelse(statetype=A,-17,-2) y = ifelse(statetype=A,6,-17) [State 0, adiciona gravidade] type = StateTypeSet trigger1 = Time > 20 statetype = A physics = A [State 0, vai para o state de queda] type = SelfState trigger1 = Pos Y >= -50 && Vel Y >0 value = 5050