;=========================================================================== ;Marvel vs. Capcom - Eternity of Heroes - Constants Template V.5 ;by REDHOT, Acey & eSkRo ;=========================================================================== [Data] life = 1000 attack = 130 defence = 100 fall.defence_up = 50 liedown.time = 50 airjuggle = 15 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 555 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 yscale = 1 ground.back = 20 ground.front = 20 air.back = 18 air.front = 22 height = 60 attack.dist = 160 attack.width = 4,4 proj.dist = 90 proj.attack.dist = 90 proj.doscale = 0 head.pos = 1, -83 mid.pos = 1, -53 shadowoffset = 0 draw.offset = 0,0 [Velocity] walk.fwd = 3.6 walk.back = -2.7 run.fwd = 6 run.back = -8,-3 jump.neu = 0,-9.0 jump.back = -3.7 jump.fwd = 3.2 runjump.fwd = 4.4 runjump.back = -4.4 airjump.neu = 0, -8.9 airjump.fwd = 2.5 airjump.back = -2.55 [Movement] airjump.num = 0 airjump.height = 35 yaccel = .41 stand.friction = .80 crouch.friction = .80 air.friction = .80 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = N anim = 100 sprpriority = 1 velset = 7, 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 100, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 100, 4] type = PlaySnd trigger1 = time = 19 value = 8100,0 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 100, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------------------------- ;RUN_BACK [Statedef 105] type = A physics = A ctrl = 0 anim = 105 sprpriority = 1 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 105, VelSet] type = VelSet trigger1 = Time = 2 x = -10 y = const(velocity.run.back.y) [State 105, ChangeState] type = ChangeState trigger1 = Time > 15 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 106 ;--------------------------------------------------------------------------------------------- ;RUN_BACK [Statedef 106] type = S physics = S ctrl = 0 anim = 106 sprpriority = 1 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 106, VelSet] type = VelSet trigger1 = Time = 0 x = 0 y = 0 [State 106, posset] type = posset trigger1 = time = 0 y = 0 [State 106, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8100,0 [State 106, VelSet] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Win Poses [Statedef 180] type = S [State 180, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,400 [State 180, 2] type = ChangeState trigger1 = Var(1) = [0,100] value = 181 [State 180, 3] type = ChangeState trigger1 = Var(1) = [101,200] value = 182 [State 180, 4] type = ChangeState trigger1 = Var(1) = [201,300] value = 183 [State 180, 5] type = ChangeState trigger1 = Var(1) = [301,400] value = 184 [State 180, 1] type = changestate trigger1 = Var(1) = [401,400] value = 185 [State 180, 6] type = changestate trigger1 = Var(1) = [501,400] value = 188 ;--------------------------------------------------------------------------------------------- ;Win Pose 1 [Statedef 181] type = S movetype = I physics = S ctrl = 0 anim = 181 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S181,0 volume = 0 channel = -1 [State 181, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------------------------- ;Win Pose 2 [Statedef 182] type = S movetype = I physics = S ctrl = 0 anim = 182 velset = 0,0 [State 182, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------------------------- ;Win Pose 3 [Statedef 183] type = S movetype = I physics = S ctrl = 0 anim = 183 velset = 0,0 [State 183, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------------------------- ;Win Pose 4 [Statedef 184] type = S movetype = I physics = S ctrl = 0 anim = 184 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S5,0 [State 183, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------------------------- ;Introductions [Statedef 190] type = S [State 190, Intro Randomizer] type = VarRandom triggerall = palno <= 6 trigger1 = Time = 0 v = 1 range = 1,2 [State 190, Intro Randomizer] type = VarRandom triggerall = palno > 6 trigger1 = Time = 0 v = 1 range = 1,1 [State 190, Intro 1] type = ChangeState triggerall = palno <= 6 trigger1 = Var(1) = 1 value = 191 [State 190, Intro 2] type = ChangeState triggerall = palno <= 6 trigger1 = Var(1) = 2 value = 192 [State 190, Doopliss Intro] type = ChangeState triggerall = palno > 6 trigger1 = Var(1) = 1 value = 990 ;--------------------------------------------------------------------------------------------- ;Intro1 [Statedef 191] type = S movetype = I physics = N ctrl = 0 anim = 190 velset = 0,0 sprpriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 23 value = S180,0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 11 trigger2 = animelem = 20 value = S1881,0 [State 0, VarSet] type = VarRandom trigger1 = time =0 v = 1 range = 6,8 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 [State F] type = destroyself trigger1 = parent,stateno = 193 ;--------------------------------------------------------------------------------------------- ;Intro2 [Statedef 192] type = S movetype = I physics = N ctrl = 0 anim = 191 velset = 0,0 sprpriority = 0 [State 0, VarSet] type = VarRandom trigger1 = time =0 v = 1 range = 6,8 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = S191,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 [State F] type = destroyself trigger1 = parent,stateno = 193 ;--------------------------------------------------------------------------------------------- ;Doopliss Intro [Statedef 990] type = S movetype = I physics = N ctrl = 0 anim = 990 velset = 0,0 sprpriority = 0 ;Doopliss walk on screen [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 991 ID = 991 pos = -100,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = 192 scale = 1,1 sprpriority = 0 ;! [State 0, Explod] type = Explod trigger1 = animelem = 15 anim = 992 ID = 992 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = 40 scale = 1,1 sprpriority = 0 ontop = 0 ownpal = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = 0 flag = intro flag = nomusic [State 0, AllPalFX] type = AllPalFX trigger1 = animelem = 22 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,10 time = 100 [State 0, EnvColor] type = EnvColor trigger1 = animelem = 22 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,10 time = 100 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 22 time = 100 freq = 60 ampl = 4 phase = 90 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 6 value = S998,0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 13 value = S998,1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 15 value = S998,2 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 22 value = S998,3 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 22 value = S11,0 [State 0, VarSet] type = VarRandom trigger1 = time =0 v = 1 range = 6,8 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 194 [State F] type = destroyself trigger1 = parent,stateno = 193 ;----------------------------------------------- [Statedef 193]; Move around before match type = S physics =S sprpriority = 0 [State 0] type = varset trigger1 = time = 1 var(50) = 0 [State 0] type = posset trigger1 = 1 y = 0 [State 0] type = VelSet trigger1 = Time = 0 y = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = 2.4 [State 20, 2] type = VelSet trigger1 = command = "holdback" x = -2.0 [State 2] type = ChangeAnim trigger1 = command = "holdfwd" trigger1 = Anim != 20 value = 20 [State 2] type = ChangeAnim trigger1 = command = "holdback" trigger1 = Anim != 21 value = 21 [State 2] type = ChangeAnim trigger1 = command != "holdback" trigger1 = command != "holdfwd" trigger1 = Anim != 0 value = 0 [State 20, 2] type = VelSet trigger1 = command != "holdback" trigger1 = command != "holdfwd" x = 0 [State var] type = VarSet trigger1 = roundstate != 2 var(9) = floor(pos x) [State F] type = posset trigger1 = roundstate = 2 trigger1 = var(9) != 0 x = var(9) [State F] type = varset trigger1 = roundstate = 2 var(9) = 0 [State F] type = changestate trigger1 = ctrl value = ifelse((command = "holdfwd") || (command ="holdback"),20,0) ;------------------------------------------------------------------ [Statedef 194]; Move around before match for Doopliss mode type = S physics =S sprpriority = 0 [State 0] type = varset trigger1 = time = 1 var(50) = 0 [State 0] type = posset trigger1 = 1 y = 0 [State 0] type = VelSet trigger1 = Time = 0 y = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = 2.4 [State 20, 2] type = VelSet trigger1 = command = "holdback" x = -2.0 [State 2] type = ChangeAnim trigger1 = command = "holdfwd" trigger1 = Anim != 20 value = 20 [State 2] type = ChangeAnim trigger1 = command = "holdback" trigger1 = Anim != 21 value = 21 [State 2] type = ChangeAnim trigger1 = command != "holdback" trigger1 = command != "holdfwd" trigger1 = Anim != 1 value = 1 [State 20, 2] type = VelSet trigger1 = command != "holdback" trigger1 = command != "holdfwd" x = 0 [State var] type = VarSet trigger1 = roundstate != 2 var(9) = floor(pos x) [State F] type = posset trigger1 = roundstate = 2 trigger1 = var(9) != 0 x = var(9) [State F] type = varset trigger1 = roundstate = 2 var(9) = 0 [State F] type = changestate trigger1 = ctrl value = ifelse((command = "holdfwd") || (command ="holdback"),20,0) ;--------------------------------------------------------------------------------------------- ;Taunt [Statedef 195] type = A movetype = I physics = N ctrl = 0 anim = 195 velset = 0,0 sprpriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S195,0 volume = 0 channel = -1 [State 195, VarSet] type = VarRandom trigger1 = time =0 v = 28 range = 6,8 [State 195, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Basic Attacks ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Standing Light Punch [Statedef 200] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 200 poweradd = 15 sprpriority = 2 [State 200, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 200, HitDef] type = HitDef trigger1 = animelem = 2 attr = S,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 10,10 sparkno = s5555 sparkxy = -20, -30 guard.sparkno = s6767 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 envshake.time = 1 envshake.ampl = 1 [State 200, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Medium Punch [Statedef 210] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 210 poweradd = 35 sprpriority = 2 [State 210, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 210, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S,NA damage = 25,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s6667 sparkxy = -26, -29 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -6 air.type = Low air.hittime = 15 air.velocity = -6,-5 envshake.time = 1 envshake.ampl = 1 [State 210, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Close Medium Punch [Statedef 211] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 211 poweradd = 35 sprpriority = 2 [State 211, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 211, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 211, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S,NA damage = 25,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s6667 sparkxy = -26, -29 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -6 air.type = Low air.hittime = 15 air.velocity = -6,-5 envshake.time = 1 envshake.ampl = 1 [State 211, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Heavy Punch [Statedef 220] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 220 poweradd = 55 sprpriority = 2 [State 220, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 220, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 220, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S,NA damage = 35,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s6668 sparkxy = -34, -10 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -10 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 2 envshake.ampl = 2 [State 220, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Close Heavy Punch [Statedef 221] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 221 poweradd = 55 sprpriority = 2 [State 221, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 221, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 221, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S,NA damage = 35,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s6668 sparkxy = -34, -10 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -10 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 2 envshake.ampl = 2 [State 221, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing light kick [Statedef 230] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 230 poweradd = 15 sprpriority = 2 [State 230, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 230, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 230, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 230, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s5555 sparkxy = -14, -14 guard.sparkno = s6767 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 230, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing medium kick [Statedef 240] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 240 poweradd = 35 sprpriority = 2 [State 240, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 240, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 240, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -21,-22 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5,0 air.type = Low air.hittime = 5 air.velocity = -5,0 [State 240, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Close standing medium Kick [Statedef 241] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 241 poweradd = 35 sprpriority = 2 [State 241, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 241, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 241, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -21,-22 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5,0 air.type = Low air.hittime = 5 air.velocity = -5,0 [State 241, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing strong Kick [Statedef 250] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 250 poweradd = 55 sprpriority = 2 [State 250, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 250, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S,NA damage = 55,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7772 sparkxy = -21,-22 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 13 ground.hittime = 13 ground.velocity = -8,0 air.type = Low air.hittime = 5 air.velocity = -7,0 [State 250, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Close standing strong Kick [Statedef 251] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 251 poweradd = 55 sprpriority = 2 [State 251, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 251, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S,NA damage = 55,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7772 sparkxy = -21,-22 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 13 ground.hittime = 13 ground.velocity = -8,0 air.type = Low air.hittime = 5 air.velocity = -7,0 [State 251, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 400 poweradd = 15 sprpriority = 2 [State 400, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 400, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = C,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s5555 sparkxy = -42, -17 guard.sparkno = s6767 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 400, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching medium punch [Statedef 410] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 410 poweradd = 35 sprpriority = 2 [State 410, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 410, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 410, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = C,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -42,-16 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5,0 air.type = Low air.hittime = 5 air.velocity = -5,0 [State 410, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching strong punch [Statedef 420] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 420 poweradd = 55 sprpriority = 2 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 420, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 420, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 420, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = C,NA damage = 45,1 animtype = up guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 14,12 sparkno = s6668 sparkxy = -17, -64 guard.sparkno = s6767 hitsound = 5,4 ground.type = High ground.slidetime = 30 ground.hittime = 40 ground.velocity = 0, -18 air.velocity = 0,-18 airguard.velocity = -6,0 yaccel = 0.39+(enemynear,const(movement.yaccel)/2) [State 0, Explod] type = Explod trigger1 = movehit = 1 anim = 4444 ID = 4444 pos = 0,-20 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = movehit = 1 anim = 4445 ID = 4445 pos = 0,-20 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 420, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching light kick [Statedef 430] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 430 poweradd = 15 sprpriority = 2 [State 430, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 430, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 430, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = C,NA damage = 15,1 animtype = Light hitflag = MA guardflag = L priority = 4, Hit pausetime = 13,14 sparkno = s5555 sparkxy = -14, -8 guard.sparkno = s6767 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 430, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching medium kick [Statedef 440] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 440 poweradd = 35 sprpriority = 2 [State 440, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 440, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 440, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = C,NA damage = 35,1 animtype = Medium hitflag = MA guardflag = L priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -19,-13 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5,0 air.type = Low air.hittime = 5 air.velocity = -5,0 [State 440, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching strong kick [Statedef 450] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 450 poweradd = 55 sprpriority = 2 [State 450, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 450, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 450, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = C,NA damage = 45,1 animtype = High hitflag = MA guardflag = L priority = 4, Hit pausetime = 13,14 sparkno = s7772 sparkxy = -24, -9 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = trip ground.slidetime = 13 ground.hittime = 13 ground.velocity = -5,-2 air.type = Low air.hittime = 5 air.velocity = -7,3 [State 450, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Jumping light punch [Statedef 600] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 600 poweradd = 15 sprpriority = 2 [State 600, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 600, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = A,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s5555 sparkxy = -30, -30 guard.sparkno = s6767 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 25 ground.velocity = -6 air.fall = 0 air.velocity = -3.2, -10.5 [State 600, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Jumping medium punch [Statedef 610] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 611 poweradd = 35 sprpriority = 2 [State 610, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 610, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = A,NA damage = 35,1 animtype = medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -23,-56 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 25 ground.hittime = 20 ground.velocity = -8 air.fall = 0 air.velocity = -3.2, -7.5 [State 610, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Jumping strong punch [Statedef 620] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 620 poweradd = 55 sprpriority = 2 [State 620, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 620, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = A,NA damage = 45,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7772 sparkxy = -38, -5 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 18 ground.hittime = 25 ground.velocity = -10 air.velocity = -12,10 air.hittime = 25 air.fall = 1 [State 620, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Jumping light kick [Statedef 630] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 630 poweradd = 15 sprpriority = 2 [State 630, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 630, HitDef] type = HitDef triggerall = anim = 630 trigger1 = AnimElem = 2 attr = A,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s5555 sparkxy = -17, -17 guard.sparkno = s6767 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.fall = 0 air.velocity = -3.2, -10.5 air.hittime = 25 [State 630, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Jumping medium kick [Statedef 640] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 640 poweradd = 35 sprpriority = 2 [State 640, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 640, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = A,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7771 sparkxy = -19,-19 guard.sparkno = s6767 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -8 air.fall = 0 air.velocity = -3.2, -7.5 air.hittime = 25 [State 640, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Jumping strong kick [Statedef 650] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 650 poweradd = 55 sprpriority = 2 [State 650, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 650, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = A,NA damage = 45,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s7772 sparkxy = -17, -9 guard.sparkno = s6767 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 18 ground.hittime = 25 ground.velocity = -10 air.velocity = -12,10 air.fall = 1 air.hittime = 25 [State 650, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1201 ;--------------------------------------------------------------------------------------------- ;Throw 1 [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8400,2 [State 800, HitDef] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 2 p1facing = ifelse(Command = "holdfwd",-1,1) p2facing = -1 p1stateno = 810 p2stateno = 815 guard.dist = 0 fall.xvelocity = 0 fall.yvelocity = 0 fall = ifelse(PalNo > 6, 0, 1) fall.recover = 0 fall.damage = 80 [State 800, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 800, ChangeState] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 810] type = S movetype= A physics = N anim = 810 sprpriority = 2 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 1 pos = 45,0 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 2 pos = 35,-90 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 3 pos = 0,-84 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 4 pos = -35,-84 time = 5 [State 810, TargetState] type = TargetState trigger1 = AnimElemtime(4) = 5 value = 816 [State 810, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 8600,0 [State 810, PowerAdd] type = PowerAdd trigger1 = AnimElem = 5 value = 50 [State 810, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -120 [State 801, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 815] type = A movetype= H physics = N velset = 0,0 [State 815, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 815, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 815 [Statedef 816] type = A movetype= H physics = N velset = -15,-5 poweradd = 50 [State 816, ChangeAnim] type = ChangeAnim trigger1 = (Time = [0,10]) && (SelfAnimExist(5060));Not if hit off ground anim value = 5060 [State 816, ChangeAnim2] type = ChangeAnim2 trigger1 = (Time = 0) && (!SelfAnimExist(5060));Not if hit off ground anim value = 816 [State 816, PosAdd] type = PosAdd trigger1 = Time = 0 Y = 40 [State 816, VelAdd] type = VelAdd trigger1 = Time >= 1 Y = 0.5 [State 816, SelfState] type = SelfState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 5100 ctrl = 0 ;--------------------------------------------------------------------------------------------- ;Throw 1 [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8400,2 [State 800, HitDef] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 2 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 801 p2stateno = 810 guard.dist = 0 fall.xvelocity = 0 fall.yvelocity = 0 fall = ifelse(PalNo > 6, 0, 1) fall.recover = 0 fall.damage = 80 [State 800, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 800, ChangeState] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Throw 2 [Statedef 820] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8400,2 [State 820, HitDef] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 2 p1facing = ifelse(Command = "holdfwd",-1,1) p2facing = -1 p1stateno = 830 p2stateno = 835 guard.dist = 0 fall.xvelocity = 0 fall.yvelocity = 1 fall = 1 fall.recover = 0 fall.damage = 0 [State 820, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 820, ChangeState] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 830] type = S movetype= A physics = N anim = 820 [State 830, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 8600,0 [State 830, PlaySnd] type = PlaySnd trigger1 = Animelem = 5 value = 9999,7 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 1 pos = 21,-10 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 2 pos = 4,-10 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 3 pos = -22,-29 [State 830, TargetBind] type = TargetBind trigger1 = AnimElem = 4 pos = -19,-16 [State 830, Bind 6] type = TargetBind trigger1 = animelem = 5 pos = -110,-10 [State 830, Shake] type = EnvShake trigger1 = AnimElem = 5 time = 15 ampl = -10 [State 830, TargetLifeAdd] type = TargetLifeAdd trigger1 = animelem = 5 value = -120 [State 830, TargetState] type = TargetState trigger1 = AnimElem = 6 value = 836 [State 830, Turn] type = Turn trigger1 = AnimElem = 7 [State 830, PowerAdd] type = PowerAdd trigger1 = animelem = 5 value = 50 persistent = 0 [State 830, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 12 ctrl = 1 ;------------------------------------------------------------------------------------------------------------------------------------------- ;P2 [Statedef 835] type = A movetype= H physics = N velset = 0,0 [State 835, ChangeAnim2] type = ChangeAnim2 Trigger1 = time = 0 value = 836 ;--------------------------------------------------------------------------------------------- ;P2 [Statedef 836] type = A movetype= H physics = N velset = -15,-12 [State 836, VelAdd] type = VelAdd Trigger1 = 1 y = .4 [State 836, Turn] type = Turn trigger1 = Vel Y > 0 trigger1 = pos Y >= 0 [State 836, SelfState] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- [Statedef 860] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 860 sprpriority = 2 [State 860, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 8400,2 [State 860, HitDef] type = HitDef trigger1 = AnimElem = 3 trigger1 = P2StateType = A attr = S, NT hitflag = A priority = 2, Miss sparkno = -1 sprpriority = 1 p2getp1state = 1 p1facing = ifelse(Command = "holdfwd",1,-1) p2facing = -1 p1stateno = 861 p2stateno = 865 fall = 1 ;--------------------------------------------------------------------------- [Statedef 861] type = A movetype= A physics = N anim = 861 [State 861, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S8600,0 [State 861, TargetBind] type = TargetBind trigger1 = animelem = 1 pos = 78,0 [State 861, TargetBind] type = TargetBind trigger1 = animelem = 2 pos = 40, -22 [State 861, TargetBind] type = TargetBind trigger1 = animelem = 3 pos = 55,-25 [State 861, TargetBind] type = TargetBind trigger1 = animelem = 4 pos = 66,26 [State 861, vel] type = VelSet trigger1 = time = 0 x = 0 y = 0 [State 861, vel] type = VelSet trigger1 = animelemtime(4) = 3 x = 0 y = 7 [State 861, TargetLifeAdd] type = TargetLifeAdd trigger1 = animelem = 4 value = -120 [State 861, Targetstate] type = TargetState trigger1 = animelem = 4 value = 866 [State 861, PowerAdd] type = PowerAdd trigger1 = time = 0 value = 20 [State 861, ChangeState] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 865] type = A movetype= H physics = N velset = 0,0 [State 865, ChamgeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 865 ;--------------------------------------------------------------------------- [Statedef 866] type = A movetype= H physics = N velset = 10,5 [State 866, Veladd] type = VelAdd trigger1 = 1 y = .5 [State 866, SelfState] type = SelfState trigger1 = vel Y > 0 trigger1 = pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- [Statedef 870] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 860 sprpriority = 2 [State 870, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 8400,2 [State 870, HitDef] type = HitDef trigger1 = AnimElem = 3 trigger1 = P2StateType = A attr = S, NT hitflag = A priority = 2, Miss sparkno = -1 sprpriority = 1 p2getp1state = 1 p1facing = 1 p2facing = -1 snap = 25,-100 p1stateno = 871 p2stateno = 875 fall = 1 ;--------------------------------------------------------------------------------------------- ;Backbreaker [Statedef 871] type = A movetype= A physics = N anim = 871 [State 871, Width] type = Width trigger1 = Time >= 0 value = 25,10 [State 871, PosFreeze] type = PosFreeze trigger1 = Time = [0,5] value = 1 [State 871, Jumping Forward] type = VelSet trigger1 = Vel X > 0 trigger1 = Time = [0,10] x = 1.5 y = -5 [State 871, Jumping Forward 2] type = VelSet trigger1 = Vel X > 0 trigger1 = Time = 11 x = 1.5 y = .2 [State 871, Jumping Forward 3] type = VelAdd trigger1 = Vel X > 0 trigger1 = Time >= 12 x = .2 y = .6 [State 871, Jumping Up 1] type = VelSet trigger1 = Vel X = 0 trigger1 = Time = [0, 10] x = 0 y = -5 [State 871, Jumping Up 2] type = VelSet trigger1 = Vel X = 0 trigger1 = Time = 11 x = 0 y = .2 [State 871, Jumping Up 3] type = VelAdd trigger1 = Vel X = 0 trigger1 = Time >= 12 x = 0 y = .6 [State 871, Jumping Back 1] type = VelSet trigger1 = Vel X < 0 trigger1 = Time = [0, 10] x = -1.2 y = -5 [State 871, Jumping Back 2] type = VelSet trigger1 = Vel X < 0 trigger1 = Time = 11 x = -1.2 y = .2 [State 871, Jumping Back 3] type = VelAdd trigger1 = Vel X < 0 trigger1 = Time >= 12 x = -.2 y = .6 [State 871, PlaySnd 1] type = PlaySnd trigger1 = Time = 0 value = 8600,0 [State 871, PlaySnd 2] type = PlaySnd trigger1 = Time = 5 value = 9999,2 [State 871, Bind 1] type = TargetBind trigger1 = Time >= 0 pos = 45,-85 [State 871, ChangeState] type = ChangeState trigger1 = Pos Y >= 20 value = 872 ctrl = 0 [Statedef 872] type = S movetype= A physics = S anim = 872 velset = 0,0 poweradd = 0 [State 872, TargetBind] type = TargetBind trigger1 = Time = 0 pos = 10,-34 [State 872, PosSet] type = PosSet trigger1 = Time = 0 Y = 0 [State 872, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 8200,0 [State 872, EnvShake] type = EnvShake trigger1 = Time = 0 ampl = -15 time = 15 [State 872, TargetLifeAdd] type = TargetLifeAdd trigger1 = Time = 0 value = -120 [State 872, TargetState] type = TargetState trigger1 = Time = 15 value = 876 [State 872, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Backbreaker - p2 [Statedef 875] type = A movetype= H physics = N [State 875,SprPriority] type = SprPriority trigger1 = P2StateNo = 872 value = 3 [State 875, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 875 [State 875, ChangeAnim2] type = ChangeAnim2 trigger1 = Time > 0 && P2StateNo = 872 value = 876 [Statedef 876] type = A movetype= H physics = N velset = 10,-8 poweradd = 40 [State 876, VelAdd] type = VelAdd Trigger1 = 1 y = .4 [State 876, SelfState] type = SelfState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ;Falling [Statedef 1201] type = A movetype= I physics = A anim = 1201 sprpriority = 1 [State 1201, Ctrl] type = CtrlSet trigger1 = prevstateno = 4100 value = 0 [State 1201, Ctrl] type = CtrlSet triggerall = prevstateno != 4100 trigger1 = Var(12) = 0 value = 0 [State 1201, Ctrl] type = CtrlSet triggerall = prevstateno != 4100 trigger1 = Var(12) = 1 value = 1 [State 1201, Turn] type = Turn trigger1 = P2Dist X < -5 [State 1201, VelSet] type = VelSet trigger1 = FrontEdgeBodyDist <= 0 x = 0 [State 1201, ChangeState] type = ChangeState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 52 ;--------------------------------------------------------------------------- ;Super Moves ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------------------------- [Statedef 1000] type = S movetype= A physics = S poweradd= 70 ctrl = 0 velset = 0 anim = 710 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 241, Respectable Width] type = Width trigger1 = 1 edge = 25,5 player = 15,5 [State 700, Hadoken!] type = PlaySnd triggerall = palno <= 6 trigger1 = Time = 2 value = S13,1 [State 700, Hadoken!] type = PlaySnd triggerall = Palno > 6 trigger1 = Time = 2 value = S13,2 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 700, 1] type = Projectile trigger1 = AnimElem = 2 projanim = 720 projhitanim = 721 removeanim = 721 offset = 45, -3 projID = 722 velocity = 3.5, 0 ; HitDef part of projectile info attr = S, SP damage = 78,9 animtype = Hard guardflag = MA getpower = 30,15 givepower = 15,8 pausetime = 0,9 sparkno = s6667 sparkxy = -4,-46 hitsound = S8000,5 guardsound = S8500,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -8 air.animtype = Back air.velocity = -2.5,-5 air.juggle = 3 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 12 trigger2 = time = 32 trigger3 = time = 52 value = S3043,0 [State 700, Done!] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Ground Fireball_Y [Statedef 1010] type = S movetype= A physics = S poweradd= 70 ctrl = 0 velset = 0 anim = 710 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 700, Hadoken!] type = PlaySnd triggerall = palno <= 6 trigger1 = Time = 2 value = S13,1 [State 700, Hadoken!] type = PlaySnd triggerall = Palno > 6 trigger1 = Time = 2 value = S13,2 [State 241, Respectable Width] type = Width trigger1 = 1 edge = 25,5 player = 15,5 [State 700, Hadoken!] type = PlaySnd triggerall = palno <= 6 trigger1 = Time = 2 value = S13,1 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 701, 1] type = Projectile trigger1 = AnimElem = 2 projanim = 720 projhitanim = 721 removeanim = 721 offset = 45, -3 velocity = 5.5, 0 projID = 722 sparkno = s6667 sparkxy = -4,-46 ; HitDef part of projectile info attr = S, SP damage = 61,6 animtype = Hard guardflag = MA pausetime = 0,9 getpower = 30,15 givepower = 15,8 hitsound = S8000,5 guardsound = S8500,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -8 air.animtype = Back air.velocity = -2.5,-5 air.juggle = 3 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 12 trigger2 = time = 32 trigger3 = time = 52 value = S3043,0 [State 701, Done!] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Ground Fireball_Z [Statedef 1020] type = S movetype= A physics = S poweradd= 70 ctrl = 0 velset = 0 anim = 710 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 700, Hadoken!] type = PlaySnd triggerall = palno <= 6 trigger1 = Time = 2 value = S13,1 [State 700, Hadoken!] type = PlaySnd triggerall = Palno > 6 trigger1 = Time = 2 value = S13,2 [State 241, Respectable Width] type = Width trigger1 = 1 edge = 25,5 player = 15,5 [State 700, Hadoken!] type = PlaySnd triggerall = palno <= 6 trigger1 = Time = 2 value = S13,1 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 702, 1] type = Projectile trigger1 = AnimElem = 2 projanim = 720 projhitanim = 721 removeanim = 721 projID = 722 offset = 45, -3 velocity = 7, 0 ; HitDef part of projectile info attr = S, SP damage = 48,3 animtype = Hard guardflag = MA pausetime = 0,9 sparkno = s6667 sparkxy = -4,-46 getpower = 30,15 givepower = 15,8 hitsound = S8000,5 guardsound = S8500,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -8 air.animtype = Back air.velocity = -2.5,-5 air.juggle = 3 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 12 trigger2 = time = 32 trigger3 = time = 52 value = S3043,0 [State 702, Done!] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 701, WHOOSH!] type = PlaySnd triggerall = Var(9) = 0 trigger1 = AnimElem = 4 value = S8,2 [State 700, Big Fireball Noise :P] type = PlaySnd triggerall = Var(9) = 0 trigger1 = AnimElem = 4 value = S12,4 ;--------------------------------------------------------------------------------------------- ;Shoryuken Light [statedef 2000] type = S movetype = A physics = S anim = 2000 ctrl = 0 poweradd = 65 velset = 0,0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [state 2000,var] type = varrandom trigger1 = time = 0 v = 2 range = 1,8 [state 2000,change] type = changestate trigger1 = animtime = 0 && var(3) = 0 value = 2050 [state 2000,change] type = changestate trigger1 = animtime = 0 && var(3) = 1 value = 2200 [state 2000,change] type = changestate trigger1 = animtime = 0 && var(3) = 2 value = 2300 ;----------------------------------------------------------------------- ;Shoryuken - Rising [statedef 2050] type = A movetype = A physics= A anim = 2050 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [state 2050, 1] type = velset trigger1 = time = 0 x = .8 y = -7 [state 2050, 1] type = velset trigger1 = animelem = 8 x = .2 [state 2050, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 4 [State 2300, 1] type = hitdef trigger1 = animelem = 1 attr = A, SA hitflag = MAF guardflag = MA animtype = diagup fall.animtype = diagup priority = 5 damage = 80, 1 pausetime = 9, 9 guard.pausetime = 6, 6 sparkno = s2051 sparkxy = -16, -83 hitsound = s2051,0 guardsound = 6,0 ground.type = low air.type = low ground.slidetime = 38 ground.hittime = 40 ground.velocity = -3.5, -12 guard.velocity = -3 air.velocity = -3.5, -12 airguard.velocity = -3, -1 numhits = 1 getpower = 70 givepower = 40 [state 2050, change] type = changestate trigger1 = pos Y >= 0 && vel Y > 1 value = 2400 ctrl = 0 ;----------------------------------------------------------------------- ;Shoryuken Medium [statedef 2200] type = A movetype = A physics= A anim = 2050 poweradd = 75 ctrl = 0 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [state 2200,var] type = varset trigger1 = time = 0 var(3) = 0 [state 2200,1] type = velset trigger1 = time = 0 x = 1.6 y = -8.3 [state 2200,1] type = velset trigger1 = animelem = 2 x = 0 [state 2200, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 4 [State 2200, 1] type = hitdef trigger1 = animelem = 1 attr = A, SA hitflag = MAF guardflag = MA animtype = diagup fall.animtype = diagup priority = 5 damage = 80, 3 pausetime = 9, 9 guard.pausetime = 6, 6 sparkno = s2051 sparkxy = -16, -83 hitsound = s2051,0 guardsound = 6,0 ground.type = low air.type = low ground.slidetime = 38 ground.hittime = 40 ground.velocity = -3.5, -12 guard.velocity = -3 air.velocity = -3.5, -12 airguard.velocity = -3, -1 numhits = 1 getpower = 70 givepower = 40 [state 2200,change] type = changestate trigger1 = pos Y >= 0 && vel Y > 1 value = 2400 ctrl = 0 ;----------------------------------------------------------------------- ;Shoryuken Hard [statedef 2300] type = A movetype = A physics= A anim = 2050 poweradd = 85 ctrl = 0 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [state 2300,var] type = varset trigger1 = time = 0 var(3) = 0 [state 2300,1] type = velset trigger1 = time = 0 x = 2.8 y = -10.7 [state 2300,1] type = velset trigger1 = animelem = 2 x = 0 [state 2300, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 4 [State 2300, 1] type = hitdef trigger1 = animelem = 1 attr = A, SA hitflag = MAF guardflag = MA animtype = diagup fall.animtype = diagup priority = 5 damage = 10, 4 pausetime = 9, 9 guard.pausetime = 6, 6 sparkno = s2051 sparkxy = -16, -83 hitsound = s2051,0 guardsound = 6,0 ground.type = low air.type = low ground.slidetime = 38 ground.hittime = 40 ground.velocity = -3.5, -12 guard.velocity = -3 air.velocity = -3.5, -12 airguard.velocity = -3, -1 numhits = 1 getpower = 70 givepower = 40 [state 2300,change] type = changestate trigger1 = pos Y >= 0 && vel Y > 1 value = 2400 ctrl = 0 ;------------------------------------------------------------------------ ;Shoryuken - Landing [statedef 2400] type = S movetype = I physics = S anim = 2100 velset = 0,0 [state 2400, 1] type = posset trigger1 = time = 0 Y = 0 [state 2400, 2] type = changestate trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; ; ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ; ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ; ||||||||||||||||||||||||||| Fire |||||||||||||||||||||||||||||||||||||| ; ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ; ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ;THIS HYPER WAS MADE BY ERMAC WON, SCAR, AND DARKGOUKEN! [Statedef 3000] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1040 ctrl = 0 sprpriority = 2 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 3110 pos = 0,-30 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = 20 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 3000, SuperPause] type = SuperPause poweradd = -1000 trigger1 = time = 42 Time = 60 pos = 9999,-9951 sound = 8889,0 movetime = 40 [State 3000, Hyper Explode] type = Explod trigger1 = time = 42 anim = 4532 postype = p1 pos = -10,-51 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Portrait] type = explod trigger1 = time = 42 anim = 1081 postype = back sprpriority = -3 supermovetime = -1 removetime = 60 pos = 0,0 bindtime = -1 removeongethit = 1 [State 3000, som] type = PlaySnd trigger1 = time = 42 value = 8889,3 [State 3000, som] type = PlaySnd trigger1 = time = 42 value = 8889,0 [State 3000, assertspecial] type = assertspecial trigger1 = time = 42 flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = time = 41 anim = 750 pos = 0,-1 sprpriority = -4 postype = front bindtime = -1 removetime = 150 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 ;shadow = 68,68,68 ownpal = 1 [State 3000, Ground Flash] type = Explod trigger1 = time = 42 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3000, Remove Explode] type = removeexplod trigger1 = !p2life anim = 750 [State 3202, PlaySnd] type = PlaySnd triggerall = !p2life trigger1 = var(16) = 0 value = s9999,6 [State 3202, VarSet] type = VarSet triggerall = !p2life trigger1 = var(16) = 0 v = 16 value = 1 [State 3000, 4] type = Projectile trigger1 = AnimElem = 10 projanim = 5445 projhitanim = 5445 projremanim = 5445 projhits = 40 projmisstime = 3 projshadow = -1 projsprpriority = 9 projpriority = 30 projremovetime = 80 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 offset = 25, -20 attr = S, HP postype = p1 offset = 0,0 attr = S, SP damage = 8, 5 animtype = heavy hitflag = MAF guardflag = MA guard.sparkno = s6767 sparkno = 9047 sparkxy = 300, -65 hitsound = 0,0 guardsound = S6,0 pausetime = 0,13 ground.hittime = 15 ground.type = high ground.slidetime = 15 ground.velocity = -12.5 air.velocity = -12,-4 air.fall = 1 fall.recover = 0 air.juggle = 10 yaccel = .5 removeongethit = 1 ground.cornerpush.veloff = 0 kill = 0 PalFX.add = 240,50,0 PalFX.mul = 250,224,120 PalFX.sinadd = 110,55,85,10 PalFX.time = 100 [State 3000, 5] type = Projectile trigger1 = AnimElem = 11 projanim = 4544 projhitanim = 4544 projremanim = 4544 projhits = 40 projmisstime = 3 projshadow = -1 projsprpriority = 9 projpriority = 30 projremovetime = 80 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 offset = 25, -20 attr = S, HP postype = p1 offset = 0,0 attr = S, SP damage = 8, 5 animtype = heavy hitflag = MAF guardflag = MA guard.sparkno = s6767 sparkno = 9047 sparkxy = 500,500 hitsound = 0,0 guardsound = S6,0 pausetime = 0,13 ground.hittime = 15 ground.type = high ground.slidetime = 15 ground.velocity = -12.5 air.velocity = -12,-4 air.fall = 1 fall = 1 fall.recover = 0 air.juggle = 10 yaccel = .5 removeongethit = 1 ground.cornerpush.veloff = 0 PalFX.add = 240,50,0 PalFX.mul = 250,224,120 PalFX.sinadd = 110,55,85,10 palfx.time = 25 [State 3000, Playsnd] type = PlaySnd trigger1 = animelem = 1 value = S1212,2 volume = 0 [State 3000, Playsnd] type = PlaySnd trigger1 = animelem = 2 value = S1212,0 volume = 0 [State 3000, Playsnd] type = PlaySnd trigger1 = animelem = 10 value = S3000,0 volume = 0 [State 1000,h] type = Helper helpertype = normal ;trigger1 = NumHelper(1000) = 0 trigger1 = !p2life name = "hyper_BG_finish" id = 3000 stateno = 9200 postype = p1 pos = 0,0 keyctrl = 0 ownpal = 1 removeongethit = 1 [State 3000, End] type = ChangeState trigger1 = animtime=0 trigger1 = BackEdgeBodyDist > -1 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ; "hyper_BG_finish" [Statedef 9200] type = S movetype= A physics = N juggle = 7 anim = 90033 ctrl = 0 sprpriority = 4 velset = 0,0 [State 3202, Hyper Finish BG] type = explod trigger1 = !p2life anim = 90033 postype = left sprpriority = 4 supermovetime = -1 removetime = 100 pos = 0,0 bindtime = -1 removeongethit = 1 [state 3000, super finish BG] type = Explod trigger1 = p2life = 0 anim = 4100 postype = back sprpriority = 4 scale = 1,1 supermovetime = -1 pos = 1,0 bindtime = -1 removeongethit = 1 persistent = 0 [State 9200, DestroySelf] type = DestroySelf trigger1 = animTime = 0 ;--------------------------------------------------------------------------------------------- ;Hyper2 ;HAMMER SMASHER ;THIS HYPER WAS MADE BY SLUDGE! ;IT IS FROM HIS SERVBOT CHARACTER, AS KING KOBUN. HE ALLOWED ME TO USE THE CODING IN MY PAPER MARIO! ;WHY AM I TYPING IN CAPS! ;SPAM! =O [Statedef 3997] type = S movetype = I physics = N velset = ifelse(parentdist x > 0,15,-15),0 ctrl = 0 anim = 5675 [State 0, PlayerPush] type = PlayerPush trigger1 = time value = 0 [State 0, NotHitBy] type = NotHitBy trigger1 = time = 0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 300 [State 0, DestroySelf] type = DestroySelf trigger1 = parentdist x = [-10,10] ;King Kobun Reject's ;-------------- [Statedef 3996] type = A movetype = I physics = A velset = 0,0 ctrl = 0 anim = 5675 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 1 range = 5,350 [State 0, AngleAdd] type = AngleAdd trigger1 = time = 0 value = var(1) [State 0, AngleAdd] type = AngleAdd trigger1 = time value = 10 [State 0, AngleDraw] type = AngleDraw trigger1 = time [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 1 range = -6,6 [State 0, VelSet] type = VelSet trigger1 = time = 0 x = var(1) [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 1 range = -6,-12 [State 0, VelSet] type = VelSet trigger1 = time = 0 y = var(1) [State 1001, DestroySelf] type = DestroySelf trigger1 = frontedgebodydist < -20 trigger2 = backedgebodydist < -20 trigger3 = time >= 500 ;--------------- ;King Kobun Grow (Hyper) [Statedef 3100] type = S movetype = A physics = S velset = 0,0 ctrl = 0 anim = 4000 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElemTime(1) = 0 Time = 60 pos = 9999,-9951 sound = 8889,0 poweradd = -1000 movetime = 40 [State 3000, Hyper Explode] type = Explod trigger1 = time = 15 anim = 4532 postype = p1 pos = -76,-84 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Portrait] type = explod trigger1 = time = 0 anim = 1080 postype = back sprpriority = -3 supermovetime = -1 removetime = 60 pos = 0,0 bindtime = -1 removeongethit = 1 [State 3000, som] type = PlaySnd trigger1 = time = 12 value = 8889,3 [State 3000, som] type = PlaySnd trigger1 = animelem = 1 value = 8889,0 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = time = 42 anim = 750 pos = 0,-1 sprpriority = -4 postype = front bindtime = -1 removetime = 400 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 ;shadow = 68,68,68 ownpal = 1 [State 3000, Ground Flash] type = Explod trigger1 = time = 15 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3000, Remove Explode] type = removeexplod trigger1 = !p2life anim = 750 [State 3202, VarSet] type = VarSet triggerall = !p2life trigger1 = var(16) = 0 v = 16 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S3100,0 Volume = -150 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S3100,3 Volume = -150 [State 4566, playsnd] type = PlaySnd trigger1 = animelem = 4 value = S3100,4 channel = 7 loop = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = animelem = 4 flag = nomusic [State 1001, 2] type = HitDef trigger1 = movecontact = 0 attr = S,SA hitflag = MAFD animtype = Back damage = 1,1 ;guardflag = MA pausetime = 0,6 sparkno = 1 sparkxy = 0,0 hitsound = 5,1 guardsound = 6,0 ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-10 air.velocity = -1,-10 fall.animtype = up fall = 1 fall.recover = 0 fall.recovertime = 20 fall.xvelocity = -2 fall.yvelocity = -2 givepower = 4, 1 [State -3, KingKobunHit] type = HitOverride trigger1 = time = 0 time = -1 slot = 0 attr = SCA, AA, AT, AP stateno = 4503 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time v = 1 value = ifelse(var(1) = 0,1,0) [State 0, Helper] type = Helper triggerall = var(1) = 1 trigger1 = numhelper(3997) < 8 && random >= 500 helpertype = normal ;player name = "King Servbots" ID = 3997 stateno = 3997 pos = 0,0 postype = right ;p2,front,back,left,right facing = -1 ownpal = 1 [State 0, Helper] type = Helper triggerall = var(1) = 0 trigger1 = numhelper(3997) < 8 && random >= 500 helpertype = normal ;player name = "King Servbots" ID = 3997 stateno = 3997 pos = 0,0 postype = left ;p2,front,back,left,right facing = 1 ownpal = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 25 value = 1 [State 3000, assertspecial] type = assertspecial trigger1 = numexplod(304) > 0 flag = noBG flag2 = noFG [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 26 value = 600 [State 0, VarRandom] type = VarRandom trigger1 = animtime = 0 v = 58 range = 1500,2800 [State 3000, EndState] type = Changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------- ;King kobun shrink [Statedef 3999] type = S movetype = I physics = S velset = 0,0 ctrl = 0 anim = 4501 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S3100,1 volume = -150 [State 3000, StopSnd] type = StopSnd trigger1 = animelem = 1 channel = 7 [State -3, KingKobunHit] type = HitOverride trigger1 = time = 0 time = 1 slot = 0 attr = SCA, AA, AT, AP stateno = 4503 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 304 [State 0, NotHitBy] type = NotHitBy trigger1 = time value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 25 value = 0 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------- [Statedef 4500] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) ;anim = 4500 ;Change animation (Def: no change) sprpriority = 2 ;Set layering priority to 2 (in front) hitcountpersist = 1 ignorehitpause = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = time = 0 trigger1 = anim != 4500 value = 4500 [State 0, ParentVarAdd] type = VarAdd trigger1 = time = 0 v = 26 value = -10 [State 200, 1] type = HitDef triggerall = movecontact = 0 && anim = 4500 trigger1 = (animelem = 2) trigger2 = (animelem = 2) trigger3 = (animelem = 2) attr = S, HA ;Attribute: Standing, Normal Attack damage = 14, 14 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) ;guardflag = MA ;Flags on how move is to be guarded against hitflag = MAFD ;Flags of conditions that move can hit priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 0, 4 ;Time attacker pauses, time opponent shakes sparkno = 3 ;Spark anim no (Def: set above) sparkxy = -30, 0 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Trip ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 200 ;Time opponent is in hit state ground.velocity = 0,0 ;Velocity at which opponent is pushed airguard.velocity = 0,0 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = 0,0 ;X-velocity at which opponent is pushed, fall.recovertime = 400 fall.recover = 0 air.hittime = 12 ;Time before opponent regains control in air givepower = 15, 12 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 7,4 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 7,11 [State 1005, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 25 freq = 80 ampl = -6 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 6 value = 0 [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = var(6) = 0 && movehit > 0 v = 14 value = 1 [State 200, ComboLink] type = ChangeState value = 4501 trigger1 = command = "x" trigger2 = command = "y" trigger3 = command = "z" trigger4 = command = "a" trigger5 = command = "b" trigger6 = command = "c" trigger7 = var(4) = 1 && (P2BodyDist X = [0, 100]) triggerall = movecontact > 0 && animelemno(0) = 7 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S3100,2 volume = -150 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------- ;Loop Back [Statedef 4501] ignorehitpause = 1 hitcountpersist = 1 [State 0, ChangeState] type = ChangeState triggerall = var(25) = 1 trigger1 = var(26) <= 0 value = 3999 [State 0, ChangeState] type = ChangeState trigger1 = time value = 4500 ;King Kobun's hit state [Statedef 4503] ctrl = 1 ignorehitpause = 1 [State 0, PalFX] type = PalFX trigger1 = time = 0 time = 10 add = 100,0,0 color = 256 [State 0, ParentVarSet] type = LifeAdd trigger1 = time = 0 v = 22 value = -3 [State 1000,h] type = Helper helpertype = normal ;trigger1 = NumHelper(1000) = 0 trigger1 = !p2life name = "hyper_BG_finish" id = 3000 stateno = 9200 postype = p1 pos = 0,0 keyctrl = 0 ownpal = 1 removeongethit = 1 [State 3000, End] type = ChangeState trigger1 = animtime=0 trigger1 = BackEdgeBodyDist > -1 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ; "hyper_BG_finish" [Statedef 9200] type = S movetype= A physics = N juggle = 7 anim = 90033 ctrl = 0 sprpriority = -3 velset = 0,0 [State 3202, Hyper Finish BG] type = explod trigger1 = !p2life anim = 90033 postype = left sprpriority = -3 supermovetime = -1 removetime = 100 pos = 0,0 bindtime = -1 removeongethit = 1 [state 3000, super finish BG] type = Explod trigger1 = p2life = 0 anim = 4100 postype = back sprpriority = 4 scale = 1,1 supermovetime = -1 pos = 1,0 bindtime = -1 removeongethit = 1 persistent = 0 [State 9200, DestroySelf] type = DestroySelf trigger1 = animTime = 0 ;----------------------------------------------------------------------------------------- [Statedef 1150] type = S movetype = I Physics = N anim = 3210 velset = 0,0 ctrl = 0 juggle = 0 [State 0, ChangeState] type = ChangeState trigger1 = var(25) = 1 value = prevstateno ctrl = 1 [State 1041, That Warping Noise] type = PlaySnd trigger1 = Time = 7 value = S16,1 [State 1040, Afterimages] type = AfterImage trigger1 = time = 7 time = 999 TimeGap = 1 FrameGap = 4 length = 15 PalBright = 0,0,0 PalContrast = 120,120,220 PalMul = 1,1,1 trans = add1 [State 790, Super Pause!] type = SuperPause trigger1 = Time = 6 time = 41 pos = 9999,-9951 sound = 8889,0 poweradd = -3000 p2defmul = 1.2 [State 3000, HyperBg] type = Explod trigger1 = time = 42 anim = 750 pos = 0,-1 sprpriority = -4 postype = front bindtime = -1 removetime = 150 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 ;shadow = 68,68,68 ownpal = 1 [State 3008, Hyper Portrait] type = explod trigger1 = time = 0 anim = 1080 postype = back sprpriority = -3 supermovetime = -1 removetime = 60 pos = 0,0 bindtime = -1 removeongethit = 1 [State 3000, Hyper Explode] type = Explod trigger1 = time = 15 anim = 4532 postype = p1 pos = -12,-37 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Ground Flash] type = Explod trigger1 = time = 0 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3008, som] type = PlaySnd trigger1 = time = 12 value = 8889,3 [State 3008, som] type = PlaySnd trigger1 = time = 12 value = 8889,0 [State 3008, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 1150, Go!] type = VelSet trigger1 = animelem = 3 x = 5 [State 1150, Change to Attacking] type = StatetypeSet trigger1 = P2BodyDist X < 5 movetype = A [State 1150, Change to Non-Attacking] type = StatetypeSet trigger1 = P2BodyDist X > 5 movetype = I [State 1150, Let's Hitting!] type = HitDef trigger1 = AnimElem = 3 getpower = 0 attr = S, HT hitflag = M guardflag = priority = 2, Miss sparkno = 9992 snap = 50,0 guard.sparkno = -1 sprpriority = 2 hitsound = S1,9 p1facing = 1 p2facing = 1 p1stateno = 1151 p2stateno = 1152 fall = 1 fall.recover = 0 [State 1150, Afterimages...go away!] type = Afterimagetime trigger1 = Time = 41 || FrontEdgeBodyDist = 0 time = 1 [State 1150, You missed you loser.] type = ChangeState trigger1 = Time = 41 || FrontEdgeBodyDist = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; A Demon tat is Raging (I hit, I hit!) [Statedef 1151] type = S movetype = A Physics = N anim = 3220 velset = 0,0 ctrl = 0 juggle = 0 [State 1150, Afterimages...go away!] type = Afterimagetime trigger1 = Time = 0 time = 1 [State 1150, Super BG gone!] type = RemoveExplod trigger1 = Time = 20 ID = 752 [State 1150, Completely Dark!] type = VarSet trigger1 = Time = 0 var(18) = 0 [State 1150, Pose Randomizer] type = VarRandom trigger1 = Time = 0 v = 19 range = 1,2 [State 1150, Dark to Light!] type = VarAdd trigger1 = Time = [25,72] var(18) = 4 [State 1150, Dark to Light Part 2!] type = EnvColor trigger1 = Time = [20,72] value = var(18),var(18),var(18) time = 1 [State 1150, Add Hits!] type = HitAdd triggerall = Time = [30,72] trigger1 = (Time%3) = 0 value = 1 [State 1041, Hitting Noise] type = PlaySnd triggerall = Time = [30,72] trigger1 = (Time%3) = 0 value = S5,4 [State 1150, HitSparks!] type = Explod anim = 9992 triggerall = Time = [30,72] trigger1 = (Time%3) = 0 postype = P1 pos = 30,-60 ownpal = 1 random = 100,100 ontop = 1 [State 1150, Done! POSE!] type = ChangeState trigger1 = Time = 75 value = 1153 ;--------------------------------------------------------------------------- ; A Demon tat is Raging (I got hit! I got hit!) [Statedef 1152] type = S movetype = H Physics = N velset = 0,0 ctrl = 0 [State 1152, Sit here] type = ChangeAnim2 trigger1 = Time = 0 value = 1088 [State 1152, OUCH!] type = LifeAdd trigger1 = Time = 75 value = -400 [State 1152, End] type = SelfState triggerall = alive trigger1 = Time = 180 value = 5120 [State 1152, Dead] type = SelfState triggerall = !alive trigger1 = Time = 180 value = 5150 ;--------------------------------------------------------------------------- ; A Demon tat is Raging (Pose!) [Statedef 1153] type = S movetype = A Physics = N anim = ifelse(Var(19) = 1, 1883, 1882) velset = 0,0 ctrl = 0 juggle = 0 [State 1041, That Evil Raging Demon Noise] type = PlaySnd trigger1 = Time = 0 value = S16,12 [state 3000, super finish BG] type = Explod trigger1 = time = 0 anim = 3011 postype = back scale = 1.5,1.5 sprpriority = -4 supermovetime = -1 pos = 163,125 bindtime = -1 removeongethit = 1 persistent = 0 [State 0, Explod] type = Explod trigger1 = animelem = 2 anim = 4190 pos = 4,-20 sprpriority = 1 postype = p1 bindtime = -1 removeongethit = 1 removetime = 118 ownpal = 1 [State 790, Icon of DARKNESS!] type = Explod trigger1 = time = 0 anim = 1086 postype = left ID = 1086 pos = 150,130 removetime = 118 bindtime = 9999 sprpriority = -3 trans = add1 [State 790, BG Black] type = EnvColor trigger1 = time = 0 value = 0,0,0 under = 1 time = 12 [State 1154, No Foreground] type = Assertspecial trigger1 = 1 flag = NoFG [State 1155, End] type = ChangeState trigger1 = Time = 90 value = 1155 ;--------------------------------------------------------------------------- ; A Demon tat is Raging (End Both Poses) [Statedef 1155] type = S movetype = A Physics = N anim = ifelse(Var(19) = 1, 1883, 1882) velset = 0,0 ctrl = 0 [State 1155, End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Beginning of the super jump [Statedef 7000] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S45,0 [State 7000, VarSet] type = VarSet trigger1 = Time = 0 v = 11 value = 0 [State 7000, VarSet] type = VarSet trigger1 = command = "holdfwd" v = 11 value = 1 [State 7000, VarSet] type = VarSet trigger1 = command = "holdback" v = 11 value = -1 [State 7000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 7001 ctrl = 1 [Statedef 4210] type = A movetype= H physics = N poweradd= 0 ctrl = 0 velset = 0,-16 sprpriority = 0 [State 4210, VelSet 2] type = VelSet trigger1 = (Pos Y >= 10) && (Vel Y > 0) y = 0 [State 4210, VelSet] type = VelSet trigger1 = (Pos Y >= 10) && (Vel Y > 0) y = 10 [State 4210, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 4210 [State 4210, SelfState] type = SelfState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 5100 ctrl = 0 [State 4210, ChangeState] type = ChangeState trigger1 = Time = 40 value = 4211 ctrl = 0 ;--------------------------------------------------------------------------------------------- [Statedef 4211] type = A movetype= H physics = N poweradd= 0 ctrl = 0 velset = 0,0 sprpriority = 3 [State 4211, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 4211 [State 4211, VelAdd] type = VelAdd trigger1 = Time > 49 y = 0.5 [State 4211, SelfState] type = SelfState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 5100 ctrl = 0 ;--------------------------------------------------------------------------------------------- [Statedef 4212] type = A movetype= H physics = N poweradd= 0 ctrl = 0 sprpriority = 0 [State 4212, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 4212 ;--------------------------------------------------------------------------------------------- [Statedef 4213] type = L movetype= H physics = N poweradd= 0 ctrl = 0 sprpriority = 0 [State 4213, SelfState] type = SelfState trigger1 = Time = 0 value = 5100 ctrl = 0 ;--------------------------------------------------------------------------------------------- ;Backbreaker [Statedef 4551] type = A movetype= A physics = N anim = 871 ctrl = 0 [State 4551, ScreenBound] type = Null trigger1 = 1 value = 0 movecamera = 0,0 [State 4551, Explod] type = Explod trigger1 = time = 0 anim = 8396 ID = 8396 postype = P2 pos = -5,-23 sprpriority = 3 ignorehitpause = 1 ownpal = 1 [State 4551, Width] type = Width trigger1 = Time >= 0 value = 25,10 [State 4551, PosFreeze] type = PosFreeze trigger1 = Time = [0,5] value = 1 [State 4551, Jumping Up 1] type = VelSet trigger1 = Time = [0, 34] x = 0 y = -24 [State 4551, Jumping Up 2] type = VelSet trigger1 = Time = 34 x = 0 y = 26 [State 4551, Jumping Up 2] type = VelSet trigger1 = Time >= 35 x = 0 y = 28 [State 4551, PlaySnd 1] type = PlaySnd trigger1 = Time = 0 value = 8600,0 [State 4551, PlaySnd 2] type = PlaySnd trigger1 = Time = 5 value = 9999,2 [State 4551, Bind 1] type = TargetBind trigger1 = Time >= 0 pos = 45,-85 [State 4551, ChangeState] type = ChangeState trigger1 = Pos Y >= 20 value = 4552 ctrl = 0 [Statedef 4552] type = S movetype= A physics = S anim = 872 velset = 0,0 poweradd = 0 sprpriority = -1 [State 4551, ScreenBound] type = Null trigger1 = 1 value = 0 movecamera = 0,0 [State 4552, TargetBind] type = TargetBind trigger1 = Time = 0 pos = 10,-34 [State 4552, PosSet] type = PosSet trigger1 = Time = 0 Y = 0 [State 4552, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 8200,0 [State 4552, EnvShake] type = EnvShake trigger1 = Time = 0 ampl = -35 time = 15 [State 4552, TargetLifeAdd] type = TargetLifeAdd trigger1 = Time = 0 value = -70 [State 4552, TargetState] type = TargetState trigger1 = Time = 15 value = 4556 [State 4552, Explod] type = Explod trigger1 = time = 0 anim = 8394 ID = 8394 postype = P2 pos = 0,0 sprpriority = 2 ignorehitpause = 1 ownpal = 1 [State 4552, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 4553 ctrl = 0 [Statedef 4553] type = A movetype = A physics = A anim = 4006 velset = -9,-14 [State 4006, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 4006, Vel] type = VelAdd trigger1 = 1 y = .02 [State 4006,ChangeState] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 ;--------------------------------------------------------------------------------------------- ;Backbreaker - p2 [Statedef 4555] type = A movetype= H physics = N [State 4555,SprPriority] type = SprPriority trigger1 = P2StateNo = 872 value = 3 [State 4555, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 875 [State 4555, ChangeAnim2] type = ChangeAnim2 trigger1 = Time > 0 && P2StateNo = 872 value = 4556 [Statedef 4556] type = A movetype= H physics = N velset = 10,-14 poweradd = 40 sprpriority = 2 [State 4556, VelAdd] type = VelAdd Trigger1 = 1 y = .4 [State 4556, SelfState] type = SelfState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------------------------- ;Super Jump [Statedef 7001] type = A physics = A ctrl = 1 anim = 41 velset = 0,-16.3 [State 7001, VelAdd] type = VelAdd triggerall = Vel X >= -2 trigger1 = command = "holdback" trigger1 = Anim != 43 x = -0.1 [State 7001, VelAdd] type = VelAdd triggerall = Vel X <= 2.5 trigger1 = command = "holdfwd" trigger1 = Anim != 42 x = 0.25 [State 7001, VelSet] type = VelSet trigger1 = Anim = 42 trigger1 = Time = [0,5] x = 4 [State 7001, VelSet] type = VelSet trigger1 = Anim = 43 trigger1 = Time = [0,5] x = -3.5 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = 0 trigger1 = Time = [0,4] value = 41 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = 1 trigger1 = Time = [0,4] value = 42 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = -1 trigger1 = Time = [0,4] value = 43 [State 7001, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 9999,5 [State 7001, Explod] type = Explod trigger1 = Time = 0 ID = 474 anim = 5678 postype = p1 pos = 12, 60 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 scale = 0.54,0.48 [State 7001, Variavelzinha muito útil] type = VarSet trigger1 = Time = 0 v = 12 value = 1 ;--------------------------------------------------------------------------------------------- ;Super Jump [Statedef 7002] type = A physics = A ctrl = 1 [State 7005, Vel] type = VelAdd triggerall = Vel X >= -2 trigger1 = command = "holdback" trigger1 = Anim != 43 x = -0.1 [State 7005, Vel] type = VelAdd triggerall = Vel X <= 2.5 trigger1 = command = "holdfwd" trigger1 = Anim != 42 x = 0.25 ;--------------------------------------------------------------------------------------------- [Statedef 8882] type = S physics = S anim = 0 sprpriority = 1 ctrl = 0 [State 8882, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 8882, ChangeState] type = Changestate trigger1 = time = 30 value = 8883 [Statedef 8883] type = S physics = S anim = 100 sprpriority = 1 ctrl = 0 [State 8883, PlaySnd] type = PlaySnd trigger1 = (AnimElem = 5) || (AnimElem = 9) value = 8100,0 [State 8883, VelSet] type = VelSet trigger1 = 1 x = 8 [State 8883, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 8883, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 8883, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 8883, ChangeState] type = ChangeState trigger1 = p2bodydist x <= 190 value = 101 ctrl = 0 ;--------------------------------------------------------------------------------------------- [Statedef -3] [State -3, VarAdd] type = VarAdd trigger1 = (HitPauseTime = 1) && (P2MoveType = H) && (MoveHit = 1) && (StateNo < 3000) trigger2 = ProjHitTime(0) = 1 v = 21 value = 1 ignorehitpause = 1 [State -3, VarReset] type = VarSet trigger1 = P2MoveType != H v = 21 value = 0 [State -3, AttackMulSet] type = AttackMulSet trigger1 = StateNo >= 3000 value = 1 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) <= 1 value = 1 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 2 value = 0.8 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 3 value = 0.6 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 4 value = 0.4 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) >= 5 value = .2 [State 8510, Pó] type = Explod trigger1 = Stateno = 52 && time = 1 trigger2 = Stateno = 240 && animelem = 8 trigger3 = Stateno = 1102 && time = 1 trigger4 = Stateno = 1112 && time = 1 trigger5 = Stateno = 1122 && time = 1 trigger6 = Stateno = 106 && time = 1 trigger7 = Stateno = 352 && AnimElemTime(2) = 1 anim = 8510 ID = 8510 postype = P1 pos = 0,4 sprpriority = -1 ownpal = 1 scale = 1.4, 1.2 [State -3, Aterrisagem] type = PlaySnd trigger1 = StateNo = 52 && Time = 1 value = 8100,0 [State -3, Explod] type = RemoveExplod trigger1 = StateNo != [3000,4999] ID = 8900 [State -3, Explod] type = RemoveExplod trigger1 = Roundstate = 4 ID = 8901 [State -3, Explod] type = RemoveExplod trigger1 = Var(20) > 0 ID = 8900 [State -3, Explod] type = RemoveExplod trigger1 = StateNo != [3000,4999] ID = 8998 [State -3, Explod] type = RemoveExplod trigger1 = Roundstate = 4 ID = 8998 [State -3, Explod] type = RemoveExplod trigger1 = Var(20) > 0 ID = 8998 [State -3, Explod] type = RemoveExplod trigger1 = StateNo != [3000,4999] ID = 8997 [State -3, Explod] type = RemoveExplod trigger1 = Roundstate = 4 ID = 8997 [State -3, Explod] type = RemoveExplod trigger1 = Var(20) > 0 ID = 8997 [State -3, Explod] type = RemoveExplod trigger1 = StateNo != [3000,4999] ID = 8999 [State -3, Explod] type = RemoveExplod trigger1 = Roundstate = 4 ID = 8999 [State -3, Explod] type = RemoveExplod trigger1 = Var(20) > 0 ID = 8999 [State -3, MSSM] type = VarRandom trigger1 = 1 v = 23 range = 0,8 [State -3, Super Jump] type = VarSet trigger1 = Stateno = 0 v = 12 value = 0 ;[State -3, Afterimagetime] type = Afterimagetime trigger1 = stateno != [3000,4999] time = 0 [State -3, ctrl set] type = ctrlset trigger1 = roundstate = 4 value = 0 ;--------------------------------------------------------------------------- ;Guard Push (Stand) [Statedef 6300] type = S movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 1111 sprpriority = 2 [State 6300, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6300, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6300, a3] type = Width trigger1 = 1 value = 10,0 [State 6300, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6300, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6300, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 53,-50 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6300, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6300, a8] type = PlaySnd trigger1 = Time = 0 value = 1,0 channel = 0 [State 6300, a9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 6310];--------------crouch type = C movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 121 sprpriority = 2 [State 6310, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6310, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6310, a3] type = Width trigger1 = 1 value = 10,0 [State 6310, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6310, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6310, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 33,-45 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6310, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6310, a8] type = PlaySnd trigger1 = Time = 0 value = 50,0 channel = 0 [State 6310, a9] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 6320];------------air type = S movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 122 sprpriority = 2 [State 6320, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6320, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6320, a3] type = Width trigger1 = 1 value = 10,0 [State 6320, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6320, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6320, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 33,-55 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6320, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6320, a8] type = PlaySnd trigger1 = Time = 0 value = 50,0 channel = 0 [State 6320, a9] type = ChangeState trigger1 = AnimTime = 0 value = 51 ctrl = 1 [Statedef 6350];guard push helper type = S movetype= I physics = N poweradd= 0 ctrl = 0 anim = 1112 sprpriority = -4 [State 6350, a1] type = PlayerPush trigger1 = Time >= 0 value = 1 [State 6350, a2] type = VelSet trigger1 = Time = [0,10] x = 30 [State 6350, a3] type = VelSet trigger1 = Time = [11,13] x = 20 [State 6350, a4] type = VelSet trigger1 = Time >= 14 x = 10 [State 6350, a5] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6350, a6] type = DestroySelf trigger1 = Time >= 18 ;--------------------------------------------------------------------------- ;--------------------------------- Roll ------------------------------------ ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Near Roll [Statedef 890] type = S movetype= I physics = S juggle = 0 poweradd= 20 velset = 4,0 ctrl = 0 anim = 810 sprpriority = -1 [State 890, 1] type = VelSet trigger1 = Time != 1 x = 4 [State 890, 2] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 890, 4] type = NotHitBy trigger1 = 1 value = SCA [State 890, 5] type = VarRandom trigger1 = Time = 0 v = 4 range = 0,1 [State 890, 6.1] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 0 value = 810,0 [State 890, 6.2] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 1 value = 810,1 [State 890, 7] type = AfterImage trigger1 = AnimElem = 2 time = 999 length = 20 PalBright = 0,0,0 PalContrast = 128,128,128 PalAdd = 0,0,0 PalMul = 1,1,1 FrameGap = 3 trans = add1 ignorehitpause = 1 [State 890, 8] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Roll [Statedef 895] type = S movetype= I physics = S juggle = 0 poweradd= 20 velset = 4,0 ctrl = 0 anim = 810 sprpriority = -1 [State 895, 1] type = VelSet trigger1 = Time != 1 x = 5 [State 895, 2] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 815, 4] type = NotHitBy trigger1 = 1 value = SCA [State 895, 5] type = VarRandom trigger1 = Time = 0 v = 4 range = 0,1 [State 895, 6.1] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 0 value = 810,0 [State 895, 6.2] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 1 value = 810,1 [State 895, 7] type = AfterImage trigger1 = AnimElem = 2 time = 999 length = 20 PalBright = 0,0,0 PalContrast = 128,128,128 PalAdd = 0,0,0 PalMul = 1,1,1 FrameGap = 3 trans = add1 ignorehitpause = 1 [State 895, 8] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Far Roll [Statedef 898] type = S movetype= I physics = S juggle = 0 poweradd= 20 velset = 4,0 ctrl = 0 anim = 810 sprpriority = -1 [State 898, 1] type = VelSet trigger1 = Time != 1 x = 6 [State 898, 2] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 898, 4] type = NotHitBy trigger1 = 1 value = SCA [State 898, 5] type = VarRandom trigger1 = Time = 0 v = 4 range = 0,1 [State 898, 6.1] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 0 value = 810,0 [State 898, 6.2] type = PlaySnd trigger1 = AnimElem = 2 && Var(4) = 1 value = 810,1 [State 898, 7] type = AfterImage trigger1 = AnimElem = 2 time = 999 length = 20 PalBright = 0,0,0 PalContrast = 128,128,128 PalAdd = 0,0,0 PalMul = 1,1,1 FrameGap = 3 trans = add1 ignorehitpause = 1 [State 898, 8] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;------------------------------ Recovery Roll ------------------------------ ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Near Foward Recovery Roll [Statedef 831] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 0,0 ctrl = 0 anim = 831 sprpriority = -1 [State 831, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 831, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 831, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 831, 5] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 831, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Foward Recovery Roll [Statedef 832] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 8,0 ctrl = 0 anim = 832 sprpriority = -1 [State 832, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 832, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 832, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 832, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 832, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 10 [State 832, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Far Foward Recovery Roll [Statedef 840] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 8,0 ctrl = 0 anim = 840 sprpriority = -1 [State 840, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 840, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 840, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 840, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 840, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 840, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Near Backward Recovery Roll [Statedef 850] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 0,0 ctrl = 0 anim = 850 sprpriority = -1 [State 850, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 850, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 850, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 850, 5] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 850, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Backward Recovery Roll [Statedef 855] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = -8,0 ctrl = 0 anim = 855 sprpriority = -1 [State 855, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 855, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 855, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 855, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 855, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 10 [State 855, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Far Backward Recovery Roll [Statedef 860] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = -8,0 ctrl = 0 anim = 860 sprpriority = -1 [State 860, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 860, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 860, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 860, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 860, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 860, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Recovery Roll - Variable "Reset" [State -2, 1] type = VarSet trigger1 = (StateNo != 5050) && (StateNo != 5071) v = 30 value = 0 ;------------------------------------------------------------------------- ; A.I. - Far Foward Recovery Roll [State -2, 2] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType != L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (Pos Y = [-10,0]) triggerall = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700) trigger1 = (P2Dist X)+(BackEdgeDist) <= 160 trigger2 = (Enemy, NumProj > 0) value = 840 ;------------------------------------------------------------------------- ; A.I. - Far Backward Recovery Roll [State -2, 3] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType != L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (Pos Y = [-10,0]) trigger1 = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700) trigger1 = (P2Dist X)+(BackEdgeDist) > 160 value = 55 ;------------------------------------------------------------------------- ; A.I. - Lie Down Forward Recovery Roll [State -2, 4] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType = L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (StateNo = 5120)&&(StateNo = 51200) trigger1 = Time = 1 trigger1 = (P2Dist X)+(BackEdgeDist) <= 160 trigger2 = (Enemy, NumProj > 0) value = 832 ;------------------------------------------------------------------------- ; A.I. - Lie Down Backward Recovery Roll [State -2, 5] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType = L) triggerall = (P2Life != 0)&&(Alive = 1) trigger1 = (StateNo = 5120)&&(StateNo = 51200) trigger1 = Time = 1 trigger1 = (P2Dist X)+(BackEdgeDist) > 160 value = 855 ;--------------------------------------------------------------------------- [State -2, Shun Goku Satsu KO] type = explod triggerall = winko && Var(8) = 0 trigger1 = stateno = 1153 anim = 3011 postype = back sprpriority = -3 scale = 2,2 supermovetime = -1 pos = 1,0 bindtime = -1 removeongethit = 1 persistent = 0 [State -2, Hyper Combo Finish Noise] type = playsnd triggerall = winko && (Var(8)= 0) trigger1 = stateno = 1153 ;The Raging Demon value = S9999,6 [State -2, Hyper Combo Finish VarAdd] type = varadd triggerall = winko trigger1 = Var(8)<= 2 v = 8 value = 1 ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 5030] type = A movetype= H physics = N ctrl = 0 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5030, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5030, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5030, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5030, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5040 ;HITA_RECOV [State 5030, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5050 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = AnimTime = 0 value = 5035 ;HITA_UP (transition) ;--------------------------------------------------------------------------- ; HITA_UP_T (transition) [Statedef 5035] type = A movetype= H physics = N [State 5035, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim value = 5035 [State 5035, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5035, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5035, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5035, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5035, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 5035, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5050 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 5050] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5050, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5050, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5050, 4] ;Recover near ground type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;For debugging purposes [State -2, Debug Info] type = DisplayToClipboard trigger1 = roundstate > 0 text = "Hits: %d, Win or DOS? %d, AI On %d, Super Jump %d, Recovery Roll %d" ;text = "Intro No. %d, Win No. %d, Enemy Proj: %d, Enemy Helpers: %d" ;text = "Score %d" ;text = "P2 Distance X from P1 %f, P2 Distance Y from P1 %f" params = var(8), var(17), var(59), var(0), var(5) ;params = var(1), var(2), var(7), var(6) ;params = var(11) ;params = P2BodyDist X, P2BodyDist Y ;--------------------------------------------------------------------------- ;Is DOS or Win? [State -2, Detect System] type = Varadd trigger1 = (var(17)%2 = 0) && (movecontact) > (movecontact = 1) v = 17 value = 1 ;screenpack mvsc2? [State -2, Detect Screeenpack] type = Varadd trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) != 0 v = 17 value = 10 ;--------------------------------------------------------------------------- ; - mvsc2 screen pack [State -2, Is MvC2 Screeenpack] type = Explod trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) = 0 id = 8522 anim = 9001 pos = 0,240 postype = p1 removetime = 1 bindtime = -1 sprpriority = -1 ownpal = 1 ;--------------------------------------------------------------------------- ; - mvsc2 screen pack [State -2, Is MvC2 Screeenpack] type = Explod trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) = 0 id = 8522 anim = 9001 pos = 0,240 postype = p1 removetime = 1 bindtime = -1 sprpriority = -1 ownpal = 1 ;--------------------------------------------------------------------------- ; - Press Start (from the Mvc2 screen pack) [State -2, Press Start Label] type = Explod triggerall = var(59) = 1 && roundstate >= 0 trigger1 = (gametime%60) = id && life != 0 id = 8620 anim = 9001 pos = ((enemy, id)= 3 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) var(9) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>29)+(var(8)>49)+(var(8)>69)-(var(8)=-1) ignorehitpause = 1 [State -2, First Attack] type = PlaySnd triggerall = var(8)=-1 triggerall = NumExplod(8701) = 0 trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) persistent = 0 value = 230,0 volume=255 ignorehitpause = 1 [State -2, Combo Sound] type = PlaySnd trigger1 = NumExplod(8701) = 0 trigger1 = var(8)=0 && var(9)!=0 persistent = 0;1 value = 230,var(9) volume=255 ignorehitpause = 1 [State -2, Left] type = explod trigger1 = var(8)=0 && var(9)!=0 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) triggerall = TeamSide = 1 && NumExplod(8701) = 0 anim = (8000 + var(9)) ID = 8701 postype = left pos = 0,80 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0 ignorehitpause = 1 [State -2, Right] type = explod trigger1 = var(8)=0 && var(9)!=0 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) triggerall = TeamSide = 2 && NumExplod(8701) = 0 anim = (8100+ var(9)) ID = 8701 postype = right pos = -1,80 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0;1 ignorehitpause = 1 [State -2, VS_Combo] type = VarAdd trigger1 = enemynear, time = 0 trigger1 = enemynear, Hitshakeover = 0 trigger1 = p2stateno = 6300 || p2stateno = [5000,5899] trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) var(8) = 1 + (var(8)=-1) ignorehitpause = 1 [State -2, VS_Combo] type = VarSet trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl) trigger2 = var(8)=-1 && stateno = [5000,5899] var(8) = 0 - (roundstate<2) ignorehitpause = 1 [State -2, VS_Combo] type = VarSet triggerall = numexplod(8701)!=0 trigger1 = var(8)=0 var(9) = 0 ignorehitpause = 1 [State -2, Normalize Score] type = Varset triggerall = numpartner=1 trigger1 = var(11)< partner, var(11) var(11) = partner, var(11) [State -2, Is First Attack p3] type = VarSet triggerall = numpartner=1 trigger1 = partner, movehit trigger1 = partner, var(8) != -1 var(8) = 0 ignorehitpause = 1 ;No Bg while king kobun [State 3000, assertspecial] type = assertspecial triggerall = var(25) = 1 trigger1 = life flag = noBG flag = nofg [State -2, VarAdd] type = VarAdd triggerall = var(4) = 1 trigger1 = var(58) != 0 v = 58 value = -1 [State -2, VarAdd] type = VarAdd triggerall = var(25) = 1 trigger1 = var(26) != 0 v = 26 value = -1 [State 0, ChangeState] type = ChangeState triggerall = var(25) = 1 trigger1 = var(26) <= 0 trigger2 = roundstate >= 3 value = 3999 [State 0, VarSet] type = VarSet triggerall = var(10) != 0 trigger1 = stateno = 0 v = 10 value = 0 ; --------------------------------------------------------- ; Down message (Appears when partner dies) ; sound First attack [State -2, Finish] type = PlaySnd triggerall = numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) persistent = 0 value = f8560, 0 volume = 255 ignorehitpause = 1 [State -2, Left] type = explod triggerall = teamside = 2 && numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) anim = f221 ID = 8580 postype = left pos = 0,100 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0 ignorehitpause = 1 [State -2, Right] type = explod triggerall = teamside = 1 && numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) anim = f222 ID = 8580 postype = right pos = -9,100 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0;1 ignorehitpause = 1 [state 19] type = varadd trigger1 = RoundState = 2 var(17) = 1 [State -3, 2] type = PlaySnd triggerall = Time = 1 triggerall = Life triggerall = random % 10 > 5 trigger1 = stateno = 5000 || stateno = 5020 trigger1 = anim != 5000 && anim != 5010 trigger2 = stateno = 5010 trigger2 = anim != 5020 value = 11,1 channel = 0 ignorehitpause = 1 volume = 255 [State -3, 2] type = PlaySnd triggerall = Time = 1 triggerall = Life triggerall = random % 10 > 5 trigger1 = stateno = 5000 || stateno = 5020 trigger1 = anim != 5000 && anim != 5010 trigger2 = stateno = 5010 trigger2 = anim != 5020 value = 11,2 channel = 0 ignorehitpause = 1 volume = 255 [State 8000, 1] ;Anim for Super KO FX type = ChangeAnim trigger1 = anim=8500 && roundstate=3 && p2life=0 value = 8550 [State 8500, 7] Type = RemoveExplod triggerall = root, var(9)<=0 triggerall = anim=8500 trigger1 = root, stateno!=[3000,3003] trigger1 = root, stateno!=3100 trigger1 = root, stateno!=[3700,3704] trigger2 = anim=8500 && roundstate=3 [State 8500, 7] Type = destroyself triggerall = root, var(9)<=0 triggerall = anim=8500 && roundstate!=3 trigger1 = root, stateno!=[3000,3003] trigger1 = root, stateno!=3100 trigger1 = root, stateno!=[3700,3704] ;trigger2 = root, Numhelper(8550)!=0