[Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 60 airjuggle = 15 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.4 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 8, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 5300 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S ctrl = 0 [state 180 1] Type = playsnd Trigger1 = time = 100 Value = S3,0 volume = 255 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 600] flag = roundnotover flag2 = nomusic [State 180, 8] type = ChangeState trigger1 = time >= 350 value = 181 ;--------------------------------------------------------------------------- ; WIN-1 [Statedef 181] type = S ctrl = 0 anim = 180 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 300] flag = roundnotover flag2 = nomusic [state 181, 1] type = PlaySnd trigger1 = animelem = 9 value = S0,0 [state 181 2] Type = velset Trigger1 = animelem = 5 X = 0 Y = -10 [state 181 3] Type = velset Trigger1 = animelem = 9 X = 0 Y = 0 ;--------------------------------------------------------------------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [state 191, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 200] flag = intro [state 191 1] Type = playsnd Trigger1 = time = 0 Value = S0,3 [state 191 2] Type = playsnd Trigger1 = animelem = 35 Value = S0,1 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 170 velset = 0,0 [State 105, 3] type = poweradd trigger1 = Time >= 22 value = 10 [State 71120] type = playsnd trigger1 = AnimElem = 1 value = 0,3 Channel = 2 [State 105, 3] type = ChangeState triggerall = var(59)=0 trigger1 = power>=3000 trigger2 = command != "hold_s" value = 0 ctrl = 1 [State 71120] type = EnvShake trigger1 = Time >= 22 trigger1 = TimeMod = 5,1 time = 5 ampl = 3 [State 400 3] Type = explod Trigger1 = timemod = 10,0 Anim = 8003 ID = 8003 Postype = p1 ontop = 1 pos = -10,0 removetime = 9 removeongethit = 1 [State 105, 3] type = ChangeState triggerall = var(59)=1 trigger1 = power>=3000 trigger2 = P2bodydist X <170 trigger3 = p2movetype = a value = 0 ctrl = 1 ; RUN_FWD [Statedef 100] type = s physics = n anim=100 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,2 [State 100, 1] type = Velset trigger1 = AnimElem = 1 x = 10 y=0 [State 100, 2] type = AssertSpecial trigger1 = 1 flag = NoWalk flag2 = NoAutoTurn [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = -30, 0 [State 105, 3] type = ChangeState trigger1 = command != "holdfwd" trigger2 = time >= 20 value = 101 ctrl = 0 [Statedef 101] type = s physics = n ctrl = 0 anim = 101 [State 100, 0] type = VelSet trigger1 = time = 0 x = 3 [State 101, 2] type = VelMul trigger1 = time = 0 x = .45 [State -2,殘影消失] type = AfterImageTime trigger1 = 1 value = 1 [State 105, 3] type = ChangeState trigger1 = Time = 20 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;閃 [Statedef 900] type = s physics = s ctrl = 0 anim = 200 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 8 y = 0 x=20 [State 900, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S0,4 [State 900,4] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [state 900 5] Type = explod Trigger1 = time = 0 Anim = 202 ID = 202 Pos = 0,0 Postype = p1 Vel = 4,0 Removetime = 5 Removeongethit = 1 [state 900 6] Type = explod Trigger1 = time = 0 Anim = 202 ID = 202 Pos = 0,0 Postype = p1 Vel = -4,0 Removetime = 5 Removeongethit = 1 [state 900 7] type = posset trigger1 = time>=30 y=0 [State 900, 8] type = velset triggerall = time>=30 trigger1 = P2BodyDist x <= -50 x=0 [State 900, 10] type = NotHitBy triggerall = time>=30 trigger1 = P2BodyDist x <= -50 value = sca, aA, ap,at time = 12 [State 600, 4] type = Changestate trigger1 = time>=30 value = 901 [statedef 901] Type = s Physics = s Ctrl = 0 Anim = 201 [State 901, 0] type = turn trigger1 = time=0 [state 901 1] Type = explod Trigger1 = time=0 Anim = 202 ID = 202 Pos = 20,0 Postype = p1 Vel = -4,0 Removetime = 5 Removeongethit = 1 [state 901 2] Type = explod Trigger1 = time = 0 Anim = 202 ID = 203 Pos = -20,0 Postype = p1 Vel = 4,0 Removetime = 5 Removeongethit = 1 [state 901 3] Type = changestate Trigger1 = animelem = 5 Value = 0 Ctrl =1 ;後閃 [Statedef 910] type = s physics = s ctrl = 0 anim = 200 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 8 y = 0 x=-20 [State 900, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S0,4 [State 900,4] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [state 900 5] Type = explod Trigger1 = time = 0 Anim = 202 ID = 202 Pos = 0,0 Postype = p1 Vel = 4,0 Removetime = 5 Removeongethit = 1 [state 900 6] Type = explod Trigger1 = time = 0 Anim = 202 ID = 202 Pos = 0,0 Postype = p1 Vel = -4,0 Removetime = 5 Removeongethit = 1 [state 900 7] type = posset trigger1 = time>=30 y=0 [State 900, 8] type = velset triggerall = time>=30 trigger1 = P2BodyDist x >= 100 x=0 [State 900, 10] type = NotHitBy triggerall = time>=30 trigger1 = P2BodyDist x >= 100 value = sca, aA, ap,at time = 12 [State 600, 4] type = Changestate trigger1 = time>=30 value = 911 [statedef 911] Type = s Physics = s Ctrl = 0 Anim = 201 [state 901 1] Type = explod Trigger1 = time=0 Anim = 202 ID = 202 Pos = 20,0 Postype = p1 Vel = -4,0 Removetime = 5 Removeongethit = 1 [state 901 2] Type = explod Trigger1 = time = 0 Anim = 202 ID = 203 Pos = -20,0 Postype = p1 Vel = 4,0 Removetime = 5 Removeongethit = 1 [state 901 3] Type = changestate Trigger1 = animelem = 5 Value = 0 Ctrl =1 衝擊砲 [Statedef 200] type = s movetype= a physics = s juggle = 7 anim = 210 ctrl = 0 poweradd = 50 [state 200, 3] Type = playsnd Trigger1 = animelem =2 Value = S0,5 [state 200, 4] Type = changestate Trigger1 = time >= 32 Value = 0 Ctrl = 1 [state 200 5] Type = helper Trigger1 = animelem =2 Helptype = normal id = (200) facing = 1 stateno = 201 pos = 45,-55 postype = p1 sprpriority = 2 ownpal = 1 size.yscale = 0.4 [statedef 201] type = s movetype= a physics = s juggle = 8 anim = 211 ctrl = 0 sprpriority = 2 [state 201 1] Type = hitdef Trigger1 = animelem = 1 attr = a, Sp animtype = hard damage = 50,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,6 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 1 ground.velocity = 0, -4 air.velocity = 0,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S212 guard.sparkno = 40 fall = 1 guard.kill = 0 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 300,HitBy] type = HitBy trigger1 = 1 value = SCA,ap time = -1 [State -2,被攻擊] type = HitOverride trigger1 = 1 attr = sca,aa,at,ap stateno = 3900 time = -1 [state 201 2] Type = destroyself Trigger1 = animtime = 0 迴旋擊 [Statedef 210] type = s movetype= a physics = s juggle = 7 anim = 220 ctrl = 0 poweradd = 50 [State 210, 0] type = turn trigger1 = time = 0 triggerall = p2bodydist x <= -50 [state 210 1] Type = hitdef Trigger1 =animelem = 1 attr = a, sA animtype = hard damage = 50,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 10 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S221 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 210 2] Type = velset Trigger1 = animelem =3 X = 25 Y = 0 [state 210 2] Type = velset Trigger1 = animelem =12 X = 0 Y = 0 [state 210 3] Type = playsnd Trigger1 = animelem =3 Value = S0,7 [state 210 4] Type = changestate Trigger1 = animtime = 0 Value = 50 Ctrl = 0 展翅 [Statedef 250] type = A movetype= A physics = N velset = 0,0 anim = 250 ctrl = 0 poweradd = 50 [State 250 1] type = PlaySnd trigger1 = animelem = 6 value = S0,9 volume = 255 [State 250 2] type = HitDef trigger1 = AnimElem = 8 attr = a, sA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S221 guard.sparkno = 40 fall = 1 guard.kill = 0 [State 250 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 羽毛導彈 [statedef 300] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 anim =300 [state 300 1] Type = playsnd Trigger1 = animelem = 2 Value = S1,0 [state 300 2] Type = helper Trigger1 = animelem = 2 Helptype = normal id = (300) facing = 1 stateno = 301 pos = 20,-65 postype = p1 sprpriority = 2 ownpal = 1 size.xscale = 0.7 size.yscale = 0.7 [state 300 3] Type = changestate Trigger1 = time = 30 Value = 50 Ctrl = 1 [Statedef 301] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =301 [State 0, 2] type = VelSet trigger1 = P2Dist X >0 x=3 [State 0, 2] type = VelSet trigger1 = P2Dist X <0 x=-3 [State 0, 2] type = VelSet trigger1 = P2Dist y >50 y = 3 [State 0, 2] type = VelSet trigger1 = P2Dist y <30 y = -3 [State 3201, Angle 0] type = VarSet trigger1 = Time = 0 fvar(1) = 5.5 [State 3201, Angle 1a] type = VarSet trigger1 = 1 fvar(2) = cos(fvar(1)) [State 3201, Angle 1b] type = VarSet trigger1 = 1 fvar(3) = 0 - sin(fvar(1)) [State 3201, Angle 2] type = VarSet trigger1 = 1 fvar(4) = fvar(2)*(p2dist y - 50) - fvar(3)*(p2dist x) [State 3201, Angle 3] type = VarAdd trigger1 = 1 fvar(1) = ((fvar(4) < 0) * .1) - ((fvar(4) > 0) * .1) [State 3201, Angle 4] type = AngleSet trigger1 = 1 value = floor (fvar(1) * 57.2957791) [State 3201, Facing] type = AngleDraw trigger1 = 1 [State 301,1] type = HitDef trigger1 = anim guardflag = MA hitflag = MAf getpower = 50,50 damage = 100,10 guard.kill = 0 attr = a,SP guard.sparkno = 40 sparkno = S212 sparkxy = 0,0 animtype = hard pausetime = 5,8 hitsound = S0,6 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-3 air.velocity = -3,-3 air.juggle = 8 projshadow = -1,-1,-1 ground.type=High [State 301,3] type = DestroySelf trigger1 = movecontact [State 301,3] type = DestroySelf trigger1 = time >= 80 八方羽毛導彈 [statedef 400] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =400 [State 600,1] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 [State 400 1] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S1, 2 pos = 0,-60 poweradd = -1000 [state 400 2] Type = playSnd Trigger1 = animelem = 11 Value = S1,1 [state 400 3] Type = helper Trigger1 = animelem = 14 Helptype = normal id = (400) facing = 1 stateno = 401 pos = 20,-55 postype = p1 sprpriority = 2 ownpal = 1 [state 400 4] Type = changestate Trigger1 = time >=150 Value = 402 [statedef 401] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =402 [State 0, 2] type = VelSet trigger1 = P2Dist X >0 x=20 [State 0, 2] type = VelSet trigger1 = P2Dist X <0 x=-20 [State 0, 2] type = VelSet trigger1 = P2Dist y >0 y = 10 [State 0, 2] type = VelSet trigger1 = P2Dist y <0 y = -10 [state 401 1] Type = destroyself Trigger1 = time = 570 [statedef 402] type = S movetype= a physics = S ctrl = 0 velset = 0,0,0 anim =401 [state 402 1] Type = playsnd Trigger1 = time = 3 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 53 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 103 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 153 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 203 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 253 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 303 Value = S1,0 [state 402 1] Type = playsnd Trigger1 = time = 353 Value = S1,0 [state 402 2] Type = helper Trigger1 = timemod = 50,3 Helptype = normal id = (403) facing = 1 stateno = 403 pos = 20,-62 postype = p1 sprpriority = 2 ownpal = 1 [state 402 3] Type = changestate Trigger1 = time = 353 Value = 50 [statedef 403] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =410 [State 0, 2] type = VelSet trigger1 = P2Dist X >0 x=3 [State 0, 2] type = VelSet trigger1 = P2Dist X <0 x=-3 [State 0, 2] type = VelSet trigger1 = P2Dist y >40 y = 2 [State 0, 2] type = VelSet trigger1 = P2Dist y <20 y = -2 [State 3201, Angle 0] type = VarSet trigger1 = Time = 0 fvar(1) = 5.5 [State 3201, Angle 1a] type = VarSet trigger1 = 1 fvar(2) = cos(fvar(1)) [State 3201, Angle 1b] type = VarSet trigger1 = 1 fvar(3) = 0 - sin(fvar(1)) [State 3201, Angle 2] type = VarSet trigger1 = 1 fvar(4) = fvar(2)*(p2dist y - 50) - fvar(3)*(p2dist x) [State 3201, Angle 3] type = VarAdd trigger1 = 1 fvar(1) = ((fvar(4) < 0) * .1) - ((fvar(4) > 0) * .1) [State 3201, Angle 4] type = AngleSet trigger1 = 1 value = floor (fvar(1) * 57.2957791) [State 3201, Facing] type = AngleDraw trigger1 = 1 [State 301,1] type = HitDef trigger1 = animelem = 1 guardflag = MA hitflag = MAF getpower = 50,50 damage = 100,30 guard.kill = 0 attr = a,SP guard.sparkno = 40 sparkno = S212 sparkxy = 0,0 animtype = hard pausetime = 5,8 hitsound = S0,6 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-3 air.velocity = -3,-3 air.juggle = 8 projshadow = -1,-1,-1 ground.type=High [State 301,2] type = DestroySelf trigger1 = time = 200 [State 301,3] type = DestroySelf trigger1 = movecontact 自我再生 [Statedef 500] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =500 [State 500,1] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [State 500,2] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S1,2 pos = 0,-60 poweradd = -1000 [State 500,3] Type = explod Trigger1 = time = 0 Anim = 501 ID = 510 Postype = p1 ontop = 1 pos = 0,20 removetime = -1 removeongethit = 1 [state 500 4] Type = playsnd Trigger1 = time = 1 Value = S1,3 [state 500 5] Type = playsnd Trigger1 = time = 8 Value = S1,4 [state 500,6] Type = changestate Trigger1 = time = 140 Value = 0 Ctrl = 1 [state 500 7] Type = lifeadd Trigger1 = timemod = 4,3 Value = 20 [state 500,8] Type = removeexplod Trigger1 = time = 139 ID = 510 防護罩 [statedef 600] type = S movetype = a physics = S ctrl = 0 anim = 520 sprpriority = 1 [State 500,1] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [State 500,2] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S1,2 pos = 0,-60 poweradd = -2000 [state 600 1] Type = playsnd Trigger1 = time = 2 Value = S1,5 [state 600 2] Type = changestate Trigger1 = time = 90 Value = 50 Ctrl = 1 [state 600 3] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 402 2] Type = helper Trigger1 = time = 2 Helptype = normal id = (403) facing = 1 stateno = 601 pos = 0,-30 postype = p1 ownpal = 1 [statedef 601] type = S movetype = a physics = S ctrl = 0 anim = 521 sprpriority = 3 [State 301,1] type = HitDef trigger1 = timemod = 10,0 hitflag = MAF guardflag = MA getpower = 50,50 damage = 80,50 guard.kill = 0 attr = a,HP guard.sparkno = 40 sparkno = S212 sparkxy = 0,0 animtype = hard pausetime = 5,8 hitsound = S0,6 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-3 air.velocity = -3,-3 air.juggle = 8 projshadow = -1,-1,-1 ground.type=High [State 301,2] type = DestroySelf trigger1 = animtime = 0 [Statedef 5999] type = L movetype = h physics = n ctrl = 0 anim = 1000 [state 5999,3] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 5999,3] Type = playsnd Trigger1 = time = 0 Value = S1,6 五芒殺陣 [statedef 700] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =401 [State 500,2] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S1,2 pos = 0,-60 poweradd = -2000 [State 700, 3] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 200 Movetime = 200 [State 700, 3] Type = explod Trigger1 = time = 2 Anim = 605 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = 40,-15 scale = 0.7,0.7 removetime = 9 removeongethit = 1 [State 700, 3] Type = explod Trigger1 = time = 11 Anim = 600 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = 40,-15 scale = 0.7,0.7 removetime = 189 removeongethit = 1 [State 700, 3] Type = explod Trigger1 = time = 41 Anim = 604 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = -60,-140 scale = 0.7,0.7 removetime = 159 removeongethit = 1 [State 700, 3] Type = explod Trigger1 = time = 71 Anim = 601 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = 35,55 scale = 0.7,0.7 removetime = 129 removeongethit = 1 [State 700, 3] Type = explod Trigger1 = time = 101 Anim = 603 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = -5,-180 scale = 0.7,0.7 removetime = 99 removeongethit = 1 [State 700, 3] Type = explod Trigger1 = time = 131 Anim = 602 ID = 600 Postype = p2 pausemovetime = 1000 ontop = 1 pos = -33,55 scale = 0.7,0.7 removetime = 69 removeongethit = 1 [state 701 3] Type = playsnd Trigger1 = time = 1 Value = S0,4 [state 701 3] Type = playsnd Trigger1 = time = 8 Value = S1,8 [state 702, 7] Type = BGPalFX Trigger1 = time = 0 Time = 250 Add = -100,-100,-100 [state 300 2] Type = helper Trigger1 = time = 160 Helptype = normal id = (606) facing = 1 stateno = 701 pos = 0,40 postype = p2 sprpriority = 2 pausemovetime = 1000 ownpal = 1 [state 701 3] Type = playsnd Trigger1 = time = 160 Value = S1,7 [state 700 1] Type = changestate Trigger1 = time = 200 Value = 50 Ctrl = 1 [statedef 701] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 juggle = 5 velset = 0,0,0 anim =606 [State 301,1] type = HitDef trigger1 = 1 hitflag = MAF- getpower = 50,50 damage = enemynear,LifeMax guard.kill = 0 attr = a,HP guard.sparkno = 40 sparkno = S212 sparkxy = -30,-70 animtype = hard pausetime = 5,8 hitsound = S0,6 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-3 air.velocity = -3,-3 air.juggle = 8 projshadow = -1,-1,-1 ground.type=High [State 301,3] type = DestroySelf trigger1 = time = 30 [statedef 3900] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 juggle = 5 velset = 0,0,0 anim =3900 [State 1073,2] type = DestroySelf trigger1 = time >= 1 ;AI系統 [StateDef 10000] type = S physics = N movetype = I anim = 9999 velset = 0,0 ctrl = 0 [State Is Human User Check] type = ParentVarSet trigger1 = Parent,var(59) = 0 trigger1 = (Parent,Command!="CPU")&&(Command!="CPU") var(0) = 0 [State AI user] type = ParentVarSet triggerall = Parent,Var(0)=0 trigger1 = (Parent,Command="CPU")&&(Command!="CPU") trigger1 = root,StateNo=[5000,5999] var(59) = 1 [State AI user] type = ParentVarSet trigger1 = RoundState != 2 trigger2 = Parent,var(0)=1 var(59) = 0 [State Is Human User Check] type = ParentVarSet triggerall = Parent,var(59) = 1 trigger1 = (Parent,Command="CPU")&&(Command="CPU") trigger1 = root,ctrl=1 var(0) = 1 [Statedef -2] 閃光 [State -1, 1] Type = PalFX Trigger1 = MoveType = H Trigger1 = timemod = 10,3 Add = 255,255,255 Time = 3 [State -2,完全死亡] type = ChangeState triggerall = roundstate = 4 trigger1 = StateNo = 5150 value = 5999