;=========================================================================== ; Koopa Troopa's Specials ;---------------------------------------- ;Vars used: ; 0 - Determines if the Koopa PANCH has been comboed into. ; 1 - Holds time during multi-hit version of Shell Spin ; 3 - random velocity, horizontal, on coins in SKS ; 4 - random velocity, vertical, on coins in SKS ; 5 - Shun Koopa Satsu finish ; 6 - random winpose selector ; 7 - checks if KT has slid into shell ; 58 - used in a helper state to store if a coin has hit or not. ; 59 - used in a helper state to store random horiz vel without ; changing it every tick, as my old code did. ;=========================================================================== ;--------------------------------------------------------------------------- ; Light Flash Kick ; Blatently Stolen From KFM. [Statedef 1000] type = S movetype= A physics = S juggle = 8 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, Startup Invincibility] type = NotHitBy trigger1 = Time = 0 value = SCA time = 6 [State 1000, Hitdef] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 45, 3 priority = 5 guardflag = MA pausetime = 2,9 sparkxy = -10,-70 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -2.5,-7 guard.velocity = -7 air.velocity = -3.5,-7 air.recover = 0 fall = 1 [State 1000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1001 ;------------------ ; Light Flash Kick - Jump ; Also Blatently Stolen From KFM. [Statedef 1001] type = A movetype= A physics = A velset = 2,-5.5 anim = 1001 [State 1001, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1001, Hitdef] type = HitDef trigger1 = AnimElem = 2 attr = A, SA animtype = Medium damage = 85, 3 priority = 5 guardflag = MA pausetime = 2,9 sparkxy = -10,-50 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -2.5,-7 guard.velocity = -7 air.velocity = -3.5,-7 air.recover = 0 fall = 1 [State 1001, Explod] type = Explod trigger1 = Animelem = 2 anim = 1005 ID = 1005 pos = 0,0 postype = p1 facing = 1 bindtime = 6 removetime = -2 ontop = 1 ownpal = 1 removeongethit = 1 [State 1001, Veladd] type = VelAdd trigger1 = Vel X > 1 x = -.45 ;[State 1001, CtrlSet] ;type = CtrlSet ;trigger1 = Animtime > 20 ;value = 1 ;--------------------------------------------------------------------------- ; Medium Flash Kick [Statedef 1010] type = S movetype= A physics = S juggle = 9 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1010, Startup Invincibility] type = NotHitBy trigger1 = Time = 0 value = SCA time = 6 [State 1010, Hitdef] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 55, 4 priority = 5 guardflag = MA pausetime = 2,7 sparkxy = -10,-70 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3,-7.2 guard.velocity = -7 air.velocity = -4,-7.2 air.recover = 0 fall = 1 [State 1010, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1011 ;------------------ ; Medium Flash Kick - Jump [Statedef 1011] type = A movetype= A physics = A ;N velset = 3,-7.5 anim = 1001 [State 1011, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1011, Hitdef] type = HitDef trigger1 = Animelem = 2 attr = A, SA animtype = Medium damage = 90, 9 priority = 5 guardflag = MA pausetime = 2,7 sparkxy = -10,-50 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3,-7.2 guard.velocity = -7 air.velocity = -4,-7.2 air.recover = 0 fall = 1 [State 1011, Explod] type = Explod trigger1 = Animelem = 2 anim = 1005 ID = 1015 pos = 0,0 postype = p1 facing = 1 bindtime = 9 removetime = -2 ontop = 1 ownpal = 1 removeongethit = 1 [State 1011, Veladd] type = VelAdd trigger1 = Vel X > 1 x = -.45 ;[State 1011, CtrlSet] ;type = CtrlSet ;trigger1 = Animtime > 20 ;value = 1 ;--------------------------------------------------------------------------- ; Hard Flash Kick [Statedef 1020] type = S movetype= A physics = S juggle = 10 poweradd= 130 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1020, Startup Invincibility] type = NotHitBy trigger1 = Time = 0 value = SCA time = 6 [State 1020, Hitdef] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 65, 5 priority = 5 guardflag = MA pausetime = 2,6 sparkxy = -10,-70 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 22 ground.hittime = 22 ground.velocity = -4,-7.4 guard.velocity = -7 air.velocity = -3.5,-7.4 air.recover = 0 fall = 1 [State 1010, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 1021 ;------------------ ; Hard Flash Kick - Jump [Statedef 1021] type = A movetype= A physics = A ;N velset = 3.5,-9 anim = 1001 [State 1021, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1021, Hitdef 2] type = HitDef trigger1 = Animelem = 2 attr = A, SA animtype = Medium damage = 105, 10 priority = 5 guardflag = MA pausetime = 2,8 sparkxy = -10,-50 hitsound = s13, 1 guardsound = s14, 2 ground.type = Low ground.slidetime = 22 ground.hittime = 22 ground.velocity = -4.5,-9 guard.velocity = -7 air.velocity = -4,-7.4 air.recover = 0 fall = 1 [State 1021, Explod] type = Explod trigger1 = Animelem = 2 anim = 1005 ID = 1025 pos = 0,0 postype = p1 facing = 1 bindtime = 9 removetime = -2 ontop = 1 ownpal = 1 removeongethit = 1 [State 1021, Veladd] type = VelAdd trigger1 = Vel X > 1 x = -.45 [State 1021, CtrlSet] type = CtrlSet trigger1 = Animtime > 20 value = 1 ;--------------------------------------------------------------------------- ; Light Koopa Spin [Statedef 1100] type = S movetype= A physics = S poweradd= 100 anim = 1100 velset = 0,0 ctrl = 0 [State 1100, PalFXWiz A] type = PalFX trigger1 = (Time > 45 && Time < 120) && Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1100, PalFXWiz B] type = PalFX trigger1 = Time > 120 && Time % 2 time = 1 add = 255,255,255 [State 1100, Changestate A] type = Changestate trigger1 = command != "hold_x" && (Time > 4 && Time < 46) value = 1101 [State 1100, Changestate B] type = Changestate trigger1 = command != "hold_x" && (Time > 45 && Time < 119) value = 1102 [State 1100, Changestate C] type = Changestate trigger1 = command != "hold_x" && Time > 120 trigger2 = Time > 240 ; Hold it too long, and it will just go. value = 1104 ;---------------------- ; No-Charge Light Spin [Statedef 1101] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1101, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1101, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 120,12 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1101, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 5 y = 0 [State 1101, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1101, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1101, Other Changestate] type = Changestate trigger1 = Time > 27 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Light Spin [Statedef 1102] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1102, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1102, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1102, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 75,9 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6 guard.velocity = -5 air.velocity = -3,-6 [State 1102, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 5 y = 0 [State 1102, Varset] type = VarSet trigger1 = Movecontact v = 1 value = (Time) [State 1102, Changestate] type = Changestate trigger1 = Movecontact value = 1103 [State 1102, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1102, Other Changestate] type = Changestate trigger1 = Time > 27 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Light Spin Hit Two [Statedef 1103] type = S movetype= A physics = S [State 1103, VarAdd] type = VarAdd trigger1 = 1 v = 1 value = 1 [State 1103, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1103, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 75,9 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1103, Velset] type = Velset trigger1 = var(1) < 25 x = 5 y = 0 [State 1103, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1103, MakeDust, BITCH!] type = MakeDust trigger1 = var(1) < 25 pos = 0,0 spacing = 4 [State 1103, Other Changestate] type = Changestate trigger1 = var(1) > 27 value = 11 ctrl = 1 ;---------------------- ; Max Charge Light Spin [Statedef 1104] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1104, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1104, PalFXWiz B] type = PalFX trigger1 = Time % 2 time = 1 add = 255,255,255 [State 1104, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = ;MA animtype = Medium priority = 4,Hit damage = 120,12 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1104, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 5 y = 0 [State 1104, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1104, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1104, Other Changestate] type = Changestate trigger1 = Time > 27 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Koopa Spin [Statedef 1110] type = S movetype= A physics = S juggle = 5 poweradd= 100 anim = 1100 velset = 0,0 ctrl = 0 [State 1110, PalFXWiz A] type = PalFX trigger1 = (Time > 45 && Time < 120) && Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1110, PalFXWiz B] type = PalFX trigger1 = Time > 120 && Time % 2 time = 1 add = 255,255,255 [State 1110, Changestate] type = Changestate trigger1 = command != "hold_y" && (Time > 4 && Time < 46) value = 1111 [State 1110, Changestate] type = Changestate trigger1 = command != "hold_y" && (Time > 45 && Time < 119) value = 1112 [State 1110, Changestate] type = Changestate trigger1 = command != "hold_y" && Time > 120 trigger2 = Time > 240 ; Hold it too long, and it will just go. value = 1114 ;---------------------- ; No-Charge Medium Spin [Statedef 1111] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1111, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1111, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 100,10 pausetime = 9,11 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 15 ground.slidetime = 14 ground.velocity = -4, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1111, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 6 y = 0 [State 1111, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1111, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1111, Other Changestate] type = Changestate trigger1 = Time > 29 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Medium Spin [Statedef 1112] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1112, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1112, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1112, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 65,7 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 [State 1112, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 6 y = 0 [State 1112, Varset] type = VarSet trigger1 = Movecontact v = 1 value = (Time) [State 1112, Changestate] type = Changestate trigger1 = Movecontact value = 1113 [State 1112, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1112, Other Changestate] type = Changestate trigger1 = Time > 29 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Light Spin Hit Two [Statedef 1113] type = S movetype= A physics = S [State 1113, VarAdd] type = VarAdd trigger1 = 1 v = 1 value = 1 [State 1113, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1113, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 65,7 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1113, Velset] type = Velset trigger1 = var(1) < 25 x = 6 y = 0 [State 1113, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1113, MakeDust, BITCH!] type = MakeDust trigger1 = var(1) < 25 pos = 0,0 spacing = 4 [State 1113, Other Changestate] type = Changestate trigger1 = var(1) > 29 value = 11 ctrl = 1 ;---------------------- ; Max Charge Medium Spin [Statedef 1114] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1114, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1114, PalFXWiz B] type = PalFX trigger1 = Time % 2 time = 1 add = 255,255,255 [State 1114, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = ;MA animtype = Medium priority = 4,Hit damage = 100,10 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1114, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 6 y = 0 [State 1114, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1114, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1114, Other Changestate] type = Changestate trigger1 = Time > 29 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Koopa Spin [Statedef 1120] type = S movetype= A physics = S juggle = 5 poweradd= 100 anim = 1100 velset = 0,0 ctrl = 0 [State 1120, PalFXWiz A] type = PalFX trigger1 = (Time > 45 && Time < 120) && Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1120, PalFXWiz B] type = PalFX trigger1 = Time > 120 && Time % 2 time = 1 add = 255,255,255 [State 1120, Changestate] type = Changestate trigger1 = command != "hold_z" && (Time > 4 && Time < 46) value = 1121 [State 1120, Changestate] type = Changestate trigger1 = command != "hold_z" && (Time > 45 && Time < 119) value = 1122 [State 1120, Changestate] type = Changestate trigger1 = command != "hold_z" && Time > 120 trigger2 = Time > 240 ; Hold it too long, and it will just go. value = 1124 ;---------------------- ; No-Charge Strong Spin [Statedef 1121] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1121, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1121, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 80,8 pausetime = 9,9 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 13 ground.slidetime = 12 ground.velocity = -4, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1121, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 7.5 y = 0 [State 1121, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1121, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1121, Other Changestate] type = Changestate trigger1 = Time > 31 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Strong Spin [Statedef 1122] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1122, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1122, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1122, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 55,6 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 [State 1122, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 7.5 y = 0 [State 1122, Varset] type = VarSet trigger1 = Movecontact v = 1 value = (Time) [State 1122, Changestate] type = Changestate trigger1 = Movecontact value = 1123 [State 1122, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1122, Other Changestate] type = Changestate trigger1 = Time > 31 value = 11 ctrl = 1 ;---------------------- ; Mild Charge Strong Spin Hit Two [Statedef 1123] type = S movetype= A physics = S [State 1123, VarAdd] type = VarAdd trigger1 = 1 v = 1 value = 1 [State 1123, PalFXWiz A] type = PalFX trigger1 = Time % 2 time = 1 add = 164,-40,-51 mul = 256,256,256 color = 256 [State 1123, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 55,6 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1123, Velset] type = Velset trigger1 = var(1) < 25 x = 7.5 y = 0 [State 1123, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1123, MakeDust, BITCH!] type = MakeDust trigger1 = var(1) < 25 pos = 0,0 spacing = 4 [State 1123, Other Changestate] type = Changestate trigger1 = var(1) > 31 value = 11 ctrl = 1 ;---------------------- ; Max Charge Strong Spin [Statedef 1124] type = S movetype= A physics = S juggle = 5 anim = 1101 velset = 0,0 ctrl = 0 [State 1124, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 4 channel = 0 [State 1124, PalFXWiz B] type = PalFX trigger1 = Time % 2 time = 1 add = 255,255,255 [State 1124, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = ;MA animtype = Medium priority = 4,Hit damage = 80,8 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 15,-10 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -5 guard.velocity = -5 air.velocity = -3,-6 fall = 1 air.fall = 1 [State 1124, Velset] type = Velset trigger1 = Time >= 7 && Movecontact = 0 && Time < 25 x = 7.5 y = 0 [State 1124, Changestate] type = Changestate trigger1 = Movecontact value = 1150 [State 1124, MakeDust, BITCH!] type = MakeDust trigger1 = Time < 25 pos = 0,0 spacing = 4 [State 1124, Other Changestate] type = Changestate trigger1 = Time > 31 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Koopa Spin End [Statedef 1150] type = A physics = A anim = 1101 ctrl = 0 velset = -2, -8 [State 1150, Null] type = Null trigger1 = 1 ;--------------------------------------------------------------------------- ; Light Koopa PANCH (Startup) [Statedef 1200] type = S physics = S anim = 1200 velset = 0,0 ctrl = 0 [State 1200, Varset A] type = VarSet trigger1 = Time = 0 v = 0 value = 0 [State 1200, Varset B] ; if comboed into... type = VarSet trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 ; There fucking _has_ trigger2 = prevstateno = 230 || prevstateno = 240 || prevstateno = 250 ; to be a better way trigger3 = prevstateno = 400 || prevstateno = 410 || prevstateno = 420 ; to do this. But trigger4 = prevstateno = 430 || prevstateno = 440 || prevstateno = 450 ; [200,250] doesn't work. v = 0 value = 1 [State 1200, Changestate] type = Changestate trigger1 = Time > 15 - (var(0) * 10) value = 1201 ;--------------------------------------------------------------------------- ; Light Koopa PANCH (Punching) [Statedef 1201] type = S movetype= A physics = S juggle = 5 poweradd= 100 anim = 1201 [State 1201, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 2 channel = 0 [State 1201, PlaySnd] type = PlaySnd trigger1 = Animelem = 2 value = 16, 0 [State 1201, Kaboom!] type = Explod trigger1 = Animelem = 2 anim = 1205 ID = 1205 pos = 28,-36 postype = p1 facing = 1 bindtime = -1 vel = 0,0 removetime = -2 scale = 0.7, 0.7 ontop = 1 ownpal = 1 removeongethit = 0 [State 1201, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 105 - (var(0) * 30),9 pausetime = 10,13 ;sparkno = ;guard.sparkno = ;sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -4, -4 guard.velocity = -1 air.velocity = -3,-4 ; stolen from Sander! :D Palfx.time = 30 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 [State 1201, Tackle Followup] type = ChangeState trigger1 = (command = "holdfwd" && command = "punch") && Movecontact value = 1203 [State 1201, VelSet] type = Velset trigger1 = Animelem = 2 x = 8 [State 1201, Changestate] type = Changestate trigger1 = Time > 29 value = 1202 ;--------------------------------------------------------------------------- ; Light Koopa PANCH (Tackle) [Statedef 1203] type = S movetype= A physics = S juggle = 3 poweradd= 100 anim = 1203 [State 1213, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 1 channel = 0 [State 1203, VelSet] type = Velset trigger1 = Animelem = 3 x = 10 [State 1203, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 50 - (var(0) * 15),6 pausetime = 7,10 sparkno = 2 ;guard.sparkno = sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -5, -2 guard.velocity = -1 air.velocity = -3,-2 ; stolen from Sander! :D Palfx.time = 30 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 fall = 1 [State 1203, Changestate] type = Changestate trigger1 = Animtime = 0 value = 1202 ;--------------------------------------------------------------------------- ; Light Koopa PANCH (Recovery) [Statedef 1202] type = S movetype= A physics = S anim = 1202 [State 1202, Changestate] type = Changestate trigger1 = Animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Koopa PANCH (Startup) [Statedef 1210] type = S physics = S anim = 1200 velset = 0,0 ctrl = 0 [State 1210, Varset A] type = VarSet trigger1 = Time = 0 v = 0 value = 0 [State 1210, Varset B] ; if comboed into... type = VarSet trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 ; There fucking _has_ trigger2 = prevstateno = 230 || prevstateno = 240 || prevstateno = 250 ; to be a better way trigger3 = prevstateno = 400 || prevstateno = 410 || prevstateno = 420 ; to do this. But trigger4 = prevstateno = 430 || prevstateno = 440 || prevstateno = 450 ; [200,250] doesn't work. v = 0 value = 1 [State 1210, Changestate] type = Changestate trigger1 = Time > 20 - (var(0) * 10) value = 1211 ;--------------------------------------------------------------------------- ; Medium Koopa PANCH (Punching) [Statedef 1211] type = S movetype= A physics = S juggle = 5 poweradd= 100 anim = 1201 [State 1211, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 2 channel = 0 [State 1201, PlaySnd] type = PlaySnd trigger1 = Animelem = 2 value = 16, 0 [State 1211, Kaboom!] type = Explod trigger1 = Animelem = 2 anim = 1205 ID = 1205 pos = 28,-36 postype = p1 facing = 1 bindtime = -1 vel = 0,0 removetime = -2 scale = 1, 1 ontop = 1 ownpal = 1 removeongethit = 0 [State 1211, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 125 - (var(0) * 30),9 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -4, -4 guard.velocity = -1 air.velocity = -3,-4 fall = 1 air.fall = 1 ; stolen from Sander! :D Palfx.time = 40 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 [State 1211, Tackle Followup] type = ChangeState trigger1 = (command = "holdfwd" && command = "punch") && Movecontact value = 1213 [State 1211, VelSet] type = Velset trigger1 = Animelem = 2 x = 10 [State 1211, Changestate] type = Changestate trigger1 = Time > 34 value = 1212 ;--------------------------------------------------------------------------- ; Medium Koopa PANCH (Tackle) [Statedef 1213] type = S movetype= A physics = S juggle = 3 poweradd= 100 anim = 1203 [State 1213, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 1 channel = 0 [State 1213, VelSet] type = Velset trigger1 = Animelem = 3 x = 12 [State 1213, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 50 - (var(0) * 15),6 pausetime = 7,10 sparkno = 2 ;guard.sparkno = sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -5, -2 guard.velocity = -1 air.velocity = -3,-2 ; stolen from Sander! :D Palfx.time = 30 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 fall = 1 [State 1213, Changestate] type = Changestate trigger1 = Animtime = 0 value = 1212 ;--------------------------------------------------------------------------- ; Medium Koopa PANCH (Recovery) [Statedef 1212] type = S movetype= A physics = S anim = 1202 [State 1212, Changestate] type = Changestate trigger1 = Animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Heavy Koopa PANCH (Startup) [Statedef 1220] type = S physics = S anim = 1200 velset = 0,0 ctrl = 0 [State 1220, Varset A] type = VarSet trigger1 = Time = 0 v = 0 value = 0 [State 1220, Varset B] ; if comboed into... type = VarSet trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 220 ; There fucking _has_ trigger2 = prevstateno = 230 || prevstateno = 240 || prevstateno = 250 ; to be a better way trigger3 = prevstateno = 400 || prevstateno = 410 || prevstateno = 420 ; to do this. But trigger4 = prevstateno = 430 || prevstateno = 440 || prevstateno = 450 ; [200,250] doesn't work. v = 0 value = 1 [State 1220, Changestate] type = Changestate trigger1 = Time > 25 - (var(0) * 10) value = 1221 ;--------------------------------------------------------------------------- ; Heavy Koopa PANCH (Punching) [Statedef 1221] type = S movetype= A physics = S juggle = 5 poweradd= 100 anim = 1201 [State 1221, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 2 channel = 0 [State 1201, PlaySnd] type = PlaySnd trigger1 = Animelem = 2 value = 16, 0 [State 1221, Kaboom!] type = Explod trigger1 = Animelem = 2 anim = 1205 ID = 1205 pos = 28,-36 postype = p1 facing = 1 bindtime = -1 vel = 0,0 removetime = -2 scale = 1.3, 1.3 ontop = 1 ownpal = 1 removeongethit = 0 [State 1221, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Diagup priority = 4,Hit damage = 145 - (var(0) * 30),9 pausetime = 10,13 ;sparkno = 1 ;guard.sparkno = sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -6, -4 guard.velocity = -4 air.velocity = -5,-4 fall = 1 air.fall = 1 fall.recover = 0 ; stolen from Sander! :D Palfx.time = 50 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 [State 1221, Tackle Followup] type = ChangeState trigger1 = (command = "holdfwd" && command = "punch") && Movecontact value = 1223 [State 1221, VelSet] type = Velset trigger1 = Animelem = 2 x = 13 [State 1221, Changestate] type = Changestate trigger1 = Time > 34 value = 1222 ;--------------------------------------------------------------------------- ; Strong Koopa PANCH (Tackle) [Statedef 1223] type = S movetype= A physics = S juggle = 3 poweradd= 100 anim = 1203 [State 1223, PlaySnd] type = PlaySnd trigger1 = Time = 2 value = 3, 1 channel = 0 [State 1223, VelSet] type = Velset trigger1 = Animelem = 3 x = 12 [State 1223, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SA hitflag = MAF guardflag = MA animtype = Medium priority = 4,Hit damage = 45 - (var(0) * 15),6 pausetime = 7,10 sparkno = 2 ;guard.sparkno = sparkxy = 3,-25 hitsound = s13, 1 guardsound = s14, 2 ground.type = High ground.hittime = 17 ground.slidetime = 15 ground.velocity = -5, -2 guard.velocity = -1 air.velocity = -3,-2 ; stolen from Sander! :D Palfx.time = 30 Palfx.add = 40,-70,-200 Palfx.sinadd = 40,30,0,10 Palfx.color = 0 Palfx.invertall = 1 fall = 1 [State 1223, Changestate] type = Changestate trigger1 = Animtime = 0 value = 1222 ;--------------------------------------------------------------------------- ; Heavy Koopa PANCH (Recovery) [Statedef 1222] type = S movetype= A physics = S anim = 1202 [State 1222, Changestate] type = Changestate trigger1 = Animtime = 0 value = 0 ctrl = 1