; _________________________________ ;| Kraken by Phantom.of.the.Server | ; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ;======================================== [Statedef 0] type=S physics=S sprpriority=-6 [State 0, safety] type=changestate trigger1=ishelper(300) value=300 [State 0, safety] type=changestate trigger1=ishelper(400) value=400 [State 0, anim] type=changeanim trigger1=anim!=0 value=0 [State 0, pos] type=posset trigger1=1 y=0 [State 0, stop] type=velset trigger1=abs(vel x)<.5 x=0 [State 0, dead] type=changestate trigger1=!alive value=5150 ;======================================== [Statedef 1] type=S physics=N movetype=I anim=0 [State 1, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=2 ignorehitpause=1 [State 1, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 1, push] type=playerpush trigger1=1 value=(root,var(2)) [State 1, assert] type=assertspecial trigger1=1 flag=invisible [State 1, bind] type=bindtoroot trigger1=1 time=-1 facing=1 [State 1, offset] type=offset trigger1=1 y=-16 [State 1, anim] type=changeanim trigger1=playerIDexist(root,ID) value=root,anim elem=root,animelemno(0) [Statedef 2] type=A physics=N movetype=H [State 2, push] type=playerpush trigger1=1 value=(root,var(2)) [State 2, assert] type=assertspecial trigger1=1 flag=invisible [State 2, bind] type=bindtoroot trigger1=1 time=-1 facing=1 [State 2, offset] type=offset trigger1=1 y=-16 [State 2, damage] type=parentvarset trigger1=!time var(1)=-gethitvar(damage) ignorehitpause=1 [State 2, end] type=changestate trigger1=time value=1 ignorehitpause=1 ;======================================== [Statedef 25] type=S physics=S sprpriority=-6 [State 25, vel] type=velset trigger1=1 x=ifelse(command="holdfwd",const(velocity.walk.fwd.x),ifelse(command="holdback",const(velocity.walk.back.x),vel x)) [State 25, end] type=changestate trigger1=(command="holdfwd"+command="holdback")!=1 value=0 ;======================================== [Statedef 100] type=S physics=S ctrl=0 sprpriority=-6 [State 100, vel] type=velset trigger1=!time&&command="FF" x=const(velocity.run.fwd.x) [State 100, vel] type=velset trigger1=!time&&command="BB" x=const(velocity.run.back.x) [State 100, end] type=changestate trigger1=time>=24 value=0 ;======================================== [Statedef 200] type=S physics=S movetype=A ctrl=0 sprpriority=-6 [State 200, anim] type=changeanim trigger1=anim!=200 value=200 [State 200, dir] type=varset trigger1=!time fvar(0)=0 [State 200, dir] type=varadd trigger1=animelemtime(2)>=0 trigger1=command="holdfwd"&&command!="holdback" trigger1=fvar(0)<3 fvar(0)=.075 [State 200, dir] type=varadd trigger1=animelemtime(2)>=0 trigger1=command="holdback"&&command!="holdfwd" trigger1=fvar(0)>-3 fvar(0)=-.075 [State 200, snd] type=playsnd trigger1=(animelemtime(2)>=0)&&!(animelemtime(2)%16) value=0,0 channel=2 [State 200, bubble] type=varset trigger1=1 fvar(1)=.75+(random/2000.0) [State 200, bubble] type=helper trigger1=(animelemtime(2)>=0)&&!(animelemtime(2)%8) helpertype=normal stateno=205 ID=205 name="Bubble" postype=p1 pos=52,-38 size.xscale=fvar(1) size.yscale=fvar(1) ownpal=1 [State 200, end] type=changestate trigger1=!animtime trigger2=animelemtime(2)>=48 trigger2=roundstate!=2||(command="x"||command="a") value=0 ;-----Fail----- [Statedef 201] type=S physics=S movetype=A ctrl=0 sprpriority=-6 [State 201, anim] type=changeanim trigger1=anim!=201 value=201 [State 201, air] type=explod trigger1=animelem=2 anim=f120 sprpriority=-2 postype=p1 pos=56,-24 vel=1,0 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 201, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 205] type=A movetype=A ctrl=0 sprpriority=4 [State 205, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 slot=0 stateno=206 ignorehitpause=1 [State 205, hitby] type=hitby trigger1=!movecontact value=SCA,AA,AP time=-1 ignorehitpause=1 [State 205, nothitby] type=nothitby trigger1=movecontact value=SCA time=-1 ignorehitpause=1 [State 205, anim] type=changeanim trigger1=anim!=205 value=205 [State 205, vel] type=varset trigger1=!time fvar(0)=2+(random/500.0)+(root,fvar(0)) [State 205, vel] type=velset trigger1=animelemtime(4)<0 x=(fvar(0)*.975**animelemtime(1)) [State 205, vel] type=velset trigger1=animelemtime(4)>=0 x=(fvar(0)*.975**animelemtime(1))+cos(animelemtime(1)/8.0*pi)*3 [State 205, vel] type=velset trigger1=animelem=1 y=-2-(random/1000.0) [State 205, vel] type=veladd trigger1=animelemtime(4)<0 y=.25 [State 205, vel] type=veladd trigger1=animelemtime(4)>=0&&vel y>-3 y=-.25 [State 205, reflectionvar] type=varset trigger1=sysvar(3)!=-123000 sysvar(3)=-123000 [State 205, hit] type=hitdef trigger1=!movecontact attr=S,SP hitflag=MAF guardflag=MA priority=1,Hit damage=20,4 getpower=0,0 givepower=35,35 pausetime=0,8 guard.pausetime=0,4 sparkno=2 guard.sparkno=40 sparkxy=-10,0 hitsound=5,2 guardsound=6,0 animtype=Up air.animtype=Up ground.type=Low air.type=Low ground.hittime=24 ground.slidetime=24 ground.velocity=0,-9 ground.cornerpush.veloff=0 air.hittime=24 air.velocity=0,-9 air.cornerpush.veloff=0 guard.velocity=-15 guard.dist=root,const(size.proj.attack.dist) airguard.velocity=-7.5,-1.5 yaccel=.5 fall=0 fall.recover=1 envshake.time=14 envshake.ampl=4 p1sprpriority=4 [State 205, hit] type=hitdef trigger1=movecontact attr=S,SP hitflag= sparkxy=-10,0 guard.dist=root,const(size.proj.attack.dist) [State 205, end] type=destroyself trigger1=frontedgedist<-40||backedgedist<-40 trigger2=p2dist y>=0&&screenpos y<-40 [Statedef 206] type=A movetype=I ctrl=0 velset=0,0 sprpriority=4 [State 206, nothitby] type=nothitby trigger1=1 value=SCA time=-1 ignorehitpause=1 [State 206, trans] type=trans trigger1=1 trans=addalpha alpha=256-(time*16),256 ignorehitpause=1 [State 206, end] type=destroyself trigger1=time>=16 ;======================================== [Statedef 210] type=S physics=S movetype=A ctrl=0 sprpriority=-6 [State 210, anim] type=changeanim trigger1=anim!=210 value=210 [State 210, pos] type=posset trigger1=animelemtime(2)>=0 y=6*animelemtime(2) [State 210, pos] type=posset trigger1=pos y>=240 y=240 [State 210, snd] type=playsnd trigger1=animelem=2 value=2,2 channel=1 [State 210, water] type=explod trigger1=animelem=2 anim=510 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+20 [State 210, water] type=explod trigger1=animelem=2 anim=510 ID=510 sprpriority=-3 postype=p1 pos=-40,-ceil(pos y)+16 [State 210, water] type=explod trigger1=animelem=2 anim=510 ID=510 sprpriority=-3 postype=p1 pos=40,-ceil(pos y)+16 [State 210, water] type=explod trigger1=animelem=2 anim=510 ID=510 sprpriority=-6 postype=p1 pos=-25,-ceil(pos y)+8 [State 210, water] type=explod trigger1=animelem=2 anim=510 ID=510 sprpriority=-6 postype=p1 pos=25,-ceil(pos y)+8 [State 210, end] type=changestate trigger1=pos y>=240 value=211 ;-----Submerged----- [Statedef 211] type=S physics=S movetype=A ctrl=0 velset=0,0 sprpriority=-6 [State 211, anim] type=changeanim trigger1=anim!=211 value=211 [State 211, pos] type=posset trigger1=1 y=240 [State 211, turn] type=turn trigger1=p2dist x<0 [State 211, vel] type=velset trigger1=command="holdfwd"&&command!="holdback" x=3 [State 211, vel] type=velset trigger1=command="holdback"&&command!="holdfwd" x=-3 [State -1, Spawn Arm] type=helper trigger1=roundstate=2&&alive trigger1=var(11)<2&&(numhelper(300)+numhelper(400))<4 helpertype=normal stateno=400 ID=400 name="Arm" postype=left pos=20+(random%280),0 ownpal=1 [State -1, Spawn Leg] type=helper trigger1=roundstate=2&&alive trigger1=var(10)<8&&(numhelper(300)+numhelper(400))<4 helpertype=normal stateno=300 ID=300 name="Leg" postype=left pos=20+(random%280),0 ownpal=1 [State 211, end] type=changestate trigger1=roundstate!=2 trigger2=time>=20&&command="holdup" trigger3=time>=60&&!numhelper(300)&&!numhelper(400) trigger4=numenemy trigger4=enemy,stateno=195 value=212 ;-----Resurface----- [Statedef 212] type=S physics=S movetype=A ctrl=0 velset=0,0 sprpriority=-6 [State 212, pos] type=posset trigger1=1 y=240-(12*time) [State 212, pos] type=posset trigger1=pos y<=0 y=0 [State 212, anim] type=changeanim trigger1=anim!=212 value=212 [State 212, snd] type=playsnd trigger1=!time value=2,2 channel=1 [State 212, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+20 [State 212, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-3 postype=p1 pos=-40,-ceil(pos y)+16 [State 212, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-3 postype=p1 pos=40,-ceil(pos y)+16 [State 212, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-6 postype=p1 pos=-25,-ceil(pos y)+8 [State 212, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-6 postype=p1 pos=25,-ceil(pos y)+8 [State 212, hit] type=hitdef trigger1=!time attr=C,SA hitflag=MAFD guardflag=MA priority=7,Hit damage=60,10 getpower=0,0 pausetime=0,10 sparkno=3 guard.sparkno=40 sparkxy=-10,-128 hitsound=5,3 guardsound=6,0 animtype=Up air.animtype=Up ground.type=High air.type=Low ground.hittime=16 ground.slidetime=16 ground.velocity=0,-16 ground.cornerpush.veloff=0 air.hittime=32 air.velocity=0,-18 airguard.velocity=-7.5,-1.5 air.cornerpush.veloff=0 down.velocity=0,-16 yaccel=.5 fall=0 fall.recover=1 sprpriority=-6 [State 212, end] type=changestate trigger1=pos y<=0 value=213 ;-----Recovery----- [Statedef 213] type=S physics=S movetype=A ctrl=0 velset=0,0 sprpriority=-6 [State 213, pos] type=posset trigger1=!time y=0 [State 213, anim] type=changeanim trigger1=pos y<=0 trigger1=anim!=0 value=0 [State 213, end] type=changestate trigger1=time>=30 value=0 ;============================================================================================== ;========================================================================================= ;============================================================================================== ;======================================== [Statedef 300] type=S physics=S movetype=A anim=300 ctrl=0 velset=0,0 sprpriority=-5 facep2=1 [State 300, limbcount] type=parentvaradd trigger1=!time var(10)=1 [State 300, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=390 ignorehitpause=1 [State 300, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 300, offset] type=offset trigger1=1 y=-8 [State 300, pos] type=posset trigger1=1 y=120-(6*time) [State 300, aimed] type=posset trigger1=!time trigger1=prevstateno=330&&numenemy x=ceil(enemy,pos x) [State 300, water] type=playsnd trigger1=!time value=2,(random%3) channel=1 [State 300, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 300, hit] type=hitdef trigger1=!time attr=C,NA hitflag=MAFD guardflag=MA priority=7,Hit damage=30,0 getpower=0,0 pausetime=0,10 sparkno=2 guard.sparkno=40 sparkxy=-10,-102 hitsound=5,2 guardsound=6,0 animtype=Up air.animtype=Up ground.type=High air.type=Low ground.hittime=12 ground.slidetime=12 ground.velocity=0,-12 ground.cornerpush.veloff=0 air.hittime=24 air.velocity=0,-12 airguard.velocity=-7.5,-1.5 air.cornerpush.veloff=0 down.velocity=0,-12 yaccel=.5 fall=0 fall.recover=1 sprpriority=-5 [State 300, end] type=changestate trigger1=time>=20 value=301 [Statedef 301] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 301, anim] type=changeanim trigger1=anim!=310 value=310 [State 301, offset] type=offset trigger1=1 y=-8 [State 301, pos] type=posset trigger1=1 y=0 [State 301, end] type=changestate trigger1=time>=30 value=310 [State 301, die] type=changestate trigger1=!(root,alive)||var(0)>=200 value=395 ;======================================== [Statedef 310] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 310, anim] type=changeanim trigger1=anim!=310 value=310 [State 310, offset] type=offset trigger1=1 y=-8 [State 310, turn] type=turn trigger1=p2dist x<0 [State 310, pos] type=posset trigger1=1 y=0 [State 310, vel] type=velset trigger1=1 x=0 y=0 [State 310, teleport] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive trigger1=(p2dist x!=[-172,172]) value=330 [State 310, attack] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive&&(p2statetype!=L)&&(p2movetype!=H) trigger1=(p2dist x=[-86,86])&&(p2dist y=[-108,108])&&(enemynear,vel y>=-2) value=320 [State 310, walk] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive&&(p2dist x!=[-86,86]) value=315 [State 310, die] type=changestate trigger1=!(root,alive)||var(0)>=200 value=395 ;======================================== [Statedef 315] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 315, anim] type=changeanim trigger1=anim!=310 value=310 [State 315, offset] type=offset trigger1=1 y=-8 [State 315, pos] type=posset trigger1=1 y=0 [State 315, turn] type=turn trigger1=p2dist x<0 [State 315, vel] type=velset trigger1=1 x=ifelse(p2dist x>=0,1.5,-1.5) [State 315, vel] type=velset trigger1=(pos x!=[-80,400]) x=ifelse(p2dist x>=0,2,-2) [State 315, end] type=changestate trigger1=p2dist x=[-86,86] trigger2=!numenemy||roundstate!=2 trigger3=numenemy trigger3=!(enemy,alive) value=310 [State 315, die] type=changestate trigger1=!(root,alive)||var(0)>=200 value=395 ;======================================== [Statedef 320] type=S physics=S movetype=A anim=320 ctrl=0 velset=0,0 sprpriority=-5 juggle=15 [State 320, offset] type=offset trigger1=1 y=-8 [State 320, snd] type=playsnd trigger1=animelem=2 value=3,0 [State 320, hit] type=hitdef trigger1=animelem=3 attr=S,NA hitflag=MAF guardflag=MA priority=4,Hit damage=40,0 getpower=0,0 pausetime=10,10 sparkno=2 guard.sparkno=40 sparkxy=-10,-24 hitsound=5,2 guardsound=6,0 animtype=Medium air.animtype=Medium ground.type=High air.type=Low ground.hittime=12 ground.slidetime=12 ground.velocity=-8,0 ground.cornerpush.veloff=-15 air.hittime=12 air.velocity=-5,-5 airguard.velocity=-7.5,-1.5 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 sprpriority=-5 [State 320, sts] type=statetypeset trigger1=animelemtime(5)>=0 movetype=I [State 320, end] type=changestate trigger1=!animtime value=310 [State 320, die] type=changestate trigger1=!(root,alive)||var(0)>=200 value=395 ;======================================== [Statedef 330] type=S physics=N movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 330, anim] type=changeanim trigger1=anim!=310 value=310 [State 330, offset] type=offset trigger1=1 y=-8 [State 330, snd] type=playsnd trigger1=!time value=2,0 channel=1 [State 330, water] type=explod trigger1=!time anim=511 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 330, water] type=explod trigger1=!time anim=511 ID=510 sprpriority=-3 postype=p1 pos=-35,-ceil(pos y)+8 [State 330, pos] type=posset trigger1=1 y=4*time [State 330, end] type=changestate trigger1=time>=60 value=300 ;======================================== [Statedef 390] type=S physics=S movetype=H sprpriority=-5 [State 390, anim] type=changeanim trigger1=1 value=390 [State 390, offset] type=offset trigger1=1 y=-8 [State 390, life] type=lifeset trigger1=1 value=lifemax [State 390, flash] type=palfx trigger1=!time time=8 add=255,255,255 sinadd=-255,-255,-255,32 persistent=0 [State 390, life] type=varadd trigger1=gethitvar(damage) var(0)=gethitvar(damage) persistent=0 [State 390, end] type=changestate trigger1=hitshakeover value=ifelse(var(0)>=200,395,391) ;-----Sliding----- [Statedef 391] type=S physics=N movetype=I sprpriority=-5 [State 391, anim] type=changeanim trigger1=1 value=391 [State 391, offset] type=offset trigger1=1 y=-8 [State 391, life] type=lifeset trigger1=1 value=lifemax [State 391, vel] type=hitvelset trigger1=!time x=1 y=0 [State 391, vel] type=velmul trigger1=1 x=.85 [State 391, end] type=changestate trigger1=hitover value=ifelse(var(0)>=200,395,310) ;======================================== [Statedef 395] type=S physics=S movetype=I anim=395 ctrl=0 velset=0,0 sprpriority=-5 [State 395, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=390 ignorehitpause=1 [State 395, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 395, offset] type=offset trigger1=1 y=-8 [State 395, water] type=explod trigger1=time=19 anim=511 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 395, water] type=explod trigger1=time=19 anim=511 ID=510 sprpriority=-3 postype=p1 pos=-35,-ceil(pos y)+8 [State 395, pos] type=posset trigger1=time>=20 y=2*(time-20) [State 395, end] type=destroyself trigger1=time>=80 ;============================================================================================== ;========================================================================================= ;============================================================================================== ;======================================== [Statedef 400] type=S physics=S movetype=A anim=400 ctrl=0 velset=0,0 facep2=1 sprpriority=-5 [State 400, limbcount] type=parentvaradd trigger1=!time var(11)=1 [State 400, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=490 ignorehitpause=1 [State 400, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 400, offset] type=offset trigger1=1 y=-8 [State 400, turn] type=turn trigger1=p2dist x<0 [State 400, pos] type=posset trigger1=1 y=120-(6*time) [State 400, water] type=playsnd trigger1=!time value=2,(random%3) channel=1 [State 400, water] type=explod trigger1=!time anim=510 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 400, hit] type=hitdef trigger1=!time attr=C,NA hitflag=MAFD guardflag=MA priority=7,Hit damage=30,0 getpower=0,0 pausetime=0,10 sparkno=2 guard.sparkno=40 sparkxy=-10,-158 hitsound=5,2 guardsound=6,0 animtype=Up air.animtype=Up ground.type=High air.type=Low ground.hittime=12 ground.slidetime=12 ground.velocity=0,-12 ground.cornerpush.veloff=0 air.hittime=24 air.velocity=0,-12 airguard.velocity=-7.5,-1.5 air.cornerpush.veloff=0 down.velocity=0,-12 yaccel=.5 fall=0 fall.recover=1 sprpriority=-5 [State 400, end] type=changestate trigger1=time>=20 value=401 [Statedef 401] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 401, anim] type=changeanim trigger1=anim!=410 value=410 [State 401, offset] type=offset trigger1=1 y=-8 [State 401, pos] type=posset trigger1=1 y=0 [State 401, end] type=changestate trigger1=time>=30 value=410 [State 401, die] type=changestate trigger1=!(root,alive)||var(0)>=300 value=495 ;======================================== [Statedef 410] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 410, anim] type=changeanim trigger1=anim!=410 value=410 [State 410, offset] type=offset trigger1=1 y=-8 [State 410, turn] type=turn trigger1=p2dist x<0 [State 410, pos] type=posset trigger1=1 y=0 [State 410, vel] type=velset trigger1=1 x=0 y=0 [State 410, teleport] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive trigger1=(p2dist x!=[-240,240]) value=430 [State 410, attack] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive&&(p2statetype!=L)&&(p2movetype!=H) trigger1=(p2dist x=[-120,120])&&(p2dist y=[-135,135])&&(enemynear,vel y>=-2) value=420 [State 410, walk] type=changestate trigger1=numenemy&&roundstate=2 trigger1=enemy,alive&&(p2dist x!=[-120,120]) value=415 [State 410, die] type=changestate trigger1=!(root,alive)||var(0)>=300 value=495 ;======================================== [Statedef 415] type=S physics=S movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 415, anim] type=changeanim trigger1=anim!=410 value=410 [State 415, offset] type=offset trigger1=1 y=-8 [State 415, turn] type=turn trigger1=p2dist x<0 [State 415, pos] type=posset trigger1=1 y=0 [State 415, vel] type=velset trigger1=1 x=ifelse(p2dist x>=0,1,-1) [State 415, vel] type=velset trigger1=(pos x!=[-80,400]) x=ifelse(p2dist x>=0,2,-2) [State 415, end] type=changestate trigger1=p2dist x=[-120,120] trigger2=!numenemy||roundstate!=2 trigger3=numenemy trigger3=!(enemy,alive) value=410 [State 415, die] type=changestate trigger1=!(root,alive)||var(0)>=300 value=495 ;======================================== [Statedef 420] type=S physics=S movetype=A anim=420 ctrl=0 velset=0,0 sprpriority=-5 juggle=15 [State 420, offset] type=offset trigger1=1 y=-8 [State 420, vel] type=velset trigger1=animelem=5 x=6 [State 420, snd] type=playsnd trigger1=animelem=4 value=3,1 channel=1 [State 420, hit] type=hitdef trigger1=animelem=5 attr=S,NA hitflag=MAF guardflag=MA priority=4,Hit damage=60,0 getpower=0,0 pausetime=10,10 sparkno=3 guard.sparkno=40 sparkxy=-10,-52 hitsound=5,3 guardsound=6,0 animtype=Back air.animtype=Back ground.type=High air.type=Low ground.hittime=12 ground.slidetime=12 ground.velocity=-8,-6 guard.velocity=-12 ground.cornerpush.veloff=0 air.hittime=12 air.velocity=-8,-6 airguard.velocity=-7.5,-1.5 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 sprpriority=-5 [State 420, sts] type=statetypeset trigger1=animelemtime(7)>=0 movetype=I [State 420, end] type=changestate trigger1=!animtime value=410 [State 410, die] type=changestate trigger1=!(root,alive)||var(0)>=300 value=495 ;======================================== [Statedef 430] type=S physics=N movetype=I ctrl=0 velset=0,0 sprpriority=-5 [State 430, anim] type=changeanim trigger1=anim!=410 value=410 [State 430, offset] type=offset trigger1=1 y=-8 [State 430, snd] type=playsnd trigger1=!time value=2,0 channel=1 [State 430, water] type=explod trigger1=!time anim=511 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 430, water] type=explod trigger1=!time anim=511 ID=510 sprpriority=-3 postype=p1 pos=-35,-ceil(pos y)+8 [State 430, pos] type=posset trigger1=1 y=4*time [State 430, end] type=changestate trigger1=time>=60 value=300 ;======================================== [Statedef 490] type=S physics=S movetype=H sprpriority=-5 [State 490, anim] type=changeanim trigger1=1 value=490 [State 490, offset] type=offset trigger1=1 y=-8 [State 490, life] type=lifeset trigger1=1 value=lifemax [State 490, flash] type=palfx trigger1=!time time=8 add=255,255,255 sinadd=-255,-255,-255,32 persistent=0 [State 490, life] type=varadd trigger1=gethitvar(damage) var(0)=gethitvar(damage) persistent=0 [State 490, end] type=changestate trigger1=hitshakeover value=ifelse(var(0)>=300,495,491) ;-----Sliding----- [Statedef 491] type=S physics=N movetype=I sprpriority=-5 [State 491, anim] type=changeanim trigger1=1 value=491 [State 491, offset] type=offset trigger1=1 y=-8 [State 491, life] type=lifeset trigger1=1 value=lifemax [State 491, vel] type=hitvelset trigger1=!time x=1 y=0 [State 491, vel] type=velmul trigger1=1 x=.85 [State 491, end] type=changestate trigger1=hitover value=ifelse(var(0)>=300,495,410) ;======================================== [Statedef 495] type=S physics=S movetype=I anim=495 ctrl=0 velset=0,0 sprpriority=-5 [State 495, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=490 ignorehitpause=1 [State 495, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 495, offset] type=offset trigger1=1 y=-8 [State 495, water] type=explod trigger1=time=19 anim=511 ID=510 sprpriority=-3 postype=p1 pos=0,-ceil(pos y)+8 [State 495, water] type=explod trigger1=time=19 anim=511 ID=510 sprpriority=-3 postype=p1 pos=-35,-ceil(pos y)+8 [State 495, pos] type=posset trigger1=time>=20 y=2*(time-20) [State 495, end] type=destroyself trigger1=time>=80 ;======================================== [Statedef 500] movetype=I physics=N [State 500, nhb] type=nothitby trigger1=1 time=-1 value=SCA ignorehitpause=1 [State 500, anim] type=changeanim trigger1=anim!=999 value=999 [State 500, assert] type=assertspecial trigger1=1 flag=globalnoshadow [State 500, pos] type=posset trigger1=1 y=0 [State 500, pos] type=posadd trigger1=pos x>128 x=-128 [State 500, pos] type=posadd trigger1=pos x<-128 x=128 [State 500, water off] type=varset trigger1=numenemy trigger1=enemy,name="Shining Force 2 Kraken"&&enemy,authorname="Phantom.of.the.Server"&&(enemy,ID=2 trigger1=enemy(1),name="Shining Force 2 Kraken"&&enemy(1),authorname="Phantom.of.the.Server" trigger2=enemy(1),name="Apocalypse"&&enemy(1),authorname="N64Mario" trigger3=enemy(1),name="Apocalypse"&&enemy(1),authorname="OnslaughtX & Kung Fu Man" trigger4=enemy(1),name="Killer Whale"&&enemy(1),authorname="N64Mario" var(2)=1 [State 500, planks off 3] type=varset triggerall=numpartner trigger1=partner,name="Shining Force 2 Kraken"&&partner,authorname="Phantom.of.the.Server" trigger2=partner,name="Apocalypse"&&partner,authorname="N64Mario" trigger3=partner,name="Apocalypse"&&partner,authorname="OnslaughtX & Kung Fu Man" trigger4=partner,name="Killer Whale"&&partner,authorname="N64Mario" var(3)=1 [State 500, planks] type=explod trigger1=!numexplod(550)&&numenemy>=1&&!var(1) anim=550 ID=550 sprpriority=-3 postype=left pausemovetime=2147483647 supermovetime=2147483647 ownpal=1 [State 500, planks] type=explod trigger1=!numexplod(551)&&numenemy>=2&&!var(2) anim=550 ID=551 sprpriority=-3 postype=left ownpal=ifelse(random<500,1,-1) pausemovetime=2147483647 supermovetime=2147483647 ownpal=1 [State 500, planks] type=explod trigger1=!numexplod(552)&&numpartner&&!var(3) anim=550 ID=552 sprpriority=-3 postype=left ownpal=ifelse(random<500,1,-1) pausemovetime=2147483647 supermovetime=2147483647 ownpal=1 [State 500, water] type=explod trigger1=!numexplod(500)&&!var(0) anim=500 ID=500 sprpriority=-4 postype=p1 pos=0,0 bindtime=-1 removetime=-1 [State 500, water] type=explod trigger1=!numexplod(501)&&!var(0) anim=501 ID=501 sprpriority=-7 postype=p1 pos=0,-18 bindtime=-1 removetime=-1 scale=1,.75 [State 500, water] type=explod trigger1=!numexplod(502)&&!var(0) anim=501 ID=502 sprpriority=-7 postype=p1 pos=0,-30 bindtime=-1 removetime=-1 scale=1,.5 [State 500, water] type=explod trigger1=!numexplod(503)&&!var(0) anim=501 ID=503 sprpriority=-4 postype=p1 pos=0,24 bindtime=-1 removetime=-1 [State 500, water] type=explod trigger1=!numexplod(504)&&!var(0) anim=501 ID=504 sprpriority=-4 postype=p1 pos=0,48 bindtime=-1 removetime=-1 [State 500, planks] type=removeexplod trigger1=numexplod(550)&&(!numenemy||var(1)) ID=550 [State 500, planks] type=removeexplod trigger1=numexplod(551)&&(numenemy<2||var(2)) ID=551 [State 500, planks] type=removeexplod trigger1=numexplod(551)&&(!numpartner||var(3)) ID=552 [State 500, planks] type=modifyexplod trigger1=numexplod(550)&&numenemy ID=550 postype=left pos=160+ceil(enemy(0),pos x),ceil(screenpos y) [State 500, planks] type=modifyexplod trigger1=numexplod(551)&&numenemy>=2 ID=551 postype=left pos=160+ceil(enemy(1),pos x),ceil(screenpos y) [State 500, planks] type=modifyexplod trigger1=numexplod(552)&&numpartner ID=552 postype=left pos=160+ceil(partner,pos x),ceil(screenpos y) [State 500, planks] type=modifyexplod trigger1=numexplod(550)&&numenemy trigger1=(enemy(0),const(size.ground.front)+enemy(0),const(size.ground.back))>=34 ID=550 scale=(enemy(0),const(size.ground.front)+enemy(0),const(size.ground.back))/34.0 [State 500, planks] type=modifyexplod trigger1=numexplod(551)&&numenemy>=2 trigger1=(enemy(1),const(size.ground.front)+enemy(1),const(size.ground.back))>=34 ID=551 scale=(enemy(1),const(size.ground.front)+enemy(1),const(size.ground.back))/34.0 [State 500, planks] type=modifyexplod trigger1=numexplod(552)&&numpartner trigger1=(partner,const(size.ground.front)+partner,const(size.ground.back))>=34 ID=552 scale=(partner,const(size.ground.front)+partner,const(size.ground.back))/34.0 [State 500, land] type=playsnd trigger1=numexplod(550)&&numenemy trigger1=(enemy(0),time=1) trigger1=enemy(0),stateno=52||enemy(0),stateno=106||enemy(0),stateno=5100||enemy(0),stateno=5110 value=0,2 abspan=ceil(enemy(0),pos x) [State 500, land] type=playsnd trigger1=numexplod(551)&&numenemy>=2 trigger1=(enemy(1),time=1) trigger1=enemy(1),stateno=52||enemy(1),stateno=106||enemy(1),stateno=5100||enemy(1),stateno=5110 value=0,2 abspan=ceil(enemy(1),pos x) [State 500, land] type=playsnd trigger1=numexplod(552)&&numpartner trigger1=(partner,time=1) trigger1=partner,stateno=52||partner,stateno=106||partner,stateno=5100||partner,stateno=5110 value=0,2 abspan=ceil(partner,pos x) ;====================<5900>==================== [Statedef 5900] type=A [State 5900, varreset] type=varrangeset trigger1=!roundsexisted value=0 [State 5900, varreset] type=varrangeset trigger1=!roundsexisted fvalue=0 [State 5900, resetlimbs] type=varset trigger1=1 var(10)=0 [State 5900, resetlimbs] type=varset trigger1=1 var(11)=0 [State 5900,end] type=changestate trigger1=1 value=ifelse(roundno=1,190,0) ;====================