[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 = 170 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, 400] flag = roundnotover flag2 = nomusic [state 181 1] Type = playsnd Trigger1 = time = 0 Value = S0,1 [State 403 4] Type = explod Trigger1 = animelem = 1 Anim = 551 ID = 181 Postype = p1 ontop = 1 pos = -70,0 removetime = 38 [state 181 1] Type = playsnd Trigger1 = animelem = 3 Value = S1,1 [state 181 1] Type = playsnd Trigger1 = time = 55 Value = S1,4 ;--------------------------------------------------------------------------- [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, 6] type = playSnd trigger1 = time = 2 value = S1, 1 [State 191 3] type = Changestate trigger1 = time >= 100 value = 192 [Statedef 192] Type = S Ctrl = 0 Anim = 191 Velset = 0, 0 [state 191, 6] type = playSnd trigger1 = animelem = 1 value = S0, 1 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 800] 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 = S0,1 Channel = 2 [State 105, 3] type = ChangeState triggerall = var(59)=0 trigger1 = power>=3000 trigger2 = command != "hold_s" value = 0 ctrl = 1 [State 400 3] Type = explod Trigger1 = timemod = 10,0 Anim = 8003 ID = 8003 Postype = p1 ontop = 1 pos = -5,0 removetime = 9 removeongethit = 1 [State 71120] type = EnvShake trigger1 = Time >= 22 trigger1 = TimeMod = 5,1 time = 5 ampl = 3 [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 = S0,0 [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 = 100 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 900, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 900,4] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 150,150,150 trans = ADD1 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 900, 5] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 ;後閃 [Statedef 910] type = s physics = s ctrl = 0 anim = 100 [State 910, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 910, 2] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 910, 3] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 910, 4] type = Turn trigger1 = Time = 0 [State 900,5] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 910, 6] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 150,150,150 trans = ADD1 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 910, 7] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 閃終了 [Statedef 911] type = s physics = s ctrl = 0 anim = 192 [State 911, 1] type = VelSet trigger1 = time >= 0 y = 0 x = 0 [State 911, 2] type = changestate trigger1 = time >= 15 value = 50 ctrl = 1 火焰拳-上 [Statedef 200] type = s movetype= a physics = s juggle = 7 anim = 200 ctrl = 0 poweradd = 50 [state 200, 3] Type = playsnd Trigger1 = animelem =3 Value = S0,2 [state 450 2] Type = helper Trigger1 = time = 16 Trigger2 = time = 20 Trigger3 = time = 24 Helptype = normal id = (201) facing = 1 stateno = 201 pos = -5,0 postype = p1 sprpriority = 2 ownpal = 1 [state 200, 4] Type = changestate Trigger1 = time >= 30 Value = 0 Ctrl = 1 [statedef 201] type = s movetype= a physics = s juggle = 8 anim = 201 [state 201 1] Type = velset Trigger1 = time >= 0 X = 7 Y = 0 [State 403,3] type = HitDef trigger1 = animelem = 1 attr = s, Sp damage = 20, 10 getpower = 10 givepower = 20 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,4 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-1 air.animtype = hard air.velocity = -3,-1 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403,5] type = DestroySelf trigger1 = movecontact trigger2 = time >= 80 火焰拳-下 [Statedef 210] type = s movetype= a physics = s juggle = 7 anim = 210 ctrl = 0 poweradd = 50 [state 200, 3] Type = playsnd Trigger1 = animelem =3 Value = S0,2 [state 450 2] Type = helper Trigger1 = time = 16 Trigger2 = time = 20 Trigger3 = time = 24 Helptype = normal id = (211) facing = 1 stateno = 211 pos = -5,17 postype = p1 sprpriority = 2 ownpal = 1 [state 200, 4] Type = changestate Trigger1 = time >= 30 Value = 0 Ctrl = 1 [statedef 211] type = s movetype= a physics = s juggle = 8 anim = 201 [state 201 1] Type = velset Trigger1 = time >= 0 X = 7 Y = 0 [State 403,3] type = HitDef trigger1 = animelem =1 attr = s, Sp damage = 20, 10 getpower = 10 givepower = 20 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,4 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-1 air.animtype = hard air.velocity = -3,-1 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403,5] type = DestroySelf trigger1 = movecontact trigger2 = time >= 80 噴火 [Statedef 300] type = S movetype= A physics = N velset = 0,0 anim = 300 ctrl = 0 poweradd = 50 [State 300, 1] type = PlaySnd trigger1 = time = 0 value = S0, 5 volume = 255 [State 300, 2] type = ChangeState trigger1 = time >= 50 value = 0 ctrl = 1 [state 450 2] Type = helper Trigger1 = animelem = 5 Helptype = normal id = (301) facing = 1 stateno = 301 pos = 33,-35 postype = p1 sprpriority = 2 ownpal = 1 [Statedef 301] type = S movetype= A physics = s velset = 0,0 anim = 301 ctrl = 0 sprpriority = 5 [state 301 1] Type = playsnd Trigger1 = time = 0 Value = S0,6 [State 403,3] type = HitDef trigger1 = animelem =1 attr = s, Sp damage = 80, 10 getpower = 10 givepower = 20 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,4 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-6 air.animtype = hard air.velocity = -3,-6 air.juggle = 5 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403,5] type = DestroySelf trigger1 = animtime = 0 升龍拳 [Statedef 350] type = S movetype= A physics = N velset = 0,0 anim = 350 ctrl = 0 poweradd = 50 juggle = 7 [State 302, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S0,8 [State 302, 2] type = VelSet trigger1 = Time >= 16 y = -15 x=9 [State 302, 2] type = VelSet trigger1 = Time >= 26 y = 0 x=0 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -3, -9 air.velocity = -3,-9 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403 4] Type = explod trigger1 = animelem = 4 Anim = 351 ID = 351 Postype = p1 Bindtime = -1 ontop = 1 pos = 40,-50 removetime = 16 [State 403 4] Type = explod trigger1 = animelem = 4 Anim = 351 ID = 351 Postype = p1 Bindtime = -1 ontop = 1 pos = 40,-30 removetime = 15 [State 302, 5] type = ChangeState trigger1 = time >= 26 value = 50 ctrl = 1 火焰踢 [Statedef 400] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =400 poweradd = 50 [State 400, 1] type = AfterImage trigger1 = time = 0 time = 20 palcontrast = 255,0,0 trans = add [state 400 Gravity] Type = Gravity Trigger1 = time >= 0 [state 400 velset] Type = velset Trigger1 = time >=0 X = 8 [state 400, 2] Type = playSnd Trigger1 = animelem = 1 Value = S0,7 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,9 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6, -3 air.velocity = -6,-3 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 400, 4] Type = velset Trigger1 = pos y >= 10 X=0 Y=0 [state 400, 4] Type = changestate Trigger1 = pos y >= 10 Value = 50 Ctrl = 1 爆氣 [Statedef 450] type = S movetype= a physics = S sprpriority = 2 ctrl = 0 velset = 0,0,0 anim =450 poweradd = 50 [State 450, 1] Type = playSnd Trigger1 = animelem = 2 Value = S0,1 [state 450 3] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl =1 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -5, -5 air.velocity = -5,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [statedef 470] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =470 [state 451 2] Type = playsnd Trigger1 = animelem = 2 Value = S0,10 [state 400 1] Type = helper Trigger1 = animelem = 1 Helptype = normal id = (471) facing = 1 stateno = 471 pos = -20,-120 postype = p1 sprpriority = 2 ownpal = 1 [state 471 1] Type = playsnd Trigger1 = animelem = 3 Value = S0,11 [state 470 1] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 [Statedef 471] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =471 sprpriority = 5 [state 400 velset] Type = velset Trigger1 = time >=34 X = 10 [state 400 Gravity] Type = Gravity Trigger1 = time >= 34 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -5, -5 air.velocity = -5,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 400 velset] Type = velset Trigger1 = pos y >= -15 X = 0 Y = 0 [state 471 2] Type = changestate Trigger1 = pos y >= -15 Value = 472 [state 471 3] Type = destroyself Trigger1 = pos y >= -15 [Statedef 472] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =472 sprpriority = 5 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -5, -5 air.velocity = -5,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 472 1] Type = playsnd Trigger1 = time =0 Value = S1,1 [state 472 2] Type = destroyself Trigger1 = animtime = 0 [statedef 480] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =470 [state 451 2] Type = playsnd Trigger1 = animelem = 2 Value = S0,10 [state 400 1] Type = helper Trigger1 = animelem = 1 Helptype = normal id = (471) facing = 1 stateno = 481 pos = -20,-120 postype = p1 sprpriority = 2 ownpal = 1 [state 471 1] Type = playsnd Trigger1 = animelem = 3 Value = S0,11 [state 470 1] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 [Statedef 481] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =471 sprpriority = 5 [state 400 velset] Type = velset Trigger1 = time >=34 X = 5 [state 400 Gravity] Type = Gravity Trigger1 = time >= 34 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -5, -5 air.velocity = -5,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 400 velset] Type = velset Trigger1 = pos y >= -15 X = 0 Y = 0 [state 471 2] Type = changestate Trigger1 = pos y >= -15 Value = 482 [state 471 3] Type = destroyself Trigger1 = pos y >= -15 [Statedef 482] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =472 sprpriority = 5 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -5, -5 air.velocity = -5,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 472 1] Type = playsnd Trigger1 = time =0 Value = S1,1 [state 472 2] Type = destroyself Trigger1 = animtime = 0 氣功砲 [Statedef 500] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =500 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = -9,-48 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 400 1] Type = helper Trigger1 = animelem = 4 Helptype = normal id = (501) facing = 1 stateno = 501 pos = 30,-45 postype = p1 sprpriority = 2 ownpal = 1 [state 500 5] Type = playsnd Trigger1 = time = 0 Value = S0,12 Channel = 1 [state 500 5] Type = playsnd Trigger1 = animelem = 3 Value = S1,6 Channel = 2 [state 500 6] Type = changestate Trigger1 = time >= 150 Value = 0 Ctrl = 1 [statedef 501] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =501 sprpriority = 5 [state 501 1] Type = AssertSpecial Trigger1 = time >= 0 Flag = noshadow [state 500 5] Type = playsnd Trigger1 = animelem = 2 Value = S1,3 Channel = 3 [State 451,1] type = HitDef trigger1 = 1 attr = sca, HP damage = 6,3 getpower = 5 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = -1 ground.slidetime = 5 ground.hittime = 10 ground.velocity = 0,-10 air.animtype = hard air.velocity = 0,-10 air.juggle = 1 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [state 501 2] Type = destroyself Trigger1 = animtime = 0 Trigger2 = root,movetype = h [state 500 5] Type = stopsnd Trigger1 = root,movetype = h Value = S1,3 Channel = 3 火焰地獄 [statedef 550] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =550 [state 701, 1] Type = BGPalFX Trigger1 = time = 1 Time = 240 Add = 100,0,0 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 550 1] Type = playsnd Trigger1 = time = 1 Value = S0,1 [state 551 1] Type = varset Trigger1 = time = 0 V = 1 Value = 0 [state 551 2] type = Varadd triggerall = Time >= 0 trigger1 = timemod = 20,15 var(1) = 25 [state 400 1] Type = helper Triggerall = time >= 6 Trigger1 = timemod = 20,0 Helptype = normal id = (551) facing = 1 stateno = 551 pos = -65+var(1),0 postype = p1 sprpriority = 2 ownpal = 1 [State 451,1] type = HitDef triggerall = timemod = 10,1 trigger1 = 1 attr = sca, HP damage = 3,1 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = -1 ground.slidetime = 5 ground.hittime = 10 ground.velocity = 6,-10 air.animtype = hard air.velocity = 6,-10 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403 4] Type = explod Trigger1 = time = 0 Anim = 552 ID = 552 Postype = p1 ontop = 1 pos = 0,0 removetime = 240 [state 400 1] Type = helper Trigger1 = timemod = 20,0 Helptype = normal id = (551) facing = 1 stateno = 551 pos = -65-var(1),0 postype = p1 sprpriority = 2 ownpal = 1 [state 500 4] Type = changestate Trigger1 = time >= 240 Value = 0 Ctrl = 1 [statedef 551] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =551 [state 551 2] Type = playsnd Trigger1 = time = 0 Value = S1,1 [State 451,1] type = HitDef trigger1 = 1 attr = sca, HP damage = 3,1 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = -1 ground.slidetime = 5 ground.hittime = 10 ground.velocity = 0,-10 air.animtype = hard air.velocity = 0,-10 air.juggle = 1 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 501 2] Type = destroyself Trigger1 = animtime = 0 隕星泣血 [statedef 600] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =600 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -2000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 603,3] Type = playSnd Trigger1 = animelem = 1 Value = S0,1 [state 600 4] Type = varset Trigger1 = time = 0 V = 2 Value = 0 [state 600 5] Type = varrandom Trigger1 = time >= 0 V = 2 Range = -70,70 [state 400 1] Type = helper Trigger1 = timemod = 10,3 Helptype = normal id = (601) facing = 1 stateno = 601 pos = 0+var(2),-200 postype = p2 sprpriority = 5 ownpal = 1 [state 600 3] Type = changestate Trigger1 = time >= 200 Value = 0 Ctrl = 1 [statedef 601] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =601 [state 601 1] Type = velset Trigger1 = time >= 0 X = 0 Y = 20 [state 400 velset] Type = velset Trigger1 = pos y >= -15 X = 0 Y = 0 [state 471 2] Type = changestate Trigger1 = pos y >= -15 Value = 602 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 25,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0, -2 air.velocity = 0,-2 guard.velocity = 0 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 471 3] Type = destroyself Trigger1 = pos y >= -15 [Statedef 602] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =472 sprpriority = 5 [State 302, 4] type = HitDef trigger1 = AnimElem = 1 attr = a, SP animtype = hard damage = 25,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0, -2 air.velocity = 0,-2 guard.velocity = 0 airguard.velocity = -1.9,-.8 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 7 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 403 4] Type = explod Trigger1 = movehit Anim = 202 ID = 202 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 472 1] Type = playsnd Trigger1 = time =0 Value = S1,1 [state 472 2] Type = destroyself Trigger1 = animtime = 0 [Statedef 5999] type = L movetype = h physics = n ctrl = 0 anim = 8000 [state 5999,3] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 5999,1] Type = explod Trigger1 = timemod = 4,3 ID = 8000 Pos = 0,-20 Postype = p1 Facing = 1 Random = 100,150 Ontop = 1 Anim = 8001 Removetime = -1 [state 5999,2] Type = removeExplod Trigger1 = time >= 100 ID = 8000 [state 5999,3] Type = playsnd Trigger1 = time = 0 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 4 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 8 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 12 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 16 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 20 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 24 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 28 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 32 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 36 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 40 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 44 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 48 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 52 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 56 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 60 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 64 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 68 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 72 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 76 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 80 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 84 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 88 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 92 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 96 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 100 Value = S1,0 [state 5999,5] Type = changeanim Trigger1 = time = 100 Value = 8002 [state 5999,6] Type = varset Trigger1 = time = 0 V = 4 Value = 0 [state 5999,6] Type = varadd Trigger1 = time = 92 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 94 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 96 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 98 V = 4 Value = 50 [state 5999,6] Type = EnvColor Trigger1 = time = 92 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 94 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 96 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 98 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 100 Value = 255,255,255 Time = 2 Under = 1 修羅地獄 [statedef 700] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =700 [State -2] type = superPause trigger1 = time = 0 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -2000 [state create ai switch] type = helper trigger1 = time = 0 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 700, 4] Type = playsnd Trigger1 = time = 1 Value= S0,1 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 200 Movetime = 200 [state 701, 1] Type = BGPalFX Trigger1 = time = 1 Time = 350 Add = -150,-150,-150 [state 450 2] Type = helper Triggerall = time >= 18 Trigger1 = timemod = 7,6 Helptype = normal id = (701) facing = 1 stateno = 701 pos = 5,10 postype = p1 sprpriority = 2 ownpal = 1 pausemovetime = 500 [state 700 2] Type = changestate Trigger1 = time >= 200 Value = 702 [statedef 701] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =701 [state 701 1] Type = velset Trigger1 = time >=0 X = 7 Y = 0 [state 700, 4] Type = playsnd Trigger1 = time = 0 Value= S2,0 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, hP animtype = light damage = 0,0 hitflag = MAF- pausetime = 0,0 sparkxy = 0,0 hitsound = -1 guardsound = 6,0 ground.slidetime = 0 ground.hittime = 0 ground.velocity = 0, 0 air.velocity = 0,-2 guard.velocity = 0 airguard.velocity = 0,0 sparkno = -1 guard.sparkno = 40 fall = 0 guard.kill = 0 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [state 701 1] Type = destroyself Trigger1 = time >= 150 [statedef 702] type = S movetype= a physics = S juggle = 0 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =702 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 80 Movetime = 80 [State 403 4] Type = explod Trigger1 = animelem = 4 Anim = 703 ID = 703 Postype = p2 Bindtime = -1 ontop = 0 pos = 0,0 removetime = 60 pausemovetime = 500 [state 702 1] Type = playsnd Trigger1 = time = 9 Value = S0,10 [state 450 2] Type = helper Trigger1 = time = 70 Helptype = normal id = (701) facing = 1 stateno = 704 pos = 0,0 postype = p2 sprpriority = 2 ownpal = 1 pausemovetime = 500 [state 702 2] Type = changestate Trigger1 = time = 170 Value = 50 Ctrl = 1 [statedef 704] type = S movetype= a physics = S juggle = 0 ctrl = 0 velset = 0,0,0 sprpriority = 6 anim =704 [state 702 1] Type = playsnd Trigger1 = time = 2 Value = S1,3 [State 302, 4] type = HitDef trigger1 = 1 attr = sca, Hp animtype = hard damage = enemynear,LifeMax getpower = 10,10 givepower = 20,20 hitflag = MAF- pausetime = 0,0 sparkxy = 0,0 hitsound = S1,1 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 10 ground.velocity = 0,-1 air.velocity = 0,-1 guard.velocity = 0 airguard.velocity = 0,0 sparkno = -1 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 0 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [state 704, 1] Type = destroyself Trigger1 = time = 64 ;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 9000] type = s movetype= i physics = s juggle = 8 ctrl = 0 anim = 9999 sprpriority = -50 [State 191, 7] type = VarSet trigger1 = Time = 0 v = 5 value = 0 [State 191, 7] type = Varadd trigger1 = Time >= 25 var(5) = 18 [State -2, 1] type = PalFX trigger1= time = [25,40] time = 1 add = 0-var(5),0-var(5),0-var(5) [State 1400, 2] type = Explod trigger1 = time=0 anim = 9000 removetime =40 pos= 65,100 postype =back id=9000 ontop=0 bindtime = -1 removeongethit =1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2, 虛空破] type = ModifyExplod trigger1= time >= 25 ID = 9000 scale = 0.9+sin(0.005*Time),0.9+sin(0.005*Time) [State 100, 2] type = AssertSpecial trigger1 = 1 flag = noshadow [State 1073,2] type = DestroySelf trigger1 = time = 40 [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