[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 = 181 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 300] flag = roundnotover flag2 = nomusic [state 181, 1] type = PlaySnd trigger1 = animelem = 7 value = S0,1 ;--------------------------------------------------------------------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [state 191, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 200] flag = intro [state 191, 1] type = posset trigger1 = animelem = 1 y = -300 [state 191, 2] type = ScreenBound trigger1 = time = 0 value = 1 [state 191, 2] type = veladd trigger1 = animelem = 1 y = 10 [State 191 3] type = Changestate trigger1 = pos Y >= 0 value = 192 [Statedef 192] Type = S Ctrl = 0 Anim = 193 Velset = 0, 0 [State 192, 1] type = VarSet trigger1 = Time = 0 v = 1 value = -40 [State 192, 2] type = Varadd trigger1 = Time >= 0 trigger1 = Timemod = 4,3 var(1) = 40 [State 192, 3] type = Explod trigger1 = time >=0 trigger1 = Timemod = 4,3 anim = 191 postype = p1 pos = 0+var(1),0 ontop = 1 [State 192, 4] type = Explod trigger1 = time >=0 trigger1 = Timemod = 4,3 anim = 191 postype = p1 pos = 0-var(1),0 ontop = 1 [state 191, 6] type = playSnd trigger1 = Timemod = 4,3 value = S0, 2 [state 191, 7] type = changestate trigger1 = Time = 50 value = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 170 velset = 0,0 [State 105, 3] type = poweradd trigger1 = Time >= 22 value = 10 [State 71120] type = playsnd trigger1 = AnimElem = 1 value = 0,3 Channel = 2 [State 105, 3] type = ChangeState triggerall = var(59)=0 trigger1 = power>=3000 trigger2 = command != "hold_s" value = 0 ctrl = 1 [State 71120] type = EnvShake trigger1 = Time >= 22 trigger1 = TimeMod = 5,1 time = 5 ampl = 3 [State 400 3] Type = explod Trigger1 = timemod = 10,0 Anim = 8003 ID = 8003 Postype = p1 ontop = 1 pos = 0,0 removetime = 9 removeongethit = 1 [State 105, 3] type = ChangeState triggerall = var(59)=1 trigger1 = power>=3000 trigger2 = P2bodydist X <170 trigger3 = p2movetype = a value = 0 ctrl = 1 ; RUN_FWD [Statedef 100] type = s physics = n anim=100 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,0 [State 100, 1] type = Velset trigger1 = AnimElem = 3 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 = 41 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 5 y = -5 x=10 [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 = 41 [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 = -5 x=10 [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 = 5 x = 0 [State 911, 2] type = changestate trigger1 = time >= 15 value = 0 ctrl = 1 小火球 [Statedef 200] type = s movetype= a physics = s juggle = 7 anim = 200 ctrl = 0 poweradd = 50 [state 200, 1] Type = Projectile trigger1 = AnimElem = 7 Projid = 201 Projanim = 201 Projhitanim = 203 Projremanim = 203 Projcancelanim = 203 Projscale = 1,1 Projremovetime = -1 projsprpriority = 2 projmisstime = 1 attr = S, SP damage = 50,3 postype = p1 offset = 25,-33 sparkno = -1 sparkxy = 0,0 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [state 200, 3] Type = playsnd Trigger1 = animelem =1 Value = S0,5 [state 200, 4] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 大火球 [Statedef 201] type = s movetype= a physics = s juggle = 7 anim = 200 ctrl = 0 poweradd = 50 [state 200, 1] Type = Projectile trigger1 = AnimElem = 7 Projid = 202 Projanim = 202 Projhitanim = 203 Projremanim = 203 Projcancelanim = 203 Projscale = 1,1 Projremovetime = -1 projsprpriority = 2 projmisstime = 1 attr = S, SP damage = 100,3 postype = p1 offset = 30,-30 fall = 1 sparkno = -1 sparkxy = 0,0 velocity = 8,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [state 200, 3] Type = playsnd Trigger1 = animelem =1 Value = S0,5 [state 200, 4] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 衝撞 [Statedef 300] type = A movetype= A physics = N velset = -15,-6 anim = 41 ctrl = 0 poweradd = 50 [State 300, NotHitBy] Type = NotHitBy trigger1 = AnimElem = 1 value = SCA, NP, SP, HP time = 5 [State 300, 1] type = PlaySnd trigger1 = time = 0 value = S0, 6 volume = 255 [State 300, 2] type = ChangeState trigger1 = BackEdgeBodyDist <= 0 trigger1 = Pos Y <= -10 value = 301 [state 191, 2] type = ScreenBound trigger1 = time = 0 value = 1 [Statedef 301] type = A movetype= A physics = N velset = 0,0 anim = 300 ctrl = 0 [state 191, 2] type = ScreenBound trigger1 = time = 0 value = 1 [State 301, 1] ; type = ChangeState trigger1 = time >= 24 value = 302 [Statedef 302] type = A movetype= A physics = N velset = 0,0 anim = 301 ctrl = 0 [State 302, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S0,7 [State 302, 2] type = VelSet trigger1 = Time = 0 y = 0 x=0 [State 302, 3] type = Gravity trigger1 = AnimElem = 1,>=0 [State 0, 2] type = VelSet trigger1 = AnimElem = 1 X = 8 [State 302, 4] type = HitDef trigger1 = AnimElem = 2 attr = a, hA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S2000 guard.sparkno = 40 fall = 1 guard.kill = 0 [State 302, 5] type = ChangeState trigger1 = pos y>=0 value = 0 ctrl = 1 超級烈焰彈 [statedef 400] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 anim =400 [State 400 1] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S0, 13 pos = 40,-50 poweradd = -1000 [State 400 3] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [State 400 NotHitBy] Type = NotHitBy Trigger1 = 1 Value = SCA [State 400 3] Type = explod Trigger1 = time = 21 Anim = 401 ID = 401 Postype = p1 ontop = 1 pos = 57,-45 removetime = -1 removeongethit = 1 [State 400 4] Type = playSnd Trigger1 = time = 0 Value = S0,3 [State 400 4] Type = playSnd Trigger1 = time = 40 Value = S0,9 [State 400 5] Type = removeexplod Trigger1 = time = 117 ID = 401 [State 400 6] Type = changestate Trigger1 = time = 117 Value = 401 [Statedef 401] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 anim =402 [State 400 NotHitBy] Type = NotHitBy Trigger1 = 1 Value = SCA [state 400 1] Type = helper Trigger1 = time = 0 Helptype = normal id = (400) facing = 1 stateno = 402 pos = 57,-45 postype = p1 sprpriority = 2 ownpal = 1 [state 402, 1] Type = changestate Trigger1 = time = 36 Value = 0 Ctrl = 1 [Statedef 402] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 sprpriority = 3 anim =403 [State 402, 1] type = VelSet trigger1 = time>=0 x = 9 y = 2 [State 402,2] type = HitDef trigger1 = animelem = 2 attr = sca, hp damage = 400, 100 getpower = 10 givepower = 20 hitflag = MAF guardflag = MA fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,2 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 402, 3] Type = playSnd Trigger1 = animelem = 1 Value = S0,11 [State 402 4] Type = explod Trigger1 = movehit Anim = 404 ID = 404 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 402, 5] type = ChangeState trigger1 = time = 20 value = 403 [Statedef 403] type = S movetype= a physics = S juggle = 8 ctrl = 0 velset = 0,0,0 anim =405 [State 403, 1] type = VelSet trigger1 = 1 x = 0 y = 0 [State 403, 2] Type = playSnd Trigger1 = animelem = 1 Value = S0,10 [State 403,3] type = HitDef trigger1 = animelem = 3 attr = sca, hp damage = 400, 100 getpower = 10 givepower = 20 hitflag = MAF guardflag = L fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,2 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 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 = 404 ID = 404 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403,5] type = DestroySelf trigger1 = time = 57 噴火 [Statedef 450] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =450 poweradd = 50 [state 450, 1] Type = playSnd Trigger1 = animelem = 1 Value = S0,5 [state 450, 2] Type = helper Trigger1 = animelem = 5 Helptype = normal id = (450) facing = 1 stateno = 451 pos = 57,-45 postype = p1 sprpriority = 2 ownpal = 1 [state 450, 3] Type = changestate Trigger1 = time >= 50 Value = 0 Ctrl = 1 [Statedef 451] type = S movetype= a physics = S sprpriority = 2 ctrl = 0 velset = 0,0,0 anim =451 [State 403, 2] Type = playSnd Trigger1 = animelem = 1 Value = S0,12 [State 403,3] type = HitDef trigger1 = animelem = 1 attr = sca, hp damage = 80, 10 getpower = 10 givepower = 20 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,2 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 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 = 404 ID = 404 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [State 403,5] type = DestroySelf trigger1 = time = 34 爆裂衝擊 [statedef 500] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =500 [State 400 3] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [State 500 1] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S0, 13 pos = 1,-40 poweradd = -1000 [state 500 2] Type = playSnd Trigger1 = animelem = 2 Value = S0,11 [State 403,3] type = HitDef trigger1 = animelem = 2 attr = sca, ha damage = 400, 100 getpower = 10 givepower = 20 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,2 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 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 = 404 ID = 404 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 500 3] type = Velset trigger1 = time >= 2 x = 10 y=0 [state 500 4] Type = changestate Trigger1 = FrontEdgeDist <= 5 Value = 0 Ctrl = 1 [State 500, 5] type = VarSet trigger1 = Time = 0 v = 2 value = -40 [State 500, 6] type = Varadd trigger1 = Time >= 0 trigger1 = Timemod = 4,3 var(2) = 10 [state 500, 7] Type = Projectile trigger1 = timemod = 4,3 Projid = 501 Projanim = 191 Projhitanim = -1 Projscale = 1,1 Projremovetime = 18 projsprpriority = 2 projmisstime = 0 attr = S, SP damage = 100,3 postype = p1 offset = -30+var(2),0 fall = 1 sparkno = -1 sparkxy = 0,0 velocity = 0,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,4 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 炎龍波 [Statedef 600] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =600 [State 600,1] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [State 600,2] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S0, 13 pos = -1,-40 poweradd = -2000 [State 600,3] Type = explod Trigger1 = time = 0 Anim = 5902 ID = 5003 Postype = p1 ontop = 1 pos = -30,-40 removetime = 13 removeongethit = 1 [state 600,4] Type = changestate Trigger1 = time = 20 Value = 601 [state 600 5] Type = playsnd Trigger1 = time = 1 Value = S1,2 [statedef 601] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =601 [State 601,1] Type = explod Trigger1 = time = 1 Anim = 5903 ID = 5004 Postype = p1 ontop = 1 pos = 10,0 removetime = 36 removeongethit = 1 [state 601,2] Type = changestate Trigger1 = time = 40 Value = 602 [state 601,3] Type = playsnd Trigger1 = time = 1 Value = S1,0 [statedef 602] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =602 [State 400 1] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S0, 13 pos = 40,-45 poweradd = 0 [state 603,4] Type = changestate Trigger1 = time = 66 Value = 0 Ctrl = 1 [state 400 1] Type = helper Trigger1 = time = 1 Helptype = normal id = (6000) facing = 1 stateno = 603 pos = 40,-65 postype = p1 sprpriority = 2 ownpal = 1 [statedef 603] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =6000 [State 603,1] type = HitDef trigger1 = animelem = 2 attr = sca, hp damage = 700,200 getpower = 10 givepower = 20 hitflag = MAF guardflag = MA fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = S0,2 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 8 palfx.time = 50 palfx.mul = 240,220,128 palfx.sinadd = 32,128,220,16 palfx.add = 190,180,84 [State 603,2] Type = explod Trigger1 = movehit Anim = 404 ID = 404 Postype = p2 Bindtime = 20 ontop = 1 pos = 0,0 removetime = 20 [state 603,3] Type = playSnd Trigger1 = time = 0 Value = S1,1 [state 603,5] Type = destroyself Trigger1 = time = 26 [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 = 203 Removetime = -1 [state 5999,2] Type = removeExplod Trigger1 = time >= 100 ID = 8000 [state 5999,3] Type = playsnd Trigger1 = time = 0 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 4 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 8 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 12 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 16 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 20 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 24 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 28 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 32 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 36 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 40 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 44 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 48 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 52 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 56 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 60 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 64 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 68 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 72 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 76 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 80 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 84 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 88 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 92 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 96 Value = S0,4 [state 5999,3] Type = playsnd Trigger1 = time = 100 Value = S0,4 [state 5999,5] Type = changeanim Trigger1 = time = 100 Value = 8001 [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 地獄毀滅彈 [statedef 700] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =700 [state 700,1] Type = velset Trigger1 = time >=1 X = 0 Y = -10 [State 700, 2] type = superPause trigger1 = time=0 time = 40 anim = S8004 sound = S0, 13 pos = 0,-40 poweradd = -2000 [State 700, 3] Type = explod Trigger1 = time = 0 Anim = 9000 ID = 9000 Postype = back Supermovetime = 100 ontop = 0 pos = 0,0 removetime = 40 removeongethit = 1 [state 700, 4] Type = playsnd Trigger1 = time = 2 Value= S0,6 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 1000 Movetime = 1000 [state 700,5] Type = changestate Trigger1 = time >= 50 Value = 701 [state 700, 6] Type = ScreenBound Trigger1 = 1 Value = 1 [statedef 701] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =703 [state 701, 1] Type = AllPalFX Trigger1 = time = 0 Time = 10 Add = -255,-255,-255 [state 701, 2] Type = Pause Trigger1 = time = 0 Time = 1000 Movetime = 1000 [state 701, 3] Type = ScreenBound Trigger1 = 1 Value = 1 [state 701, 4] Type = posset Trigger1 = time = 0 X = 0 Y = 200 [state 701, 5] Type = velset Trigger1 = time = 3 Y = -17 [state 701, 6] Type = changeanim Trigger1 = time = 2 Value = 700 [State 701, 7] Type = explod Trigger1 = time = 8 Anim = 7000 ID = 6000 Postype = back ontop = 0 pos = 0,0 removetime = -1 removeongethit = 1 sprpriority = 4 [state 701, 8] Type = explod Trigger1 = time = 8 Trigger2= AnimElemTime(4) = 2 Trigger1 = anim = 701 Anim = 7002 ID = 6002 Postype = p1 ontop = 1 pos = -90,-150 removetime = -1 pausemovetime = 2000 removeongethit = 1 [state 701, 9] Type = explod Trigger1= time = 8 Trigger2= AnimElemTime(30) = 3 Trigger1 = anim = 701 Anim = 7003 ID = 6002 Postype = p1 ontop = 1 pos = -20,-125 vel = 7,7 removetime = -1 pausemovetime = 2000 removeongethit = 1 [state 701, 10] Type = playSnd Trigger1= time = 8 Trigger2= AnimElemTime(30) = 3 Trigger1= anim = 701 Value = S1,4 [state 701, 11] Type = playSnd Trigger1 = time = 8 Trigger1 = AnimElemTime(3) = 2 Value = S1,5 [state 701, 12] Type = velset Trigger1 = pos y <= -100 X = 0 Y = 0 [state 701, 13] Type = changeanim Triggerall = time = 8 Trigger1 = AnimElemTime(3) = 2 Value = 701 [state 701, 14] Type = AllPalFX Trigger1 = time = 140 Time = 10 Add = -255,-255,-255 [state 701, 15] Type = changestate Trigger1= time = 150 Value = 702 [statedef 702] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =704 [state 702, 1] Type = posset Trigger1 = time = 0 X=0 Y=0 [state 702, 1] Type = explod Trigger1 = time = 0 Anim = 7001 ID = 6003 Postype = back ontop = 1 pos = 0,0 removetime = 100 pausemovetime = 2000 removeongethit = 1 ownpal = 1 [state 702, 2] Type = playSnd Trigger1 = time = 0 Value = S1,3 [state 702, 3] Type = Pause Trigger1 = time = 0 Time = 100 Movetime = 100 [state 702, 4] Type = removeexplod Trigger1 = time = 90 ID = 6000 [state 702, 5] Type = removeexplod Trigger1 = time = 90 ID = 6002 [state 702, 6] Type = changestate Trigger1 = time = 99 Value = 703 [state 702, 7] Type = BGPalFX Trigger1 = time = 0 Time = 100 Add = -255,-255,-255 [statedef 703] type = SCA movetype= a physics = N juggle = 5 ctrl = 0 velset = 0,0,0 anim =7100 [state 703,1] type = HitDef trigger1 = 1 attr = SCA, hA animtype = hard damage = enemynear,LifeMax getpower = 10,10 givepower = 20,20 affectteam = B hitflag = M- pausetime = 8,8 sparkxy = 0,0 hitsound = S1,6 guardsound = -1 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S6001 guard.sparkno = -1 fall = 1 guard.kill = 0 [state 703,2] Type = changestate Trigger1 = time = 2 Value = 704 [statedef 704] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =703 [state 704,1] type = ScreenBound trigger1 = time = 0 value = 1 [state 704,2] Type = posset Trigger1 = time = 0 X= 0 Y= -300 [state 704,3] Type = changeanim Trigger1 =time = 2 Value = 190 [state 704,4] Type = velset Trigger1 = time = 2 X=0 Y=15 [state 704,5] Type = changestate Trigger1 = pos y >=0 Value = 0 Ctrl = 1 ;AI系統 [StateDef 10000] type = S physics = N movetype = I anim = 9999 velset = 0,0 ctrl = 0 [State Is Human User Check] type = ParentVarSet trigger1 = Parent,var(59) = 0 trigger1 = (Parent,Command!="CPU")&&(Command!="CPU") var(0) = 0 [State AI user] type = ParentVarSet triggerall = Parent,Var(0)=0 trigger1 = (Parent,Command="CPU")&&(Command!="CPU") trigger1 = root,StateNo=[5000,5999] var(59) = 1 [State AI user] type = ParentVarSet trigger1 = RoundState != 2 trigger2 = Parent,var(0)=1 var(59) = 0 [State Is Human User Check] type = ParentVarSet triggerall = Parent,var(59) = 1 trigger1 = (Parent,Command="CPU")&&(Command="CPU") trigger1 = root,ctrl=1 var(0) = 1 [Statedef -2] 閃光 [State -1, 1] Type = PalFX Trigger1 = MoveType = H Trigger1 = timemod = 10,3 Add = 255,255,255 Time = 3 [State -2,完全死亡] type = ChangeState triggerall = roundstate = 4 trigger1 = StateNo = 5150 value = 5999