;call guts [Statedef 400] type = S movetype = I physics = S juggle = 5 poweradd = -500 ctrl = 0 anim = 195 sprpriority = 2 velset = 0,0 [State 0] type = Helper trigger1 = Time = 1 name = "GutsMan" id = 410 stateno = 410 pos = 40, 0 ownpal = 1 facing = -1 [State 0] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;call bass [Statedef 401] type = S movetype = I physics = S juggle = 5 poweradd = -500 ctrl = 0 anim = 195 sprpriority = 2 [State 0] type = Helper trigger1 = Time = 1 name = "Bass" id = 430 stateno = 430 pos = 40, -40 ownpal = 1 [State 0] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;guts [Statedef 410] type = S movetype = A physics = S juggle = 4 anim = 410 ctrl = 0 velset = 0,0 sprpriority = 4 [State 0] type = Explod trigger1 = AnimElem = 15 anim = 412 bindtime = 1 pos = -94, 10 sprpriority = 5 ownpal = 1 [State 0] type = Explod trigger1 = AnimElem = 15 anim = 413 bindtime = 1 pos = -100, 6 sprpriority = 5 ownpal = 1 [State 0] type = EnvShake trigger1 = AnimElem = 15 ampl = 7 time = 15 [State 0] type = PlaySnd trigger1 = AnimElem = 1 value = s900, 4 [State 0] type = PlaySnd trigger1 = AnimElem = 8 value = s0, 4 [State 0] type = PlaySnd trigger1 = AnimElem = 15 value = s900, 2 [State 0] type = PlaySnd trigger1 = AnimElem = 15 value = s5, 1 [State 0] type = HitDef trigger1 = !Time attr = S, SA damage = 140,7 animtype = Medium guardflag = MA getpower = 0 hitflag = MAF pausetime = 14, 14 sparkno = s265 sparkxy = -20,0 hitsound = s5,1 ground.type = Low ground.slidetime = 25 ground.hittime = 21 ground.velocity = 5, -2 air.velocity = 5.2,-2.5 air.type = Low air.hittime = 14 fall = 1 [State 0] type = HitOverride trigger1 = 1 attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT stateno = 411 [State 0] type = ChangeState trigger1 = !AnimTime value = 411 ;--------------------------------------------------------------------------- ;guts out [Statedef 411] type = S movetype = I physics = S juggle = 4 anim = 411 ctrl = 0 velset = 0,0 sprpriority = 4 [State 0] type = PlaySnd trigger1 = AnimElem = 5 value = s900, 4 [State 0] type = destroyself trigger1 = !AnimTime value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;bass [Statedef 430] type = S movetype = A physics = S juggle = 4 anim = 430 ctrl = 0 velset = 0,0 sprpriority = -1 [State 0] type = Explod trigger1 = AnimElem = 11 anim = 432 bindtime = -1 sprpriority = 0 ownpal = 1 removeongethit = 1 [State 0] type = VarRandom trigger1 = (Time = [36,67]) v = 2 range = 180 [State 0] type = PlaySnd trigger1 = AnimElem = 1 value = 900, 4 [State 0] type = PlaySnd trigger1 = AnimElem = 13 value = 5, 2 channel = 0 [State 0] type = Projectile trigger1 = Time = [36,67] projanim = 433 projhitanim = -1 projremovetime = 21 attr = A, SP offset = 50+Var(2),40 getpower = 0 animtype = Medium damage = 10,2 guardflag = MA pausetime = 0, 12 sparkno = -1 hitsound = s0,9 guard.sparkno = -1 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -3, 0 air.velocity = -3,-3 air.type = Low air.hittime = 12 [State 0] type = HitOverride trigger1 = 1 attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT stateno = 431 [State 0] type = ChangeState trigger1 = !AnimTime value = 431 ;--------------------------------------------------------------------------- ;bass out [Statedef 431] type = S movetype = I physics = S juggle = 4 anim = 431 ctrl = 0 velset = 0,0 sprpriority = -1 [State 0] type = PlaySnd trigger1 = AnimElem = 9 value = 900, 4 [State 0] type = destroyself trigger1 = !AnimTime value = 0 ctrl = 1