; _______________________________ ;| Nash by Phantom.of.the.Server | ; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ;============================================================================================== ;=============================================================================== ;============================================================================================== ;===================== [Statedef 200] type=S physics=S movetype=A anim=200 ctrl=0 velset=0,0 sprpriority=1 poweradd=0 facep2=1 [State 200, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<200 value=4,ifelse(random<500,1,6) channel=0 [State 200, snd] type=playsnd trigger1=animelem=2 value=1,0 channel=1 [State 200, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*14<7,7,fvar(11)*14)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=12 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-80*const(size.yscale)) hitsound=s2,0 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 200, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 200, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 210] type=S physics=S movetype=A anim=210 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 210, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 210, snd] type=playsnd trigger1=animelem=3 value=1,1 channel=1 [State 210, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*56<7,7,fvar(11)*56)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-74*const(size.yscale)) hitsound=s2,1 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 210, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 210, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 211] type=S physics=S movetype=A anim=211 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 211, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 211, snd] type=playsnd trigger1=animelem=2 value=1,1 channel=1 [State 211, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-70*const(size.yscale)) hitsound=s2,1 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 211, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 211, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 220] type=S physics=S movetype=A anim=220 ctrl=0 velset=0,0 sprpriority=-1 poweradd=18*!var(20) facep2=1 [State 220, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 220, snd] type=playsnd trigger1=animelem=3 value=1,2 channel=1 [State 220, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*90<7,7,fvar(11)*90)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=10 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-7.4/((var(20)>0)+1.0),-5.2 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=10 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-76*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 p1sprpriority=-1 [State 220, spr] type=sprpriority trigger1=animelemtime(5)>=0 value=0 [State 220, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 220, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 221] type=S physics=S movetype=A anim=221 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 221, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 221, snd] type=playsnd trigger1=animelem=2 value=1,2 channel=1 [State 221, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*76<7,7,fvar(11)*76)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=13 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-4.25/((var(20)>0)+1.0),-7.5 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-70*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 221, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3&&!movecontact&&!movereversed ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*76<7,7,fvar(11)*76)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=13 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-4.25/((var(20)>0)+1.0),-7.5 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-115*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 221, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 221, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 230] type=S physics=S movetype=A anim=230 ctrl=0 velset=0,0 sprpriority=1 poweradd=0 facep2=1 [State 230, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<200 value=4,ifelse(random<500,1,6) channel=0 [State 230, snd] type=playsnd trigger1=animelem=3 value=1,3 channel=1 [State 230, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*21<7,7,fvar(11)*21)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=12 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-22*const(size.yscale)) hitsound=s2,3 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 230, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 230, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 235] type=S physics=S movetype=A anim=235 ctrl=0 velset=0,0 sprpriority=1 poweradd=0 facep2=1 [State 235, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<200 value=4,ifelse(random<500,1,6) channel=0 [State 235, snd] type=playsnd trigger1=animelem=3 value=1,4 channel=1 [State 235, snd] type=playsnd trigger1=animelem=3 value=0,40 [State 235, dust] type=helper trigger1=animelem=3 helpertype=normal stateno=8100 ID=8100 name="Jump Dust" postype=p1 ownpal=1 [State 235, pos] type=posadd trigger1=animelem=1||animelem=2||animelem=3 x=ceil(10*const(size.xscale));20 [State 235, vel] type=velset trigger1=animelem=3 x=3;5 y=-7 [State 235, statetype] type=statetypeset trigger1=animelemtime(3)>=0 statetype=A physics=N [State 235, grav] type=veladd trigger1=animelemtime(3)>=0 y=.95 [State 235, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=MA priority=4,Hit damage=ceil(ifelse(fvar(11)*42<7,7,fvar(11)*42)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=12 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-68*const(size.yscale)) hitsound=s2,3 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 235, sts] type=statetypeset trigger1=animelemtime(5)>=0 movetype=I [State 235, end] type=changestate trigger1=vel y>0&&pos y>=0 value=236 ;---LAND--- [Statedef 236] type=S physics=S ctrl=0 anim=236 velset=0,0 movehitpersist=1 [State 236, pos] type=posset trigger1=1 y=0 [State 236, snd] type=playsnd trigger1=!time value=0,52 [State 236, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 236, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 240] type=S physics=N movetype=A anim=240 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 240, vel] type=varset trigger1=!time&&prevstateno!=710 var(0)=ifelse(command="holdfwd",2,ifelse(command="holdback",-2,0)) [State 240, vel] type=velset trigger1=animelem=2 x=var(0) [State 240, vel] type=velset trigger1=animelem=7 x=0 [State 240, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 240, snd] type=playsnd trigger1=animelem=3 value=1,4 channel=1 [State 240, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-64*const(size.yscale)) hitsound=s2,4 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 240, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3&&prevstateno=710 attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-6/((var(20)>0)+1.0),-4.5 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-6/((var(20)>0)+1.0),-4.5 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=1 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-64*const(size.yscale)) hitsound=s2,4 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 240, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 240, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 241] type=S physics=S movetype=A anim=241 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 241, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 241, snd] type=playsnd trigger1=animelem=3 value=1,4 channel=1 [State 241, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*56<7,7,fvar(11)*56)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-88*const(size.yscale)) hitsound=s2,4 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 241, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 241, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 250] type=S physics=N movetype=A anim=250 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 250, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 250, snd] type=playsnd trigger1=animelem=3 value=1,5 channel=1 [State 250, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*76<7,7,fvar(11)*76)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=10 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-7.4/((var(20)>0)+1.0),-5.2 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=10 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-56*const(size.yscale)) hitsound=s2,5 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 250, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 250, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 255] type=S physics=N movetype=A anim=255 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 255, vel] type=velset trigger1=!time x=3.9 [State 255, vel] type=velset trigger1=animelem=3 x=0 [State 255, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 255, snd] type=playsnd trigger1=animelem=3 value=1,5 channel=1 [State 255, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*62<7,7,fvar(11)*62)),0;76 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=10 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-7.4/((var(20)>0)+1.0),-5.2 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=10 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-56*const(size.yscale)) hitsound=s2,5 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 255, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 255, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 251] type=S physics=S movetype=A anim=251 ctrl=0 velset=0,0 sprpriority=-1 poweradd=18*!var(20) facep2=1 [State 251, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 251, snd] type=playsnd trigger1=animelem=4 value=1,5 channel=1 [State 251, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=5 ID=200*!var(20) attr=S,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*90<7,7,fvar(11)*90)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=13 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-4.25/((var(20)>0)+1.0),-7.5 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-86*const(size.yscale)) hitsound=s2,5 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 p1sprpriority=-1 [State 251, spr] type=sprpriority trigger1=animelemtime(7)>=0 value=0 [State 251, sts] type=statetypeset trigger1=animelemtime(6)>=0 movetype=I [State 251, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;===================== [Statedef 400] type=C physics=C movetype=A anim=400 ctrl=0 velset=0,0 sprpriority=1 poweradd=0 facep2=1 [State 400, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<200 value=4,ifelse(random<500,1,6) channel=0 [State 400, snd] type=playsnd trigger1=animelem=2 value=1,0 channel=1 [State 400, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*14<7,7,fvar(11)*14)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=12 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-47*const(size.yscale)) hitsound=s2,0 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 400, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 400, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 410] type=C physics=C movetype=A anim=410 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 410, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 410, snd] type=playsnd trigger1=animelem=3 value=1,1 channel=1 [State 410, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-47*const(size.yscale)) hitsound=s2,1 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 410, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 410, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 420] type=C physics=C movetype=A anim=420 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 420, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 420, snd] type=playsnd trigger1=animelem=2 value=1,2 channel=1 [State 420, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*83<7,7,fvar(11)*83)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=16 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-2.5/((var(20)>0)+1.0),-8 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=16 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-80*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 420, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3&&!movecontact&&!movereversed ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=M priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=13 ground.velocity=-12.75/((var(20)>0)+1.0),0 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.7 ground.cornerpush.veloff=-24.5/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-128*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 420, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 420, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 430] type=C physics=C movetype=A anim=430 ctrl=0 velset=0,0 sprpriority=1 poweradd=0 facep2=1 [State 430, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<200 value=4,ifelse(random<500,1,6) channel=0 [State 430, snd] type=playsnd trigger1=animelem=2 value=1,3 channel=1 [State 430, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=L priority=4,Hit damage=ceil(ifelse(fvar(11)*21<7,7,fvar(11)*21)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=12 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-11*const(size.yscale)) hitsound=s2,3 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 430, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 430, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 440] type=C physics=C movetype=A anim=440 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 440, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 440, snd] type=playsnd trigger1=animelem=3 value=1,4 channel=1 [State 440, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=L priority=4,Hit damage=ceil(ifelse(fvar(11)*49<7,7,fvar(11)*49)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=Low air.type=Low ground.hittime=13+3*var(9) ground.slidetime=13+3*var(9) guard.hittime=13 air.hittime=12 ground.velocity=-9.25/((var(20)>0)+1.0),0 guard.velocity=-9.25/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 ground.cornerpush.veloff=-17.25/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-12*const(size.yscale)) hitsound=s2,4 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 440, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 440, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 450] type=C physics=C movetype=A anim=450 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) facep2=1 [State 450, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 450, snd] type=playsnd trigger1=animelem=2 value=1,5 channel=1 [State 450, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=C,NA hitflag=MAF guardflag=L priority=4,Hit damage=ceil(ifelse(fvar(11)*90<7,7,fvar(11)*90)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Trip air.type=Trip ground.hittime=16+4*var(9) ground.slidetime=16+4*var(9) guard.hittime=16 air.hittime=10 ground.velocity=-1.33,-6.85 guard.velocity=-12.75/((var(20)>0)+1.0) air.velocity=-1.33,-6.85 ground.cornerpush.veloff=0 guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 yaccel=.5 fall=1 air.fall=1 fall.recover=0 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-18*const(size.yscale)) hitsound=s2,5 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 450, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 450, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;===================== [Statedef 600] type=A physics=N movetype=A anim=600 ctrl=0 sprpriority=1 poweradd=0 [State 600, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<600 value=4,ifelse(random<500,1,6) channel=0 [State 600, snd] type=playsnd trigger1=animelem=2 value=1,0 channel=1 [State 600, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=13 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-50*const(size.yscale)) hitsound=s2,0 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 600, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 600, grav] type=gravity trigger1=1 [State 600, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 610] type=A physics=N movetype=A anim=610 ctrl=0 sprpriority=1 poweradd=18*!var(20) [State 610, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 610, snd] type=playsnd trigger1=animelem=3 value=1,1 channel=1 [State 610, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+3*var(9) ground.slidetime=10+3*var(9) guard.hittime=13 air.hittime=12 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-10.25/((var(20)>0)+1.0) air.velocity=-6.25/((var(20)>0)+1.0),-5.9 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-108*const(size.yscale)) hitsound=s2,1 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 610, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 610, grav] type=gravity trigger1=1 [State 610, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 620] type=A physics=N movetype=A anim=620 ctrl=0 sprpriority=1 poweradd=18*!var(20) [State 620, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 620, snd] type=playsnd trigger1=animelem=3 value=1,2 channel=1 [State 620, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+4*var(9) ground.slidetime=10+4*var(9) guard.hittime=16 air.hittime=12 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-14.75/((var(20)>0)+1.0) air.velocity=-6.25/((var(20)>0)+1.0),-5.9 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-64*const(size.yscale)) hitsound=s2,2 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 620, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 620, grav] type=gravity trigger1=1 [State 620, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 630] type=A physics=N movetype=A anim=630 ctrl=0 sprpriority=1 poweradd=0 [State 630, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<630 value=4,ifelse(random<500,1,6) channel=0 [State 630, snd] type=playsnd trigger1=animelem=2 value=1,3 channel=1 [State 630, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=2 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=72*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) guard.pausetime=ceil(8/((var(20)>0)+1.0)),ceil(8/((var(20)>0)+1.0)) animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+2*var(9) ground.slidetime=10+2*var(9) guard.hittime=10 air.hittime=13 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-5.75/((var(20)>0)+1.0) air.velocity=-5.25/((var(20)>0)+1.0),-6.75 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-10/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=13 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-90*const(size.yscale)) hitsound=s2,3 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 630, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 630, grav] type=gravity trigger1=1 [State 630, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 640] type=A physics=N movetype=A anim=640 ctrl=0 sprpriority=1 poweradd=18*!var(20) [State 640, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<350 value=4,ifelse(random<500,0,5) channel=0 [State 640, snd] type=playsnd trigger1=animelem=3 value=1,4 channel=1 [State 640, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=ifelse(!var(13),144,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) guard.pausetime=ceil(10/((var(20)>0)+1.0)),ceil(10/((var(20)>0)+1.0)) animtype=Medium air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+3*var(9) ground.slidetime=10+3*var(9) guard.hittime=13 air.hittime=12 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-10.25/((var(20)>0)+1.0) air.velocity=-6.25/((var(20)>0)+1.0),-5.9 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-17.25/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-52*const(size.yscale)) hitsound=s2,4 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 640, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 640, grav] type=gravity trigger1=1 [State 640, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 650] type=A physics=N movetype=A anim=650 ctrl=0 sprpriority=1 poweradd=18*!var(20) [State 650, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1&&random<500 value=4,ifelse(random<500,2,4) channel=0 [State 650, snd] type=playsnd trigger1=animelem=3 value=1,5 channel=1 [State 650, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=3 ID=200*!var(20) attr=A,NA hitflag=MAF guardflag=HA priority=4,Hit damage=ceil(ifelse(fvar(11)*35<7,7,fvar(11)*35)),0 getpower=ifelse(!var(13),216,72)*!var(20),36*!var(20) givepower=36,36 pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) guard.pausetime=ceil(12/((var(20)>0)+1.0)),ceil(12/((var(20)>0)+1.0)) animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=10+4*var(9) ground.slidetime=10+4*var(9) guard.hittime=16 air.hittime=12 airguard.ctrltime=16 ground.velocity=-5.75/((var(20)>0)+1.0),0 guard.velocity=-14.75/((var(20)>0)+1.0) air.velocity=-6.25/((var(20)>0)+1.0),-5.9 airguard.velocity=-7.5/((var(20)>0)+1.0),-1.5 ground.cornerpush.veloff=-10/((var(20)>0)+1.0) guard.cornerpush.veloff=-24.5/((var(20)>0)+1.0) air.cornerpush.veloff=0 airguard.cornerpush.veloff=0 yaccel=.5 fall=0 air.fall=0 fall.recover=1 fall.recovertime=12 sparkno=s8010+(random%8) guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-36*const(size.yscale)) hitsound=s2,5 guardsound=s3,0 palfx.time=12*var(9) palfx.add=255,255,255 palfx.sinadd=-255,-255,-255,48 [State 650, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 650, grav] type=gravity trigger1=1 [State 650, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 800] type=S physics=S movetype=A anim=800 ctrl=0 velset=0,0 sprpriority=1 poweradd=18*!var(20) [State 800, strengthvar] type=varset trigger1=!time&&var(59)<=0 var(10)=(command="2k") [State 800, strengthvar] type=varset trigger1=!time&&var(59)>=1 var(10)=(random<666) [State 800, escape] type=varset trigger1=1 var(19)=0 [State 800, escape] type=varset trigger1=numenemy trigger1=(enemynear,stateno=[0,699])&&(enemynear,stateno!=[100,104]) var(19)=7 [State 800, hit] type=hitdef trigger1=animelem=2 ID=800 attr=S,NT hitflag=M- priority=1,Miss getpower=90*!var(20),0 givepower=0,0 sparkno=-1 guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-80*const(size.yscale)) hitsound=s0,800 guardsound=s3,0 yaccel=.5 fall=1 numhits=0 p1facing=ifelse(command="holdback",-1,1) p2facing=1 p1stateno=810 [State 800, hit] type=hitdef trigger1=animelem=2&&var(10) ID=800 attr=S,NT hitflag=M- priority=1,Miss getpower=90*!var(20),0 givepower=0,0 sparkno=-1 guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-80*const(size.yscale)) hitsound=s0,800 guardsound=s3,0 yaccel=.5 fall=1 numhits=0 p1stateno=ifelse(command="holdfwd",820,803) [State 800, snd] type=playsnd trigger1=!var(1) trigger1=animelem=3 value=4,8 channel=0 [State 800, snd] type=playsnd trigger1=animelem=3 value=1,0 channel=1 [State 800, sts] type=statetypeset trigger1=animelemtime(3)>=0 movetype=I [State 800, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---PLAYER--- [Statedef 801] type=S movetype=A physics=S anim=801 ctrl=0 sprpriority=0 [State 801, throw] type=targetstate trigger1=!time&&numtarget(800) ID=800 value=802 [State 801, throw] type=targetfacing trigger1=!time&&numtarget(800) ID=800 value=-1 [State 801, escape] type=varadd trigger1=var(19)>0 var(19)=-1 [State 801, escape] type=changestate trigger1=numtarget(800)&&var(19) trigger1=(target(800),command="holdfwd"||target(800),command="holdback") trigger1=(target(800),command="b"||target(800),command="c"||target(800),command="y"||target(800),command="z") value=890 [State 801, facing] type=targetfacing trigger1=1 value=-1 [State 801, bind 1] type=targetbind trigger1=numtarget(800) ID=800 pos=ceil(48*const(size.xscale)),0 [State 801, end] type=changestate trigger1=!numtarget(800) value=0 ctrl=1 [State 801, end] type=changestate trigger1=1 value=ifelse(var(10),820,810) [Statedef 803] type=S movetype=A physics=S anim=803 ctrl=0 sprpriority=0 [State 803, throw] type=targetstate trigger1=!time&&numtarget(800) ID=800 value=804 [State 803, throw] type=targetfacing trigger1=!time&&numtarget(800) ID=800 value=-1 [State 803, width] type=width trigger1=1 edge=24,24 [State 803, turn] type=turn trigger1=animelem=3 [State 803, facing] type=targetfacing trigger1=1 value=-1 [State 803, escape] type=varadd trigger1=var(19)>0 var(19)=-1 [State 803, escape] type=changestate trigger1=numtarget(800)&&var(19) trigger1=(target(800),command="holdfwd"||target(800),command="holdback") trigger1=(target(800),command="b"||target(800),command="c"||target(800),command="y"||target(800),command="z") value=890 [State 803, bind 1] type=targetbind trigger1=animelemtime(2)<0 trigger2=animelemtime(5)>=0 pos=ceil(48*const(size.xscale)),0 [State 803, bind 2] type=targetbind trigger1=animelemtime(2)>=0&&animelemtime(3)<0 trigger2=animelemtime(4)>=0&&animelemtime(5)<0 pos=ceil(24*const(size.xscale)),0 [State 803, bind 3] type=targetbind trigger1=animelemtime(3)>=0&&animelemtime(4)<0 pos=0,0 [State 801, end] type=changestate trigger1=!numtarget(800) value=0 ctrl=1 [State 803, end] type=changestate trigger1=animelemtime(5)>=0 value=ifelse(var(10),820,810) ;---TARGET--- [Statedef 802] type=S movetype=H physics=N velset=0,0 sprpriority=1 [State 802, nhb] type=nothitby trigger1=1 value=SCA time=1 [State 802, camera] type=screenbound trigger1=1 value=0 movecamera=1,1 [State 802, anim] type=changeanim2 trigger1=!time value=802 [Statedef 804] type=S movetype=H physics=N velset=0,0 sprpriority=1 [State 804, nhb] type=nothitby trigger1=1 value=SCA time=1 [State 804, camera] type=screenbound trigger1=1 value=0 movecamera=1,1 [State 804, anim] type=changeanim2 trigger1=!time value=804 ;===================== [Statedef 810] type=S physics=S movetype=A anim=810 ctrl=0 velset=0,0 sprpriority=1 [State 810, escape] type=varadd trigger1=var(19)>0 var(19)=-1 [State 810, escape] type=changestate trigger1=numtarget(800)&&var(19) trigger1=(target(800),command="holdfwd"||target(800),command="holdback") trigger1=(target(800),command="b"||target(800),command="c"||target(800),command="y"||target(800),command="z") value=890 [State 810, throw] type=targetstate trigger1=!time&&numtarget(800) ID=800 value=811 [State 810, throw] type=targetfacing trigger1=!time&&numtarget(800) ID=800 value=-1 [State 810, width] type=width trigger1=animelemtime(6)>=0&&animelemtime(8)<0 edge=90,0 [State 810, bind 1] type=targetbind trigger1=numtarget(800)&&animelemtime(2)<0 ID=800 pos=ceil(-24*const(size.xscale)),ceil(-58*const(size.yscale)) [State 810, bind 2] type=targetbind trigger1=numtarget(800)&&animelemtime(2)>=0&&animelemtime(3)<0 ID=800 pos=ceil(-42*const(size.xscale)),ceil(-81*const(size.yscale)) [State 810, bind 3] type=targetbind trigger1=numtarget(800)&&animelemtime(3)>=0&&animelemtime(4)<0 ID=800 pos=ceil(-38*const(size.xscale)),ceil(-81*const(size.yscale)) [State 810, bind 4] type=targetbind trigger1=numtarget(800)&&animelemtime(4)>=0&&animelemtime(6)<0 ID=800 pos=ceil(34*const(size.xscale)),ceil(-100*const(size.yscale)) [State 810, bind 6] type=targetbind trigger1=numtarget(800)&&animelemtime(6)>=0&&animelemtime(7)<0 ID=800 pos=ceil(82*const(size.xscale)),0 [State 810, damage] type=targetlifeadd trigger1=animelem=6 value=ceil(ifelse(111*fvar(11)<7,-7,-111*fvar(11))) [State 810, givepower] type=targetpoweradd trigger1=animelem=7 value=36 [State 810, getpower] type=poweradd trigger1=animelem=6 value=72 [State 810, throw] type=targetstate trigger1=animelem=7 value=812 [State 810, snd] type=playsnd trigger1=!var(1) trigger1=animelem=3 value=4,4 channel=0 [State 810, snd] type=playsnd trigger1=animelem=4 value=1,5 channel=1 [State 810, snd] type=playsnd trigger1=numtarget(800)&&animelem=6 value=0,5101 [State 810, shake] type=envshake trigger1=numtarget(800)&&animelem=6 time=18 ampl=-6 [State 810, dust] type=explod trigger1=numtarget(800)&&animelem=6 anim=8110 sprpriority=-3 postype=p1 pos=82,0 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 810, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---TARGET--- [Statedef 811] type=S movetype=H physics=N velset=0,0 sprpriority=0 [State 811, anim] type=changeanim2 trigger1=!time value=811 [State 811, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [Statedef 812] type=A physics=N movetype=H ctrl=0 velset=0,0 sprpriority=0 [State 812, vel] type=velset trigger1=!time x=-4 y=-7.5 [State 812, grav] type=veladd trigger1=1 y=.5 [State 812, recover] type=changestate trigger1=vel y>0&&alive trigger1=command="recovery" value=813 [State 812, end] type=selfstate trigger1=vel y>0&&pos y>=-10 value=5100 ;---Target Fall Recovery--- [Statedef 813] type=A movetype=H physics=N [State 813, vel] type=veladd trigger1=1 y=gethitvar(yaccel) [State 813, end] type=selfstate trigger1=vel y>0&&pos y>=0 value=5201 ;===================== [Statedef 820] type=S physics=S movetype=A anim=820 ctrl=0 velset=0,0 sprpriority=1 [State 820, escape] type=varadd trigger1=var(19)>0 var(19)=-1 [State 820, escape] type=changestate trigger1=numtarget(800)&&var(19) trigger1=(target(800),command="holdfwd"||target(800),command="holdback") trigger1=(target(800),command="b"||target(800),command="c"||target(800),command="y"||target(800),command="z") value=890 [State 820, width] type=width trigger1=1 edge=48,0 [State 820, end] type=changestate triggerall=(animelemtime(11)<0||animelemtime(19)>=0)&&hitcount>=1 trigger1=time>=(120+var(12))||hitcount>=11 trigger2=numtarget(800) trigger2=!(target(800),alive) trigger3=!numtarget(800) value=821 [State 820, anim] type=changeanim triggerall=anim=820&&animelemtime(24)<0 trigger1=command="a"||command="b"||command="c"||command="x"||command="y"||command="z" trigger2=command="up"||command="down"||command="back"||command="fwd" value=820 elem=animelemno(0)+1 [State 820, anim] type=changeanim trigger1=anim=820&&animelemtime(24)<0 trigger1=animelemtime(animelemno(0))>=1 value=820 elem=animelemno(0)+1 [State 820, mashvar] type=varset trigger1=!time var(12)=0 [State 820, mashvar] type=varadd trigger1=command="a"||command="b"||command="c"||command="x"||command="y"||command="z" trigger2=command="up"||command="down"||command="back"||command="fwd" var(12)=1 [State 820, mashvar] type=varadd triggerall=numtarget(800) trigger1=target(800),command="x"||target(800),command="y"||target(800),command="z" trigger2=target(800),command="a"||target(800),command="b"||target(800),command="c" trigger3=target(800),command="up"||target(800),command="down"||target(800),command="back"||target(800),command="fwd" var(12)=-1 [State 820, flash] type=palfx triggerall=anim=820&&animelemtime(24)<0 trigger1=command="a"||command="b"||command="c"||command="x"||command="y"||command="z" trigger2=command="up"||command="down"||command="back"||command="fwd" time=1 add=32,32,32 [State 820, throw] type=targetstate trigger1=numtarget(800) ID=800 value=ifelse((animelemtime(11)>=0&&animelemtime(19)<0),823,822) [State 820, throw] type=targetfacing trigger1=numtarget(800) ID=800 value=-1 [State 820, bind] type=targetbind trigger1=numtarget(800) trigger1=target(800),stateno=822 ID=800 pos=ceil(65*const(size.xscale)),0 [State 820, bind] type=targetbind trigger1=numtarget(800) trigger1=target(800),stateno=823 ID=800 pos=ceil(51*const(size.xscale)),ceil(-78*const(size.yscale)) [State 820, damage] type=targetlifeadd trigger1=numtarget(800)&&animelem=13&&!hitcount value=ceil(ifelse(42*fvar(11)<7,-7,-42*fvar(11))) [State 820, damage] type=targetlifeadd trigger1=numtarget(800)&&animelem=13&&hitcount value=ceil(ifelse(14*fvar(11)<7,-7,-14*fvar(11))) [State 820, givepower] type=targetpoweradd trigger1=numtarget(800)&&animelem=13 value=36 [State 820, getpower] type=poweradd trigger1=numtarget(800)&&animelem=13 value=72 [State 820, snd] type=playsnd trigger1=!var(1) trigger1=animelem=10 value=4,1 channel=0 [State 820, snd] type=playsnd trigger1=animelem=10 value=1,4 channel=1 [State 820, hit] type=hitadd trigger1=numtarget(800)&&animelem=13 value=1 [State 820, hitcount] type=varadd trigger1=numtarget(800)&&animelem=13 var(13)=1 [State 820, snd] type=playsnd trigger1=numtarget(800)&&animelem=13 value=2,4 [State 820, sparks] type=explod trigger1=numtarget(800)&&animelem=13 anim=8010+(random%8) sprpriority=5 postype=p1 pos=ceil(53*const(size.xscale)),ceil(-69*const(size.yscale)) facing=-1 ownpal=1 pausemovetime=-1 supermovetime=-1 ignorehitpause=1 [State 820, shake] type=envshake trigger1=numtarget(800)&&animelem=13 time=14 ampl=4 ;---FINISH--- [Statedef 821] type=S physics=S movetype=A anim=821 ctrl=0 velset=0,0 sprpriority=1 [State 821, throw] type=targetstate trigger1=!time value=824 [State 821, throw] type=targetfacing trigger1=!time value=-1 [State 821, throw] type=targetstate trigger1=animelem=4 value=825 [State 821, width] type=width trigger1=1 edge=48,0 [State 821, bind 1] type=targetbind trigger1=numtarget(800)&&animelemtime(3)<0 ID=800 pos=ceil(65*const(size.xscale)),0 [State 821, bind 3] type=targetbind trigger1=numtarget(800)&&animelemtime(3)>=0&&animelemtime(4)<0 ID=800 pos=ceil(88*const(size.xscale)),ceil(-95*const(size.yscale)) [State 821, bind 4] type=targetbind trigger1=numtarget(800)&&animelem=4 ID=800 pos=ceil(45*const(size.xscale)),ceil(-53*const(size.yscale)) [State 821, damage] type=targetlifeadd trigger1=numtarget(800)&&animelem=3 value=ceil(ifelse(42*fvar(11)<7,-7,-42*fvar(11))) [State 821, givepower] type=targetpoweradd trigger1=numtarget(800)&&animelem=3 value=36 [State 821, getpower] type=poweradd trigger1=numtarget(800)&&animelem=3 value=72 [State 820, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2 value=4,2 channel=0 [State 820, snd] type=playsnd trigger1=animelem=2 value=1,5 channel=1 [State 821, hit] type=hitadd trigger1=numtarget(800)&&animelem=3 value=1 [State 821, snd] type=playsnd trigger1=numtarget(800)&&animelem=3 value=2,5 [State 821, sparks] type=explod trigger1=numtarget(800)&&animelem=3 anim=8010+(random%8) sprpriority=5 postype=p1 pos=ceil(88*const(size.xscale)),ceil(-95*const(size.yscale)) facing=-1 ownpal=1 pausemovetime=-1 supermovetime=-1 ignorehitpause=1 [State 821, shake] type=envshake trigger1=numtarget(800)&&animelem=3 time=14 ampl=4 [State 821, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---TARGET--- [Statedef 822] type=A movetype=H physics=N velset=0,0 sprpriority=0 [State 822, anim] type=changeanim2 trigger1=!time value=822 [State 822, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [State 822, flash] type=palfx trigger1=command="a"||command="b"||command="c"||command="x"||command="y"||command="z" trigger2=command="up"||command="down"||command="back"||command="fwd" time=1 add=32,32,32 [Statedef 823] type=A movetype=H physics=N velset=0,0 sprpriority=0 [State 823, anim] type=changeanim2 trigger1=!time value=823 [State 823, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [State 823, flash] type=palfx trigger1=command="a"||command="b"||command="c"||command="x"||command="y"||command="z" trigger2=command="up"||command="down"||command="back"||command="fwd" time=1 add=32,32,32 [Statedef 824] type=A movetype=H physics=N velset=0,0 sprpriority=0 [State 824, anim] type=changeanim2 trigger1=!time value=824 [State 824, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [Statedef 825] type=A physics=N movetype=H ctrl=0 velset=0,0 sprpriority=0 [State 825, anim] type=changeanim trigger1=!time value=ifelse(selfanimexist(5035),5035,5030) [State 825, anim] type=changeanim trigger1=(anim=[5030,5035])&&!animtime value=5050 [State 825, vel] type=velset trigger1=time=2 x=-6.5 y=-5.85 [State 825, grav] type=veladd trigger1=time>=2 y=.5 [State 825, end] type=selfstate trigger1=vel y>0&&pos y>=0 value=5100 ;===================== [Statedef 850] type=A physics=N movetype=A anim=850 ctrl=0 sprpriority=1 poweradd=18*!var(20) [State 850, strengthvar] type=varset trigger1=!time&&var(59)<=0 var(10)=(command="2k") [State 850, strengthvar] type=varset trigger1=!time&&var(59)>=1 var(10)=(random<500) [State 850, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=1 ID=850 attr=A,NT hitflag=AF priority=1,Miss getpower=90*!var(20),0 givepower=0,0 sparkno=-1 guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-88*const(size.yscale)) hitsound=s0,800 guardsound=s3,0 yaccel=.5 fall=1 fall.recover=1 numhits=0 p1stateno=860 [State 850, hit] type=hitdef trigger1=var(14)<1 trigger1=animelem=1&&var(10) ID=850 attr=A,NT hitflag=AF priority=1,Miss getpower=90*!var(20),0 givepower=0,0 sparkno=-1 guard.sparkno=s8000 sparkxy=var(21):=-10,var(22):=ceil(-88*const(size.yscale)) hitsound=s0,800 guardsound=s3,0 yaccel=.5 fall=1 fall.recover=0 numhits=0 p2facing=1 p1stateno=870 p2stateno=872 [State 850, snd] type=playsnd trigger1=!var(1) trigger1=animelem=3 value=4,8 channel=0 [State 850, snd] type=playsnd trigger1=animelem=3 value=1,0 channel=1 [State 850, sts] type=statetypeset trigger1=animelemtime(2)>=0 movetype=I [State 850, grav] type=gravity trigger1=1 [State 850, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;===================== [Statedef 860] type=A physics=N movetype=A anim=860 ctrl=0 velset=ifelse(vel x>4,4,ifelse(vel x<-4,-4,vel x)),0 sprpriority=1 [State 860, throw] type=targetstate trigger1=!time&&numtarget(850) ID=850 value=862 [State 860, throw] type=targetfacing trigger1=!time&&numtarget(850) ID=850 value=1 [State 860, pos] type=posset trigger1=pos y>0&&animelemtime(2)<0 y=0 [State 860, pos] type=posfreeze trigger1=animelemtime(2)<0 value=1 [State 860, vel] type=velset trigger1=animelem=2 y=-1 [State 860, vel] type=veladd trigger1=animelemtime(2)>=0 y=.5 [State 860, bind] type=targetbind trigger1=numtarget(850) ID=850 pos=ceil(4*const(size.xscale)),ceil(-113*const(size.yscale)) [State 860, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2 value=4,4 channel=0 [State 860, end] type=changestate trigger1=vel y>0&&pos y>=0 value=861 [Statedef 861] type=C physics=N movetype=A anim=861 ctrl=0 velset=0,0 sprpriority=1 [State 861, throw] type=targetstate trigger1=numtarget(850)&&!time ID=850 value=863 [State 861, throw] type=targetstate trigger1=numtarget(850)&&animelem=2 ID=850 value=864 [State 861, pos] type=posset trigger1=!time y=0 [State 861, hit] type=hitadd trigger1=!time value=1 [State 861, snd] type=playsnd trigger1=!time value=2,2 [State 861, sparks] type=explod trigger1=!time anim=8010+(random%8) sprpriority=5 postype=p1 pos=ceil(3*const(size.xscale)),ceil(-64*const(size.yscale)) facing=-1 ownpal=1 pausemovetime=-1 supermovetime=-1 ignorehitpause=1 [State 861, shake] type=envshake trigger1=!time time=14 ampl=-4 [State 861, bind] type=targetbind trigger1=numtarget(850)&&animelemtime(2)<0 ID=850 pos=ceil(3*const(size.xscale)),ceil(-48*const(size.yscale)) [State 861, damage] type=targetlifeadd trigger1=!time value=ceil(ifelse(139*fvar(11)<7,-7,-139*fvar(11))) [State 861, givepower] type=targetpoweradd trigger1=!time value=36 [State 861, getpower] type=poweradd trigger1=!time value=72 [State 861, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---TARGET--- [Statedef 862] type=A movetype=H physics=N velset=0,0 sprpriority=0 [State 862, anim] type=changeanim2 trigger1=!time value=862 [State 862, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [Statedef 863] type=A physics=N movetype=H ctrl=0 velset=0,0 sprpriority=0 [State 863, anim] type=changeanim2 trigger1=!time value=863 [State 863, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [Statedef 864] type=A physics=N movetype=H ctrl=0 velset=0,0 sprpriority=0 [State 864, anim] type=changeanim trigger1=!time value=ifelse(selfanimexist(5035),5035,5030) [State 864, anim] type=changeanim trigger1=(anim=[5030,5035])&&!animtime value=5050 [State 864, vel] type=velset trigger1=!time x=3.88 y=-7.5 [State 864, grav] type=veladd trigger1=1 y=.5 [State 864, end] type=selfstate trigger1=vel y>-1&&alive trigger1=command="recovery" value=ifelse(pos y>=-20,5200,5210) [State 864, end] type=selfstate trigger1=vel y>0&&pos y>=0 value=5100 ;===================== [Statedef 870] type=A physics=N movetype=A anim=870 ctrl=0 velset=0,0 sprpriority=1 [State 870, throw] type=targetstate trigger1=!time&&numtarget(850) ID=850 value=872 [State 870, throw] type=targetfacing trigger1=!time&&numtarget(850) ID=850 value=-1 [State 870, pos] type=posset trigger1=pos y>0&&animelemtime(5)<0 y=0 [State 870, vel] type=velset trigger1=animelem=5 x=-2.6 y=-5.5 [State 870, vel] type=veladd trigger1=animelemtime(5)>=0 y=.5 [State 870, bind 1] type=targetbind trigger1=numtarget(850)&&animelemtime(4)<0 ID=850 pos=ceil(45*const(size.xscale)),ceil(-102*const(size.yscale)) [State 870, bind 5] type=targetbind trigger1=numtarget(850)&&animelem=4 ID=850 pos=ceil(81*const(size.xscale)),ceil(-29*const(size.yscale)) [State 870, throw] type=targetstate trigger1=numtarget(850)&&animelem=4 ID=850 value=873 [State 870, snd] type=playsnd trigger1=!var(1) trigger1=animelem=3 value=4,2 channel=0 [State 870, snd] type=playsnd trigger1=animelem=3 value=1,5 channel=1 [State 870, hit] type=hitadd trigger1=numtarget(850)&&animelem=4 value=1 [State 870, snd] type=playsnd trigger1=numtarget(850)&&animelem=4 value=2,5 [State 870, sparks] type=explod trigger1=numtarget(850)&&animelem=4 anim=8010+(random%8) sprpriority=5 postype=p1 pos=ceil(64*const(size.xscale)),ceil(-75*const(size.yscale)) facing=-1 ownpal=1 pausemovetime=-1 supermovetime=-1 ignorehitpause=1 [State 870, shake] type=envshake trigger1=numtarget(850)&&animelem=4 time=14 ampl=4 [State 870, damage] type=targetlifeadd trigger1=numtarget(850)&&animelem=4 ID=850 value=ceil(ifelse(125*fvar(11)<7,-7,-125*fvar(11))) [State 870, givepower] type=targetpoweradd trigger1=numtarget(850)&&animelem=4 ID=850 value=36 [State 870, getpower] type=poweradd trigger1=numtarget(850)&&animelem=4 value=72 [State 870, end] type=changestate trigger1=vel y>0&&pos y>=0 value=871 [Statedef 871] type=C physics=N movetype=A anim=871 ctrl=0 velset=0,0 sprpriority=1 [State 871, pos] type=posset trigger1=!time y=0 [State 871, snd] type=playsnd trigger1=!time value=0,52 [State 871, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 871, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---TARGET--- [Statedef 872] type=A movetype=H physics=N velset=0,0 sprpriority=0 [State 872, anim] type=changeanim2 trigger1=!time value=872 [State 872, camera] type=screenbound trigger1=1 value=0 movecamera=0,0 [Statedef 873] type=A physics=N movetype=H ctrl=0 velset=0,0 sprpriority=0 [State 873, anim] type=changeanim trigger1=!time value=ifelse(selfanimexist(5035),5035,5030) [State 873, anim] type=changeanim trigger1=(anim=[5030,5035])&&!animtime value=5050 [State 873, vel] type=velset trigger1=time=2 x=-7 y=-5 [State 873, grav] type=veladd trigger1=time>=2 y=.5 [State 873, end] type=selfstate trigger1=vel y>0&&pos y>=0 value=5100 ;===================== [Statedef 890] type=S physics=N movetype=I anim=5945 ctrl=0 velset=0,0 sprpriority=1 [State 890, bind] type=targetbind trigger1=!time&&numtarget(800) ID=800 pos=0,0 [State 890, p2state] type=targetstate trigger1=!time&&numtarget(800) ID=800 value=895 [State 890, throw] type=targetfacing trigger1=!time&&numtarget(800) ID=800 value=-1 [State 895, pos] type=posadd trigger1=!time x=20 [State 890, nhb] type=nothitby trigger1=1 value=SCA time=1 [State 890, push] type=playerpush trigger1=1 value=0 [State 890, pos] type=posset trigger1=!time y=0 [State 890, vel] type=velmul trigger1=1 x=.95 [State 890, vel] type=velset trigger1=time=2 x=-4 y=0 [State 890, snd] type=playsnd trigger1=!var(1) trigger1=animelem=2 value=5000,3 channel=0 [State 890, end] type=changestate trigger1=time>=25 value=0 ctrl=1 ;---TARGET--- [Statedef 895] type=S physics=N movetype=I ctrl=0 velset=0,0 sprpriority=1 [State 895, anim] type=changeanim trigger1=!time value=ifelse(selfanimexist(5945),5945,130) [State 895, anim] type=changeanim trigger1=!time&&!selfanimexist(5945)&&selfanimexist(5910) value=5910 [State 895, anim] type=changeanim trigger1=time>=20&&anim=130 value=140 [State 895, nhb] type=nothitby trigger1=1 value=SCA time=1 [State 895, push] type=playerpush trigger1=1 value=0 [State 895, pos] type=posset trigger1=!time y=0 [State 895, vel] type=velmul trigger1=1 x=.95 [State 895, vel] type=velset trigger1=time=2 x=-4 y=0 [State 895, end] type=selfstate trigger1=time>=25 value=0 ctrl=1