; _______________________________ ;| Nash by Phantom.of.the.Server | ; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ;============================================================================================== ;=============================================================================== ;============================================================================================== ;======================================== [Statedef 0] type=S physics=S movetype=I velset=0,0 sprpriority=0 [State 0, anim] type=changeanim trigger1=anim!=0&&anim!=5 trigger2=anim=5&&!animtime value=0 [State 0, pos] type=posset trigger1=!time y=0 [State 0, dead] type=changestate trigger1=!alive value=5050 ;======================================== [Statedef 10] type=C physics=C movetype=I velset=0,0 sprpriority=0 [State 10, anim] type=changeanim trigger1=!time&&anim=12 value=10 elem=3-animelemno(0) [State 10, anim] type=changeanim trigger1=anim!=10 value=10 [State 10, end] type=changestate trigger1=!animtime value=11 [Statedef 11] type=C physics=C movetype=I anim=11 velset=0,0 sprpriority=0 [State 11, anim] type=changeanim trigger1=anim=6&&!animtime value=11 [Statedef 12] type=S physics=S movetype=I velset=0,0 sprpriority=0 [State 12, anim] type=changeanim trigger1=!time&&anim=10 value=12 elem=3-animelemno(0) [State 12, anim] type=changeanim trigger1=anim!=12 value=12 [State 12, end] type=changestate trigger1=command="holddown"&&command!="holdup" value=10 [State 12, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 20] type=S physics=S movetype=I sprpriority=0 [State 20, vel] type=velset trigger1=command="holdfwd" x=const(velocity.walk.fwd.x) [State 20, vel] type=velset trigger1=command="holdback" x=const(velocity.walk.back.x) [State 20, anim] type=changeanim triggerall=vel x>0 trigger1=anim!=20&&anim!=5 trigger2=anim=5&&!animtime value=20 [State 20, anim] type=changeanim triggerall=vel x<0 trigger1=anim!=21&&anim!=5 trigger2=anim=5&&!animtime value=21 ;======================================== [Statedef 40] type=S physics=S movetype=I anim=40 ctrl=0 velset=0,0 sprpriority=1 facep2=1 [State 40, nhb] type=nothitby trigger1=1 value=,AT time=1 [State 40, direction] type=varset trigger1=var(59)<=0 sysvar(1)=ifelse(!time,0,ifelse(command="holdfwd",1,ifelse(command="holdback",-1,sysvar(1)))) [State 40, direction] type=varset trigger1=var(59)>=1 sysvar(1)=ifelse((enemynear,movetype!=A||backedgebodydist<=10),1,ifelse((enemynear,movetype=A),-1,0)) [State 40, highjump] type=varset trigger1=!time&&var(59)<=0 var(3)=ifelse(command="highjump",3,0) [State 40, highjump] type=varset trigger1=!time&&var(59)>=1 var(3)=ifelse((p2bodydist x>=160||random<100),3,1) [State 40, lowjump] type=varset trigger1=var(59)<=0&&command!="holdup"&&(var(3)!=[1,2]) var(3)=ifelse((var(3)=3&&sysvar(1)),2,1) [State 40, lowjump] type=varset trigger1=var(59)>=1&&(var(3)!=[1,2]) trigger1=(enemynear,statetype=C)&&random<250 var(3)=ifelse((var(3)=3&&sysvar(1)),2,1) [State 40, dust] type=helper trigger1=!animtime helpertype=normal stateno=8100 ID=8100 name="Jump Dust" postype=p1 ownpal=1 [State 40, vel normal] type=velset trigger1=!animtime x=ifelse(!sysvar(1),const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x))) y=const(velocity.jump.y) [State 40, vel short] type=velset trigger1=!animtime&&var(3)=1 x=ifelse(!sysvar(1),const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x))) y=.75*const(velocity.jump.y) [State 40, vel medium] type=velset trigger1=!animtime&&var(3)=2 x=ifelse(!sysvar(1),const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.runjump.fwd.x),const(velocity.runjump.back.x))) y=.75*const(velocity.jump.y) [State 40, vel long] type=velset trigger1=!animtime&&var(3)=3 x=ifelse(!sysvar(1),const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.runjump.fwd.x),const(velocity.runjump.back.x))) y=ifelse(!sysvar(1),const(velocity.runjump.y),const(velocity.jump.y)) [State 40, vel run] type=velset trigger1=!animtime&&prevstateno=100&&sysvar(1)=1 trigger1=var(3):=ifelse((var(3)=1||var(3)=2),2,3) x=const(velocity.runjump.fwd.x) [State 40, end] type=changestate trigger1=!animtime value=50 ctrl=1 [Statedef 50] type=A physics=N movetype=I sprpriority=1 [State 50, anim] type=changeanim trigger1=!time value=ifelse(!vel x,41,ifelse(vel x>0,42,43))+10*(var(3)=[1,2]) persistent=0 [State 50, snd] type=playsnd trigger1=!time value=0,ifelse((var(3)=[2,3]),41,40) [State 50, noguard] type=assertspecial trigger1=var(3)=[1,2] flag=noairguard [State 50, grav] type=gravity trigger1=1 [State 50, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 [Statedef 51] type=A physics=N movetype=I sprpriority=1 [State 51, grav] type=gravity trigger1=1 [State 51, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 [Statedef 52] type=S physics=S movetype=I anim=47 ctrl=0 velset=0,0 sprpriority=1 [State 52, anim 57] type=changeanim trigger1=!time&&(var(3)=1||var(3)=2) trigger1=(prevstateno=[600,699]) value=57 [State 52, pos] type=posset trigger1=1 y=0 [State 52, ctrl] type=ctrlset trigger1=!time&&(prevstateno!=[600,699]) trigger2=time=1 value=1 [State 52, guard] type=changestate trigger1=command="holdback" trigger1=inguarddist&&(prevstateno!=[600,699]) value=120 [State 52, snd] type=playsnd trigger1=!time value=0,52 [State 52, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 52, turn] type=changeanim trigger1=ctrl&&p2dist x<0 trigger1=anim!=5 value=5 [State 52, turn] type=turn trigger1=anim=5&&animelem=1 [State 52, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;================================================= [Statedef 100] type=A physics=N movetype=I anim=100 ctrl=0 velset=0,0 sprpriority=1 [State 100, vel] type=velmul trigger1=1 x=.95 [State 100, vel] type=velset trigger1=animelem=2 x=const(velocity.run.fwd.x) [State 100, step] type=playsnd trigger1=animelem=2 value=0,100 [State 100, dust] type=explod trigger1=animelem=2 anim=8103 sprpriority=3 postype=p1 pos=0,ceil(pos y) scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 100, end] type=changestate trigger1=!animtime value=101 ;---STOP--- [Statedef 101] type=S physics=S movetype=I anim=101 ctrl=1 velset=0,0 sprpriority=1 [State 101, snd] type=playsnd trigger1=!time value=0,101 [State 101, end] type=changestate trigger1=!animtime value=ifelse(command="holddown",10,0) ctrl=1 ;================================================== [Statedef 105] type=S physics=S movetype=I velset=0,0 anim=105 ctrl=0 sprpriority=1 [State 105, snd] type=playsnd trigger1=animelem=2 value=0,105 [State 105, dust] type=explod trigger1=animelemtime(2)=-1 anim=8103 sprpriority=3 postype=p1 pos=0,ceil(pos y) scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 105, vel] type=velset trigger1=animelem=2 x=const(velocity.run.back.x) y=const(velocity.run.back.y) [State 105, grav] type=veladd trigger1=animelemtime(2)>=0 y=.6 [State 105, sts] type=statetypeset trigger1=animelemtime(2)>=0 statetype=A physics=N [State 105, land] type=changestate trigger1=vel y>0&&pos y>=0 value=106 ;---LAND--- [Statedef 106] type=S physics=S ctrl=0 anim=106 velset=0,0 [State 106, vel] type=velset trigger1=1 x=0 y=0 [State 106, pos] type=posset trigger1=1 y=0 [State 106, snd] type=playsnd trigger1=!time value=0,53 [State 106, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 106, ctrl] type=ctrlset trigger1=time>=2 value=1 [State 106, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;======================================== ;---STANDING--- [Statedef 700] type=S physics=S movetype=I anim=700 velset=0,0 ctrl=0 sprpriority=2 poweradd=78 [State 700, hb] type=hitby trigger1=1 value=SCA,AT time=1 [State 700, pause] type=pause trigger1=!time time=15 movetime=15 endcmdbuftime=15 pausebg=0 [State 700, stop] type=posfreeze trigger1=1 value=1 [State 700, nowalk] type=varset trigger1=1 var(26)=7 [State 700, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 700, snd] type=playsnd trigger1=!time value=0,700 [State 700, blueflash] type=palfx trigger1=!time add=0,64,255 sinadd=0,-64,-255,60 time=15 [State 700, spark] type=explod trigger1=!time anim=8300 sprpriority=5 postype=p1 pos=ceil(19*const(size.xscale)),ceil(-64*const(size.yscale)) pausemovetime=-1 supermovetime=-1 scale=.5,.5 ownpal=1 [State 700, shake] type=envshake trigger1=!time time=0 ampl=0 [State 700, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---CROUCHING--- [Statedef 701] type=C physics=C movetype=I anim=701 velset=0,0 ctrl=0 sprpriority=2 poweradd=78 [State 701, hb] type=hitby trigger1=1 value=SCA,AT time=1 [State 701, pause] type=pause trigger1=!time time=15 movetime=15 endcmdbuftime=15 pausebg=0 [State 701, stop] type=posfreeze trigger1=1 value=1 [State 701, nowalk] type=varset trigger1=1 var(26)=7 [State 701, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 701, snd] type=playsnd trigger1=!time value=0,700 [State 701, blueflash] type=palfx trigger1=!time add=0,64,255 sinadd=0,-64,-255,60 time=15 [State 701, spark] type=explod trigger1=!time anim=8300 sprpriority=5 postype=p1 pos=ceil(24*const(size.xscale)),ceil(-33*const(size.yscale)) pausemovetime=-1 supermovetime=-1 scale=.5,.5 ownpal=1 [State 701, shake] type=envshake trigger1=!time time=0 ampl=0 [State 701, end] type=changestate trigger1=!animtime value=11 ctrl=1 ;---JUMPING--- [Statedef 702] type=A physics=N movetype=I anim=702 ctrl=0 sprpriority=2 poweradd=78 [State 702, hb] type=hitby trigger1=1 value=SCA,AT time=1 [State 702, pause] type=pause trigger1=!time time=15 movetime=15 endcmdbuftime=15 pausebg=0 [State 702, stop] type=posfreeze trigger1=1 value=1 [State 702, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 702, snd] type=playsnd trigger1=!time value=0,700 [State 702, blueflash] type=palfx trigger1=!time add=0,64,255 sinadd=0,-64,-255,60 time=15 [State 702, spark] type=explod trigger1=!time anim=8300 sprpriority=5 postype=p1 pos=ceil(24*const(size.xscale)),ceil(-75*const(size.yscale)) pausemovetime=-1 supermovetime=-1 scale=.5,.5 ownpal=1 [State 702, shake] type=envshake trigger1=!time time=0 ampl=0 [State 702, end] type=changestate trigger1=!animtime value=703 ctrl=1 [Statedef 703] type=A physics=N movetype=I anim=703 ctrl=1 [State 703, vel] type=velset trigger1=!time x=ifelse(vel x>2,2,ifelse(vel x<-2,-2,vel x)) y=ifelse(vel y<-2,vel y,-2) [State 703, grav] type=gravity trigger1=1 [State 703, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;---HELPER--- [Statedef 705] type=A physics=N movetype=I anim=ifelse(root,statetype=C,706,ifelse(root,statetype=A,707,705)) velset=0,0 ctrl=0 [State 705, nhb] type=nothitby trigger1=1 value=SCA [State 705, bind] type=bindtoroot trigger1=1 time=-1 [State 705, anim] type=changeanim triggerall=!time trigger1=root,var(59)<=0&&root,command="down" trigger2=root,var(59)>=1&&(root,statetype!=A)&&p2statetype=C value=706 [State 705, anim] type=changeanim triggerall=!time trigger1=root,var(59)<=0&&root,command="fwd" trigger2=root,var(59)>=1&&anim!=706 value=ifelse((root,statetype=A),707,705) [State 705, anim] type=changeanim trigger1=anim=705||anim=707 value=ifelse((root,statetype=A),707,705) [State 705, disable] type=varset trigger1=time>=ifelse((root,statetype=A),7,8) trigger2=facing!=(root,facing) trigger3=(root,stateno!=[700,702])&&!(root,ctrl) var(0)=1 [State 705, disable] type=varset triggerall=root,var(59)<=0 trigger1=(root,command="holdback") trigger2=time<4&&(root,command="holdfwd"+root,command="holddown")>1 trigger3=time>=4&&(root,command="holdfwd"||root,command="holddown") trigger4=time>=1&&(((anim=705||anim=707)&&root,command="fwd")||(anim=706&&root,command="down")) var(0)=1 [State 705, disable] type=changeanim trigger1=var(0)=1 value=9741 [State 705, standing/air] type=reversaldef trigger1=!var(0)&&(anim=705||anim=707) reversal.attr=SCA,AA p1stateno=706 pausetime=0,0 sparkno=-1 numhits=0 [State 705, crouching] type=reversaldef trigger1=!var(0)&&anim=706 reversal.attr=SC,AA p1stateno=706 pausetime=0,0 sparkno=-1 numhits=0 [State 705, disable] type=reversaldef trigger1=var(0)=1 reversal.attr= pausetime=0,0 sparkno=-1 numhits=0 [State 705, end] type=destroyself trigger1=time>=18 trigger2=(root,movetype!=I) trigger3=!(root,ctrl)&&(root,stateno!=[700,702]) trigger4=(root,stateno=[700,702])&&(root,time<=1) [Statedef 706] movetype=I ctrl=0 [State 706, disable] type=varset trigger1=1 var(0)=1 [State 706, end] type=destroyself trigger1=(root,stateno=[700,702])||time>=18 ;======================================== [Statedef 710] type=S physics=S movetype=I anim=710 ctrl=0 velset=0,0 sprpriority=-2 [State 710, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1 value=4,5 channel=0 [State 710, snd] type=playsnd trigger1=animelem=1 value=1,3 [State 710, push] type=playerpush trigger1=1 value=0 [State 710, hb] type=hitby trigger1=1 value=SCA,AT time=1 [State 710, attack] type=changestate trigger1=var(59)<=0&&(time=[15,25]) trigger1=command="x"||command="y"||command="z"||command="a"||command="b"||command="c" value=ifelse((command="x"||command="y"||command="z"),221,240) [State 710, attack] type=changestate trigger1=var(59)>=1&&(time=[15,25])&&numenemy trigger1=(enemynear,movetype!=A)&&(p2bodydist x=[-60,60])&&(p2dist y>=-60) value=ifelse(random<500,221,240) [State 710, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;======================================== [Statedef 720] type=S physics=N movetype=I anim=720 ctrl=0 velset=(prevstateno=100)*vel x,0 sprpriority=1 [State 720, push] type=playerpush trigger1=1 value=0 [State 720, hb] type=hitby trigger1=animelemtime(6)<0 value=SCA,AT time=1 [State 720, snd] type=playsnd trigger1=!var(1) trigger1=animelem=1 value=4,ifelse(random<500,0,6) channel=0 [State 720, snd] type=playsnd trigger1=animelem=1 value=0,105 [State 720, vel] type=velset trigger1=animelemtime(2)>=0&&animelemtime(6)<0 x=6.95 [State 720, vel] type=velset trigger1=animelemtime(6)>=0 x=0 [State 720, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;==================== [Statedef 730] type=S physics=S movetype=I anim=730 velset=0,0 ctrl=0 [State 730, power] type=poweradd triggerall=power=1 value=10 [State 730, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,3 channel=0 [State 730, flash] type=palfx trigger1=1 time=1 add=75+ceil(sin(time/6.0*pi)*75),25+ceil(sin(time/6.0*pi)*25),0 [State 730, fx] type=helper trigger1=!numhelper(8330) helpertype=normal stateno=8330 ID=8330 name="Power Charge" postype=p1 ownpal=1 [State 730, fx] type=helper trigger1=!numhelper(8332) helpertype=normal stateno=8332 ID=8332 name="Particles" postype=p1 ownpal=1 [State 730, end] type=changestate trigger1=power>=const(data.power)||power>=powermax||roundstate!=2 trigger2=var(59)<=0&&(command!="holdb"||command!="holdy") trigger3=var(59)>=1&&(inguarddist||p2movetype=A||p2bodydist x<=120) value=731 ctrl=1 ;---END--- [Statedef 731] type=S physics=S movetype=I anim=731 velset=0,0 ctrl=1 [State 731, stopsnd] type=stopsnd trigger1=!var(1) trigger1=!time channel=0 [State 730, snd] type=playsnd trigger1=!var(1) trigger1=!time&&power>=const(data.power) value=5,4 channel=0 persistent=0 [State 730, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;======================================== [Statedef 750] type=S physics=S movetype=I anim=750 velset=0,0 ctrl=0 sprpriority=2 poweradd=-1000 [State 750, strength] type=varset trigger1=!time&&var(59)<=0 var(10)=(command="bdk") ignorehitpause=1 [State 750, strengthAI] type=varset trigger1=!time&&var(59)>=1 var(10)=ifelse((p2statetype=A),0,ifelse((p2statetype=C),1,ifelse(random<500,0,1))) ignorehitpause=1 [State 750, nhb] type=nothitby trigger1=1 value=SCA time=1 [State 750, stop] type=posfreeze trigger1=1 value=1 [State 750, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 750, superpausefx] type=helper trigger1=!time helpertype=normal stateno=8350 ID=8350 name="Zero Counter" postype=p1 pos=ceil(57*const(size.xscale)),ceil(-56*const(size.yscale)) supermovetime=255 ownpal=1 [State 750, superpause] type=superpause trigger1=!time time=15 movetime=15 p2defmul=1 anim=-1 sound=s0,750 darken=0 [State 750, end] type=changestate trigger1=time>=15 value=ifelse(var(10)=1,2950,2900) ;======================================== ;---GROUND--- [Statedef 900] type=S physics=S movetype=A anim=900 velset=0,0 ctrl=0 sprpriority=2 poweradd=-1000 [State 900, nhb] type=nothitby trigger1=!time value=SCA time=45 [State 900, stop] type=posfreeze trigger1=1 value=1 [State 900, var] type=varset trigger1=time>=4 var(20)=300 [State 900, unguardable] type=varset trigger1=time=4&&numenemy trigger1=(enemynear,stateno!=[120,155]) var(17)=30 [State 900, superpausefx] type=helper trigger1=time=4 helpertype=normal stateno=8400 ID=8400 name="Excel Charge" postype=p1 pos=ceil(7*const(size.xscale)),ceil(-93*const(size.yscale)) supermovetime=255 ownpal=1 [State 900, superpause] type=superpause trigger1=time=4 time=30 movetime=30 anim=-1 sound=s0,900 p2defmul=1 darken=0 [State 900, image] type=afterimage trigger1=!animtime time=2 timegap=1 framegap=4 length=13 palbright=0,0,0 palcontrast=64,128,192 palpostbright=0,0,0 paladd=0,0,0 palmul=.75,.75,.75 trans=add1 [State 900, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---AIR--- [Statedef 905] type=A physics=N movetype=A anim=905 ctrl=0 sprpriority=2 poweradd=-1000 [State 905, nhb] type=nothitby trigger1=!time value=SCA time=45 [State 905, stop] type=posfreeze trigger1=1 value=1 [State 905, var] type=varset trigger1=time>=4 var(20)=300 [State 905, unguardable] type=varset trigger1=time=4&&numenemy trigger1=(enemynear,stateno!=[120,155]) var(17)=30 [State 905, superpausefx] type=helper trigger1=time=4 helpertype=normal stateno=8400 ID=8400 name="Excel Charge" postype=p1 pos=ceil(1*const(size.xscale)),ceil(-76*const(size.yscale)) supermovetime=255 ownpal=1 [State 905, superpause] type=superpause trigger1=time=4 time=30 movetime=30 anim=-1 sound=s0,900 p2defmul=1 darken=0 [State 905, image] type=afterimage trigger1=!animtime time=2 timegap=1 framegap=4 length=13 palbright=0,0,0 palcontrast=64,128,192 palpostbright=0,0,0 paladd=0,0,0 palmul=.75,.75,.75 trans=add1 [State 905, end] type=changestate trigger1=!animtime value=906 ctrl=1 [Statedef 906] type=A physics=N movetype=I anim=906 ctrl=1 [State 906, grav] type=gravity trigger1=1 [State 906, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;==================== [Statedef 5025] type=A movetype=H physics=N velset=0,0 [State 5025, hfs] type=hitfallset trigger1=1 value=0 [State 5025, end] type=selfstate trigger1=1 value=5020 ;==================== [Statedef 5200] type=A movetype=H physics=N [State 5200, anim] type=changeanim trigger1=anim=5035&&!animtime value=5050 [State 5200, vel] type=veladd trigger1=1 y=gethitvar(yaccel) [State 5200, end] type=selfstate trigger1=vel y>0&&pos y>=10 value=5201 [Statedef 5201] type=S movetype=I physics=N anim=5200 ctrl=0 [State 5201, turn] type=turn trigger1=!time&&vel x>0 [State 5201, pos] type=posset trigger1=1 y=0 [State 5201, vel] type=velset trigger1=!time x=-8 y=0 [State 5201, vel] type=velmul trigger1=1 x=.9 [State 5201, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 5201, snd] type=playsnd trigger1=!time value=0,5200 [State 5201, flash] type=palfx trigger1=!time add=255,255,255 sinadd=-255,-255,-255,40 time=10 [State 5201, fx] type=helper trigger1=!time helpertype=normal stateno=8200 ID=8200 name="Recover FX" postype=p1 pos=0,ceil(-18*const(size.yscale)) size.xscale=1 size.yscale=1 ownpal=1 [State 5201, nhb] type=nothitby trigger1=animelemtime(5)<0 value=SCA time=1 [State 5201, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;---AIR--- [Statedef 5210] type=A movetype=I physics=N anim=5210 ctrl=0 [State 5210, turn] type=turn trigger1=!time&&vel x>0 [State 5210, direction] type=velset trigger1=!time x=ifelse(command="holdfwd",-1,ifelse(command="holdback",-3.33,-2.16)) y=-6.5 [State 5210, snd] type=playsnd trigger1=!var(1) trigger1=!time value=4,0 channel=0 [State 5210, snd] type=playsnd trigger1=!time value=0,5200 [State 5210, flash] type=palfx trigger1=!time add=255,255,255 sinadd=-255,-255,-255,40 time=10 [State 5210, fx] type=helper trigger1=!time helpertype=normal stateno=8200 ID=8200 name="Recover FX" postype=p1 pos=0,ceil(-74*const(size.yscale)) size.xscale=1 size.yscale=1 ownpal=1 [State 5210, nhb] type=nothitby trigger1=animelemtime(8)<0 value=SCA time=1 [State 5210, ctrl] type=ctrlset trigger1=animelemtime(8)>=0 value=1 [State 5210, grav] type=gravity trigger1=1 [State 5210, land] type=changestate trigger1=vel y>0&&pos y>=0 value=52 ;==================== [Statedef 5220] type=A movetype=H physics=N [State 5220, anim] type=changeanim trigger1=anim=5035&&!animtime value=5050 [State 5220, vel] type=veladd trigger1=1 y=gethitvar(yaccel) [State 5220, end] type=selfstate trigger1=vel y>0&&pos y>=10 value=5221 [Statedef 5221] type=S movetype=I physics=N anim=5220 ctrl=0 velset=0,0 sprpriority=1 [State 5221, turn] type=turn trigger1=!time&&p2dist x<0 [State 5221, push] type=playerpush trigger1=1 value=0 [State 5221, pos] type=posset trigger1=1 y=0 [State 5221, vel] type=velset trigger1=time=9 x=7.66 [State 5221, end] type=changestate trigger1=time>=27&&command!="holdfwd" trigger2=time>=45 value=11 ctrl=1 ;=================================== ;---START--- [Statedef 120] type=U physics=U anim=120+(statetype=C)+(statetype=A)*2 [State 120, sts] type=statetypeset trigger1=!time&&statetype=S physics=S [State 120, sts] type=statetypeset trigger1=!time&&statetype=C physics=C [State 120, sts] type=statetypeset trigger1=!time&&statetype=A physics=A [State 120, vel] type=velset trigger1=!time&&statetype!=A x=0 y=0 [State 120, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 120, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S [State 120, end] type=changestate trigger1=!animtime value=130+(statetype=C)+(statetype=A)*2 [State 120, stop] type=changestate trigger1=(var(59)<=0&&command!="holdback") trigger2=!inguarddist value=140 ;---STAND GUARD (guarding)--- [Statedef 130] type=S physics=S [State 130, anim] type=changeanim trigger1=anim!=130 value=130 [State 130, Hi to Lo] type=changestate trigger1=var(59)<=0&&command="holddown" trigger2=var(59)>=1&&(enemynear,movetype=A)&&(enemynear,statetype=C) value=131 [State 130, Stop Guarding] type=changestate trigger1=(var(59)<=0&&command!="holdback") trigger2=!inguarddist value=140 [State 130, snd] type=playsnd trigger1=!time trigger1=prevstateno=132||(prevstateno=[154,155]) value=0,52 [State 130, dust] type=explod trigger1=!time trigger1=prevstateno=132||(prevstateno=[154,155]) anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 ;---CROUCH GUARD (guarding)--- [Statedef 131] type=C physics=C [State 131, anim] type=changeanim trigger1=anim!=131 value=131 [State 131, Lo to Hi] type=changestate trigger1=var(59)<=0&&command!="holddown" trigger2=var(59)>=1&&(enemynear,movetype=A)&&(enemynear,statetype!=C) value=130 [State 131, Stop Guarding] type=changestate trigger1=(var(59)<=0&&command!="holdback") trigger2=!inguarddist value=140 ;---AIR GUARD (guarding)--- [Statedef 132] type=A physics=N [State 132, anim] type=changeanim trigger1=anim!=132 value=132 [State 132, grav] type=veladd trigger1=1 y=const(movement.yaccel) [State 132, var] type=varset trigger1=1 sysvar(0)=(pos y>=0&&vel y>0) [State 132, vel] type=velset trigger1=sysvar(0) y=0 [State 132, pos] type=posset trigger1=sysvar(0) y=0 [State 132, end] type=changestate trigger1=sysvar(0)&&inguarddist trigger1=(var(59)<=0&&command="holdback")||var(59)>=1 value=130 [State 132, end] type=changestate trigger1=sysvar(0) value=52 [State 132, stop guarding] type=changestate trigger1=(var(59)<=0&&command!="holdback") trigger2=!inguarddist value=140 ;---GUARD (end)--- [Statedef 140] type=U physics=U ctrl=1 [State 140, anim] type=changeanim trigger1=!time value=140+(statetype=C)+(statetype=A)*2 [State 140, sts] type=statetypeset trigger1=!time&&statetype=S physics=S [State 140, sts] type=statetypeset trigger1=!time&&statetype=C physics=C [State 140, sts] type=statetypeset trigger1=!time&&statetype=A physics=A [State 140, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 140, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S [State 140, end] type=changestate trigger1=!animtime value=(statetype=C)*11+(statetype=A)*51 ;---SGUARDHIT (shaking)--- [Statedef 150] type=S movetype=H physics=N velset=0,0 [State 150, anim] type=changeanim trigger1=1 value=150 [State 150, end] type=changestate trigger1=hitshakeover value=151+2*((var(59)<=0&&command="holddown")||(var(59)>=1&&(enemynear,movetype=A)&&(enemynear,statetype=C))) [State 150, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 150, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S ;---SGUARDHIT2 (knocked back)--- [Statedef 151] type=S movetype=H physics=S anim=150 [State 151, vel] type=hitvelset trigger1=!time x=1 [State 151, vel] type=velset trigger1=time=gethitvar(slidetime) trigger2=hitover x=0 [State 151, ctrl] type=ctrlset trigger1=time=gethitvar(ctrltime) value=1 [State 151, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 151, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S [State 151, end] type=changestate trigger1=hitover value=130 ctrl=1 ;---CGUARDHIT (shaking)--- [Statedef 152] type=C movetype=H physics=N velset=0,0 [State 152, anim] type=changeanim trigger1=1 value=151 [State 152, end] type=changestate trigger1=hitshakeover value=151+2*((var(59)<=0&&command="holddown")||(var(59)>=1&&(enemynear,movetype=A)&&(enemynear,statetype=C))) [State 152, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 152, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S ;---CGUARDHIT2 (knocked back)--- [Statedef 153] type=C movetype=H physics=C anim=151 [State 153, vel] type=hitvelset trigger1=!time x=1 [State 153, vel] type=velset trigger1=time=gethitvar(slidetime) trigger2=hitover x=0 [State 153, ctrl] type=ctrlset trigger1=time=gethitvar(ctrltime) value=1 [State 153, Hi to Lo] type=statetypeset trigger1=var(59)<=0&&statetype=S&&command="holddown" trigger2=var(59)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C) statetype=C physics=C [State 153, Lo to Hi] type=statetypeset trigger1=var(59)<=0&&statetype=C&&command!="holddown" trigger2=var(59)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C) statetype=S physics=S [State 153, end] type=changestate trigger1=hitover value=131 ctrl=1 ;---AGUARDHIT (shaking)--- [Statedef 154] type=A movetype=H physics=N velset=0,0 [State 154, anim] type=changeanim trigger1=1 value=152 [State 154, end] type=changestate trigger1=hitshakeover value=155 ;---AGUARDHIT2 (knocked away)--- [Statedef 155] type=A movetype=H physics=N anim=152 [State 155, vel] type=hitvelset trigger1=!time x=1 y=1 [State 155, vel] type=veladd trigger1=1 y=const(movement.yaccel) [State 155, ctrl] type=ctrlset trigger1=time=gethitvar(ctrltime) value=1 [State 155, var] type=varset trigger1=1 sysvar(0)=(pos y>=0&&vel y>0) [State 155, vel] type=velset trigger1=sysvar(0) y=0 [State 155, pos] type=posset trigger1=sysvar(0) y=0 [State 155, end] type=changestate trigger1=sysvar(0)&&inguarddist trigger1=(var(59)<=0&&command="holdback")||var(59)>=1 value=130 [State 155, roll] type=varset trigger1=!time var(0)=0 [State 155, roll] type=varset trigger1=vel y>-1&&alive trigger1=var(59)<=0&&command="2k" var(0)=1 [State 155, end] type=changestate trigger1=sysvar(0) value=ifelse(var(0),5221,52) ;==================== [Statedef 5130] type=S movetype=H physics=S anim=5130 [State 5130, nhb] type=nothitby trigger1=!alive value=SCA [State 5130, kosnd] type=assertspecial trigger1=1 flag=nokosnd [State 5130, pos] type=posset trigger1=1 y=0 [State 5130, kosnd] type=stopsnd trigger1=time=4&&!alive channel=0 [State 5130, kosnd] type=playsnd trigger1=time=4&&!alive value=11,1 [State 5130, end] type=changestate trigger1=!animtime value=5131 [Statedef 5131] type=C movetype=H physics=C anim=5131 [State 5131, nhb] type=nothitby trigger1=!alive value=SCA [State 5131, kosnd] type=assertspecial trigger1=1 flag=nokosnd [State 5131, pos] type=posset trigger1=1 y=0 [State 5131, posfix] type=posadd trigger1=animelem=2 x=ceil(-20*const(size.xscale)) [State 5131, sts] type=statetypeset trigger1=animelemtime(2)>=0 statetype=L [State 5131, snd] type=playsnd trigger1=animelem=3 value=0,5100 [State 5131, dust] type=explod trigger1=animelem=3 anim=8104 sprpriority=-3 postype=p1 pos=ceil(8*const(size.xscale)),0 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 5131, end] type=changestate trigger1=!animtime value=ifelse(alive,5110,5150) ;======================================== [Statedef 170] type=S ctrl=0 anim=170 velset=0,0 [State 170, nhb] type=nothitby trigger1=1 value=SCA time=1 ;======================================== [Statedef 175] type=S ctrl=0 velset=0,0 [State 175, switch] type=changestate trigger1=!time&&!selfanimexist(175) value=170 [State 175, anim] type=changeanim trigger1=!time value=175 [State 175, nhb] type=nothitby trigger1=1 value=SCA time=1 ;======================================== [Statedef 5500] type=S anim=5300 velset=0,0 ctrl=0 [State 5500, anim] type=changeanim trigger1=!time value=5500 ;======================================== [Statedef 5900] type=S [State 5900, varreset] type=varrangeset trigger1=!roundsexisted value=0 [State 5900, varreset] type=varrangeset trigger1=!roundsexisted fvalue=0 [State 5900, Mode] type=varset trigger1=1 var(1)=(palno=[7,12]) [State 5900, shadow intro] type=changestate trigger1=roundno=1&&var(1) value=194 [State 5900, vs Guile] type=changestate triggerall=numenemy triggerall=roundno=1||(!(enemy,roundsexisted)&&!(teammode=simul)&&!(enemy,teammode=simul)) trigger1=enemy,name="Guile"||enemy,name="cvsguile" trigger2=enemy,name="SF2Guile"||enemy,name="William F. Guile" value=6910 [State 5900, vs Vega] type=changestate triggerall=numenemy&&!roundsexisted trigger1=(enemy,name="Vega")&&(enemy,authorname="Phantom.of.the.Server") trigger2=(enemy,name="cvsvega")&&((enemy,authorname="Warusaki3")||(enemy,authorname="Gargoyle")) trigger3=(enemy,name="M.Bison")&&(enemy,authorname="N-Mario") trigger4=enemy,name="[Necromancer's] M. Bison" trigger5=(enemy,name="M. Bison")&&(enemy,authorname="VK, Updated by Terry Kuo, adapted by Tenebrous") trigger6=(enemy,name="CvSBison")&&(enemy,authorname="Team Kai (Saiai and Koga)") value=6913 [State 5900, turnsintro] type=changestate trigger1=teammode=turns trigger1=!roundsexisted&&roundno>=2 value=6900 [State 5900, jokeintro] type=changestate trigger1=roundno=1 trigger1=command="holdup"||random<5 value=6911 [State 5900, intro] type=changestate trigger1=roundno=1 value=190+(random%2) [State 5900, end] type=changestate trigger1=1 value=0 ;======================================== [Statedef 190] type=S physics=S anim=190 [State 190, intro] type=assertspecial trigger1=1 flag=intro [State 190, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 191] type=S physics=S anim=191 [State 191, intro] type=assertspecial trigger1=1 flag=intro [State 191, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 194] type=S physics=S anim=194 [State 194, intro] type=assertspecial trigger1=1 flag=intro [State 194, palfx] type=palfx trigger1=animelemtime(3)<0 time=1 add=-255,-255,-255 [State 194, palfx] type=palfx trigger1=animelemtime(3)=-1 time=16 add=-255,-255,-255 sinadd=255,255,255,64 [State 194, snd] type=playsnd trigger1=animelem=2 value=7,4 [State 194, fx] type=explod trigger1=animelem=2 anim=1307 ID=1307 postype=p1 scale=const(size.xscale),const(size.yscale) ownpal=1 [State 194, snd] type=playsnd trigger1=animelem=5 value=7,5 [State 194, fx] type=explod trigger1=animelem=5 anim=6005 postype=p1 pos=ceil(7*const(size.xscale)),ceil(-93*const(size.yscale)) sprpriority=1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 194, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 6900] type=A anim=6900 velset=0,0 ctrl=0 [State 6900, intro] type=assertspecial trigger1=1 flag=intro [State 6900, bound] type=screenbound trigger1=1 value=0 [State 6900, camera] type=helper trigger1=!numhelper(8999) helpertype=normal stateno=8999 ID=8999 name="Camera" postype=p1 [State 6900, pos] type=posadd trigger1=!time x=ceil(-2*backedgedist) [State 6900, vel] type=velset trigger1=!time x=(helper(8999),rootdist x)/-40.0 y=-10.25 [State 6900, grav] type=veladd trigger1=1 y=.5 [State 6900, end] type=changestate trigger1=time&&vel y>0&&pos y>=0 value=6901 ;---LAND--- [Statedef 6901] type=S physics=S anim=6901 velset=0,0 [State 6901, intro] type=assertspecial trigger1=1 flag=intro [State 6901, pos] type=posset trigger1=1 x=ceil(helper(8999),pos x) [State 6901, snd] type=playsnd trigger1=!time value=0,52 [State 6901, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 6901, end] type=changestate trigger1=!animtime value=6902 ;======================================== [Statedef 6902] type=S physics=S anim=6902 [State 6902, intro] type=assertspecial trigger1=1 flag=intro [State 6900, snd] type=playsnd trigger1=!var(1) trigger1=animelem=4 value=5,ifelse(random<500,5,4) channel=0 [State 6902, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 6910] type=S physics=S anim=6910 [State 6910, intro] type=assertspecial trigger1=1 flag=intro [State 6910, snd] type=playsnd trigger1=animelem=7 value=1,0 [State 6910, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 6911] type=A physics=N anim=6911 velset=0,0 ctrl=0 [State 6911, intro] type=assertspecial trigger1=1 flag=intro [State 6911, bound] type=screenbound trigger1=1 value=1 movecamera=1,0 [State 6911, pos] type=posadd trigger1=!time y=-640 [State 6911, vel] type=velset trigger1=!time y=4 [State 6911, grav] type=veladd trigger1=1 y=.25 [State 6911, snd] type=playsnd trigger1=time=10 value=11,0 channel=0 [State 6911, end] type=changestate trigger1=time&&pos y>=-vel y value=6912 ;---HIT GROUND--- [Statedef 6912] type=L physics=C anim=6912 velset=0,0 [State 6912, intro] type=assertspecial trigger1=1 flag=intro [State 6912, pos] type=posset trigger1=!time y=0 [State 6912, snd] type=playsnd trigger1=!time value=5000,4 channel=0 [State 6912, snd] type=playsnd trigger1=!time value=0,5100 [State 6912, dust] type=explod trigger1=!time anim=8104 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 6912, shake] type=envshake trigger1=!time time=16 ampl=4 [State 6912, statetype] type=statetypeset trigger1=animelemtime(6)>=0 statetype=S physics=S [State 6912, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 6913] type=A physics=N anim=6913 velset=0,0 ctrl=0 [State 6913, intro] type=assertspecial trigger1=1 flag=intro flag2=nobardisplay [State 6913, bound] type=screenbound trigger1=1 value=1 movecamera=1,0 [State 6913, harrier] type=helper trigger1=!time helpertype=normal stateno=6000 ID=6000 name="Harrier" postype=p1 pos=0,-216 size.xscale=1 size.yscale=1 ownpal=1 [State 6913, pos] type=posset trigger1=animelemtime(2)<0 y=ceil(pos y-screenpos y) [State 6913, vel] type=velset trigger1=animelem=2 y=4 [State 6913, grav] type=veladd trigger1=animelemtime(2)>=0 y=.25 [State 6913, end] type=changestate trigger1=time&&pos y>=-vel y value=6914 ;---LAND--- [Statedef 6914] type=S physics=S anim=6914 velset=0,0 [State 6914, intro] type=assertspecial trigger1=1 flag=intro [State 6914, pos] type=posset trigger1=!time y=0 [State 6914, snd] type=playsnd trigger1=animelem=16 value=5,4 channel=0 [State 6914, snd] type=playsnd trigger1=!time value=0,52 [State 6914, dust] type=explod trigger1=!time anim=8102 sprpriority=-3 postype=p1 scale=.5,.5 pausemovetime=-1 supermovetime=-1 ownpal=1 [State 6914, end] type=changestate trigger1=!animtime value=0 ;======================================== [Statedef 180] type=S ctrl=0 [State 180, win] type=changestate trigger1=var(1)&&matchover value=189 [State 180, win] type=changestate trigger1=command="holdx"||command="holdy"||command="holdz" value=ifelse(command="holdz",183,ifelse(command="holdy",182,181)) [State 180, win] type=changestate trigger1=command="holda"||command="holdb"||command="holdc" value=ifelse(command="holdc",181,ifelse(command="holdb",181,184)) [State 180, win] type=changestate trigger1=1 value=181+(random%4) ;======================================== [Statedef 181] type=S physics=S anim=181 ctrl=0 [State 181, assert] type=assertspecial trigger1=time<300 flag=roundnotover ;======================================== [Statedef 182] type=S physics=S anim=182 ctrl=0 [State 182, assert] type=assertspecial trigger1=time<300 flag=roundnotover [State 182, spr] type=sprpriority trigger1=animelemtime(3)>=0 value=-1 [State 182, snd] type=playsnd trigger1=!var(1) trigger1=animelem=5 value=5,6 channel=0 ;======================================== [Statedef 183] type=S physics=S anim=183 ctrl=0 [State 183, assert] type=assertspecial trigger1=time<300 flag=roundnotover [State 183, snd] type=playsnd trigger1=!var(1) trigger1=animelem=12 value=5,ifelse(random<500,5,4) channel=0 ;======================================== [Statedef 184] type=S physics=S anim=184 ctrl=0 [State 184, assert] type=assertspecial trigger1=time<300 flag=roundnotover [State 184, snd] type=playsnd trigger1=animelem=14 value=5,ifelse(random<500,5,4) channel=0 ;======================================== [Statedef 189] type=S physics=S anim=189 ctrl=0 [State 189, assert] type=assertspecial trigger1=time<300 flag=roundnotover [State 189, palfx] type=palfx trigger1=animelemtime(8)=-10 time=10 sinadd=-255,-255,-255,40 [State 189, snd] type=playsnd trigger1=animelem=8 value=7,4 [State 189, fx] type=explod trigger1=animelem=8 anim=1306 sprpriority=0 postype=p1 scale=const(size.xscale),const(size.yscale) ownpal=1 ;======================================== [Statedef 195] type=S physics=S movetype=I anim=195 velset=0,0 ctrl=0 sprpriority=1 [State 195, snd] type=playsnd trigger1=animelem=14 value=5,ifelse(random<500,5,4) channel=0 [State 195, anim] type=changeanim trigger1=!animelemtime(13) trigger1=command="holdstart" value=195 elem=10 [State 195, end] type=changestate trigger1=!animtime value=0 ctrl=1 [Statedef 196] type=S physics=S movetype=I anim=196 velset=0,0 ctrl=0 sprpriority=1 [State 196, snd] type=playsnd trigger1=!var(1) trigger1=animelem=12 value=5,ifelse(random<500,5,4) channel=0 [State 196, end] type=changestate trigger1=!animtime value=0 ctrl=1 ;=========================================================================== ;===============================<-2 STATES>================================= ;=========================================================================== [Statedef -2] [State -2, AI] type=varset trigger1=alive&&ishometeam trigger1=teamside=2||matchno>1 var(59)=1 [State -2, Stop AI] type=varset trigger1=var(59)!=0 trigger1=roundstate!=2 var(59)=0 ignorehitpause=1 [State -2, AI Charge Back] type=varadd trigger1=var(59)>=1 var(55)=1 [State -2, AI Charge Back] type=varset trigger1=var(59)<=0 trigger2=time=1 trigger2=stateno=[1000,4999] trigger3=time>=3 trigger3=stateno=0||(stateno=20&&vel x>0)||(stateno=[700,702]) trigger4=(stateno=40&&sysvar(1)!=-1) var(55)=0 [State -2, AI Charge Down] type=varadd trigger1=var(59)>=1 var(56)=1 [State -2, AI Charge Down] type=varset trigger1=var(59)<=0 trigger2=time=1 trigger2=stateno=[1000,4999] trigger3=time>=3 trigger3=stateno=0||stateno=20||(stateno=[700,702]) trigger4=stateno=40 trigger5=(stateno=[120,155])&&statetype!=C var(56)=0 [State -2, P2 Recovery] type=targetstate trigger1=numtarget(200) trigger1=(target(200),stateno=5020)&&(target(200),alive)&&(target(200),hitfall) ID=200 value=5025 ignorehitpause=1 [State -2, Prevent Guard] type=assertspecial trigger1=var(17)>0 trigger1=var(17):=(var(17)-1) flag=unguardable ignorehitpause=1 [State -2, Counter FX] type=helper trigger1=movehit&&var(9)&&numenemy trigger1=(enemynear,movetype=H) trigger1=(stateno!=[800,899]) helpertype=normal stateno=8290 ID=8290 name="Counter FX" postype=p2 pos=(enemy,const(size.ground.front)+var(21))*(enemy,facing)*(-facing),floor(pos y-enemy,pos y)+var(22) ownpal=1 pausemovetime=255 supermovetime=255 ignorehitpause=1 [State -2, Counter Flag] type=varset trigger1=numenemy var(9)=(enemynear,movetype=A) ignorehitpause=1 [State -2, Juggle Count] type=varadd trigger1=movehit=1&&numtarget var(14)=1 [State -2, Juggle Reset Single] type=varset triggerall=numenemy=1&&var(14) trigger1=(enemynear,movetype!=H)||(enemynear,statetype!=A)||!(enemynear,hitfall) trigger2=(enemynear,canrecover)&&(enemynear,backedgebodydist>=5)&&(enemynear,frontedgebodydist>=5) var(14)=0 ignorehitpause=1 [State -2, Juggle Reset Simul] type=varset triggerall=numenemy>=2&&var(14) triggerall=abs(enemynear(1),pos x-enemynear(0),pos x)>=60||(enemynear(1),statetype!=A) trigger1=(enemynear(0),movetype!=H)||(enemynear(0),statetype!=A)||!(enemynear(0),hitfall) trigger2=(enemynear(0),canrecover)&&(enemynear(0),backedgebodydist>=5)&&(enemynear(0),frontedgebodydist>=5) var(14)=0 ignorehitpause=1 [State -2, Hitcount] type=varadd trigger1=movehit=1 var(13)=1 [State -2, Hitcount Reset] type=varset trigger1=numenemy&&var(13) trigger1=(enemynear,movetype!=H)&&(enemynear,stateno!=5300) var(13)=0 ignorehitpause=1 [State -2, Super Level Reset] type=varset trigger1=(stateno!=[3000,4999])||movetype=H var(15)=0 ignorehitpause=1 [State -2, Super Count Reset] type=varset trigger1=var(16)&&numenemy&&!numhelper(3000)&&!numhelper(3600)&&!numhelper(3700) trigger1=(stateno!=[3000,4999])||movetype=H trigger1=(enemynear,movetype!=H)&&(enemynear,stateno!=[120,155]) var(16)=0 ignorehitpause=1 [State -2, Excel End] type=varset trigger1=var(20)<0||roundstate!=2 var(20)=0 ignorehitpause=1 [State -2, Excel Timer] type=varadd trigger1=var(20)>0 var(20)=-1 ignorehitpause=1 [State -2, Excel Juggle] type=assertspecial trigger1=var(20)>0 trigger1=var(14):=0 flag=nojugglecheck ignorehitpause=1 [State -2, Excel PalFX] type=palfx trigger1=var(20)>60 time=2 add=32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32),32+ceil(sin(var(20)/16.0*pi)*32) ignorehitpause=1 [State -2, Excel PalFX] type=palfx trigger1=(var(20)=[1,60]) time=2 add=64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64),64+ceil(sin(var(20)/8.0*pi)*64) ignorehitpause=1 [State -2, Excel Timer] type=helper trigger1=!numhelper(8405)&&var(20)>0 helpertype=normal stateno=8405 ID=8405 name="Excel Timer" postype=p1 ownpal=1 pausemovetime=2147483647 supermovetime=2147483647 ignorehitpause=1 [State -2, Taunt Power] type=poweradd trigger1=numenemy trigger1=(enemynear,stateno=195) trigger1=(enemynear,prevstateno!=195)&&(enemynear,time=1) value=375 [State -2, Attack Bonus] type=varset trigger1=1 fvar(12)=ifelse(power>=3000,.05,ifelse(power>=2000,.02,ifelse(power>=1000,.01,0))) ignorehitpause=1 [State -2, Dampener] type=varset trigger1=1 fvar(10)=ifelse(var(13)<6,24,ifelse(var(13)>=23,1,29-var(13)))/24.0*(1+fvar(12)) ignorehitpause=1 [State -2, Dampener Excel] type=varset trigger1=var(20) fvar(10)=.72*(10-ifelse(var(13)>=11,11,var(13)))/10.0 ignorehitpause=1 [State -2, Dampener Supers] type=varset trigger1=(stateno=[3000,4999]) fvar(10)=ifelse(var(16)>=3,.25,(1-var(16)*.25)) ignorehitpause=1 [State -2, Dampener Limit] type=varset trigger1=fvar(10)<0 fvar(10)=0 ignorehitpause=1 [State -2, Root Dampener] type=varset trigger1=1 fvar(11)=fvar(10)*ifelse(var(9),1.2,1) ignorehitpause=1 [State -2, Defence Bonus] type=defencemulset trigger1=1 value=ifelse((life>lifemax*.3),1,ifelse((life>lifemax*.15),.9,.75)) ignorehitpause=1 [State -2, Voice Pos] type=sndpan trigger1=1 channel=0 pan=0 ignorehitpause=1 [State -2, Shadow9000] type=playerpush trigger1=palno=12 trigger1=stateno=[0,105] value=0 ignorehitpause=1 [State -2, Shadow9000] type=helper trigger1=palno=12 trigger1=!numhelper(6010) helpertype=normal stateno=6010 ID=6010 name="Shadow FX" postype=p1 supermovetime=65535 ownpal=1 [State -2, Shadow9000] type=sprpriority trigger1=palno=12 value=-1 [State -2, Debug] type=displaytoclipboard trigger1=1 text="AI=%d Attack=%f Hits=%d Juggle=%d P2BodyDist X=%f by P.o.t.S." params=var(59), fvar(11), var(13), var(14), p2bodydist x ignorehitpause=1 ;=========================================================================== ;===============================<-3 STATES>================================= ;=========================================================================== [Statedef -3] [State -3, AI Helper] type=helper trigger1=!var(59)&&!numhelper(9741) trigger1=alive&&roundstate=2 helpertype = normal name="Nash's AI" ID=9741 pos=99999,99999 stateno=9741 keyctrl=1 pausemovetime=65535 supermovetime=65535 [State -3, Gametime Var] type=varset trigger1=1 var(58)=gametime ignorehitpause=1 [State -3, ProjContact Reset] type=varset triggerall=var(18) trigger1=(stateno!=[1000,1020])&&stateno!=1120&&stateno!=3000&&stateno!=3600&&stateno!=3700 trigger2=stateno=1000&&animelemtime(5)<0 trigger3=stateno=1120&&animelemtime(4)<0 trigger4=stateno=3000&&anim=3000&&animelemtime(3)<0 trigger5=stateno=3600&&animelemtime(4)<0 trigger6=stateno=3700&&animelemtime(7)<0 var(18)=0 [State -3, Chain Reset] type=varset trigger1=1 var(6)=0 ignorehitpause=1 [State -3, Chain Check] type=varset trigger1=var(20)&&(stateno=[200,699])&&movecontact trigger2=var(20)&&(stateno=[1000,2999])&&statetype!=A&&(movecontact||var(18)) var(6)=1 ignorehitpause=1 [State -3, Cancel Reset] type=varset trigger1=1 var(7)=0 ignorehitpause=1 [State -3, Cancel Check] type=varset trigger1=var(20)&&(stateno=[200,699]) trigger2=var(20)&&(stateno=[1000,2999])&&(movecontact||var(18)) trigger3=(stateno=[200,699])&&time<=2 trigger4=stateno=200||stateno=230||stateno=400||stateno=430 trigger5=(stateno=211||stateno=221||stateno=600)&&animelemtime(3)<0 trigger6=(stateno=221||stateno=410||stateno=610)&&animelemtime(4)<0 var(7)=1 ignorehitpause=1 [State -3, Super Cancel Reset] type=varset trigger1=1 var(8)=0 ignorehitpause=1 [State -3, Super Cancel Check] type=varset trigger1=var(20)&&(stateno=[200,699]) trigger2=var(20)&&(stateno=[1000,2999])&&(movecontact||var(18)) trigger3=(stateno=[200,699])&&time<=2 trigger4=stateno=200||stateno=230||stateno=400||stateno=430 trigger5=(stateno=211||stateno=221||stateno=420||stateno=440||stateno=450||stateno=600)&&(animelemtime(3)<0||movecontact) trigger6=(stateno=210||stateno=221||stateno=241||stateno=410||stateno=610)&&(animelemtime(4)<0||movecontact) trigger7=(stateno=1000||stateno=1020)&&var(18) trigger8=(stateno=1100||stateno=1120)&&statetype!=A&&movecontact trigger9=(stateno=3100||stateno=3200||stateno=3301||stateno=3500||stateno=3701)&&movecontact trigger10=(stateno=3000||stateno=3600)&&var(18) var(8)=1 ignorehitpause=1 [State -3, Parry Area] type=helper triggerall=roundstate=2&&!numhelper(705) triggerall=(movetype=I&&ctrl)||(stateno=[700,702]) triggerall=(command!="rlsfwd"&&command!="rlsback"&&command!="rlsup"&&command!="rlsdown")||var(59)>=1 trigger1=var(59)<=0&&(statetype=S||statetype=C)&&(command="fwd"||command="down") trigger2=var(59)<=0&&statetype=A&&(var(3)!=1&&var(3)!=2)&&command="fwd" trigger3=var(59)>=1&&(stateno!=[700,702])&&(stateno!=[120,155])&&inguarddist&&random<100 trigger4=var(59)>=1&&(stateno=[700,702])&&time=14&&random<750 helpertype=normal stateno=705 ID=705 name="Parry" postype=p1 [State -3, Parry Attacks] type=changestate trigger1=(stateno!=[700,702])&&numhelper(705) trigger1=helper(705),stateno=706 value=ifelse((helper(705),anim=707),702,ifelse((helper(705),anim=706),701,700)) ignorehitpause=1 [State -3, Parry Proj] type=hitoverride trigger1=(stateno!=[700,702])&&numhelper(705) trigger1=!(helper(705),var(0))&&(helper(705),anim=705) attr=SA,AP stateno=700 slot=0 time=1 ignorehitpause=1 [State -3, Parry Proj] type=hitoverride trigger1=(stateno!=[700,702])&&numhelper(705) trigger1=!(helper(705),var(0))&&(helper(705),anim=706) attr=C,AP stateno=701 slot=0 time=1 ignorehitpause=1 [State -3, Parry Proj] type=hitoverride trigger1=(stateno!=[700,702])&&numhelper(705) trigger1=!(helper(705),var(0))&&(helper(705),anim=707) attr=SCA,AP stateno=702 slot=0 time=1 ignorehitpause=1 [State -3, NoWalk after Parry] type=assertspecial trigger1=var(26) trigger1=var(26):=(var(26)-1) flag=nowalk [State -3, Afterimage] type=afterimage triggerall=time=1&&!var(20) trigger1=stateno=50&&(var(3)=2||var(3)=3) trigger2=(stateno=[710,725]) time=2 timegap=1 framegap=4 length=9 palbright=0,0,0 palcontrast=128,128,128 palpostbright=0,0,0 paladd=0,0,0 palmul=.9,.9,.9 trans=add1 [State -3, ExFX] type=varadd trigger1=var(25)>0 var(25)=-1 [State -3, ExFX] type=varset trigger1=(stateno!=[1000,2999])||movetype=H var(25)=0 [State -3, Ex Afterimage] type=afterimage trigger1=time=1 trigger1=(stateno=[1000,2999])&&var(25) time=2 timegap=1 framegap=1 length=8 palbright=32,32,0 palcontrast=128,128,128 paladd=-10,-10,-10 palmul=1.1,1,.5 trans=add ignorehitpause=1 persistent=0 [State -3, Ex Flash] type=palfx trigger1=(stateno=[1000,2999])&&var(25) time=1 add=32+ceil(sin(gametime/3.0*pi)*32),32+ceil(sin(gametime/3.0*pi)*32),0 mul=320,320,192 ignorehitpause=1 [State -3, Super Afterimage] type=afterimage trigger1=stateno=3000&&time=4 trigger2=stateno=3100&&time=4 trigger3=stateno=3200&&time=4 trigger4=stateno=3300&&time=4 trigger5=stateno=3400&&time=4 trigger6=stateno=3500&&time=3 trigger7=stateno=3600&&time=4 trigger8=stateno=3700&&time=4 time=2 timegap=1 framegap=10 length=21 palbright=0,0,0 palcontrast=ifelse(var(15)<=1,128,ifelse(var(15)>=3,160,32)),ifelse(var(15)<=1,128,ifelse(var(15)>=3,32,32)),ifelse(var(15)<=1,128,ifelse(var(15)>=3,32,160)) palpostbright=0,0,0 paladd=0,0,0 palmul=.75,.75,.75 trans=add1 [State -3, Afterimage Persist] type=afterimagetime trigger1=stateno=50||(stateno=[600,650]) trigger1=(var(3)=2||var(3)=3)&&vel y<-1 trigger2=(stateno=[710,725])||var(20) trigger3=(stateno=[1000,2999])&&var(25) trigger4=(stateno=[3000,4999]) time=2 [State -3, Afterimage Off] type=afterimagetime trigger1=time<=1 trigger1=stateno=3000||stateno=3100||stateno=3200||stateno=3300||stateno=3400||stateno=3500||stateno=3600||stateno=3700 trigger2=stateno=[3401,3403] time=0 [State -3, Prevent Crossup] type=width trigger1=1 edge=8,0 ignorehitpause=1 [State -3, GetHit Snd] type=playsnd triggerall=alive&&time=1 triggerall=stateno=5000||stateno=5010 trigger1=gethitvar(animtype)>=2&&random<500 trigger2=gethitvar(animtype)=1&&random<375 trigger3=gethitvar(animtype)=0&&random<250 value=5000,(random%5) channel=0 ignorehitpause=1 [State -3, GetHit Snd] type=playsnd triggerall=alive&&time=1 trigger1=(stateno=5000||stateno=5010)&&numenemy trigger1=gethitvar(fall)||(enemynear,hitdefattr=SCA,SA,HA) trigger2=(stateno=5020||stateno=5070||stateno=5080) trigger3=(stateno=5050||stateno=5100)&&(prevstateno!=[5000,5199]) value=5000,(random%5) channel=0 ignorehitpause=1 [State -3, Cheap KO] type=changestate trigger1=!alive&&(stateno=[5000,5010]) trigger1=(prevstateno=[130,131])||(prevstateno=[140,141])||(prevstateno=[150,153]) value=5130 ignorehitpause=1 [State -3, KO Snd] type=assertspecial trigger1=(stateno=[5000,5010]) trigger1=(prevstateno=[130,131])||(prevstateno=[140,141])||(prevstateno=[150,153]) flag=nokosnd ignorehitpause=1 [State -3, Excel Finish] type=helper triggerall=winKO&&!numhelper(8650) trigger1=movehit&&var(20) trigger2=numhelper(1000)&&var(20) trigger2=helper(1000),var(18) helpertype=normal stateno=8650 ID=8650 name="Excel Finish" postype=left pos=160,-120 ownpal=1 pausemovetime=255 supermovetime=255 ignorehitpause=1 [State -3, Super Finish] type=helper triggerall=winKO&&!numhelper(8600) trigger1=movehit&&(stateno=[3000,4999]) trigger1=var(23):=stateno trigger2=numhelper(3000) trigger2=var(18)||(helper(3000),var(18)) trigger2=var(23):=3000 trigger3=numhelper(3600)&&var(18) trigger3=var(23):=3600 trigger4=numhelper(3700)&&var(18) trigger4=var(23):=3700 helpertype=normal stateno=8600 ID=8600 name="Super Finish" postype=left pos=160,-120 ownpal=1 pausemovetime=255 supermovetime=255 ignorehitpause=1