[Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 60 airjuggle = 15 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 3.2 ;Walk forward walk.back = -3.2 ;Walk backward run.fwd = 8, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S ctrl = 0 [state 180 1] Type = playsnd Trigger1 = time = 100 Value = S3,0 volume = 255 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 600] flag = roundnotover flag2 = nomusic [State 180, 8] type = ChangeState trigger1 = time >= 350 value = 181 ;--------------------------------------------------------------------------- ; WIN-1 [Statedef 181] type = S ctrl = 0 anim = 180 [state 181, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 400] flag = roundnotover flag2 = nomusic [state 181, 1] type = PlaySnd trigger1 = animelem = 1 value = S0,2 [state 180 3] Type = changeanim Trigger1 = time = 80 Value = 190 [state 180 3] Type = playsnd Trigger1 = time = 95 Value = S0,5 ;--------------------------------------------------------------------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [state 191, AssertSpecial Flag] type = assertspecial trigger1 = time = [0, 200] flag = intro [state 191, 6] type = playSnd trigger1 = time = 15 value = S0, 1 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 800] type = S ctrl = 0 anim = 170 velset = 0,0 [State 105, 3] type = poweradd trigger1 = Time >= 22 value = 10 [State 71120] type = playsnd trigger1 = AnimElem = 1 value = S0,6 Channel = 2 [State 105, 3] type = ChangeState triggerall = var(59)=0 trigger1 = power>=3000 trigger2 = command != "hold_s" value = 0 ctrl = 1 [State 400 3] Type = explod Trigger1 = timemod = 9,0 Anim = 8003 ID = 8003 Postype = p1 ontop = 1 pos = 0,0 removetime = 8 removeongethit = 1 [State 71120] type = EnvShake trigger1 = Time >= 22 trigger1 = TimeMod = 5,1 time = 5 ampl = 3 [State 105, 3] type = ChangeState triggerall = var(59)=1 trigger1 = power>=3000 trigger2 = P2bodydist X <170 trigger3 = p2movetype = a value = 0 ctrl = 1 ; RUN_FWD [Statedef 100] type = s physics = n anim=100 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,0 [State 100, 1] type = Velset trigger1 = AnimElem = 1 x = 10 y=0 [State 100, 2] type = AssertSpecial trigger1 = 1 flag = NoWalk flag2 = NoAutoTurn [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = -30, 0 [State 105, 3] type = ChangeState trigger1 = command != "holdfwd" trigger2 = time >= 20 value = 101 ctrl = 0 [Statedef 101] type = s physics = n ctrl = 0 anim = 101 [State 100, 0] type = VelSet trigger1 = time = 0 x = 3 [State 101, 2] type = VelMul trigger1 = time = 0 x = .45 [State -2,殘影消失] type = AfterImageTime trigger1 = 1 value = 1 [State 105, 3] type = ChangeState trigger1 = Time = 20 value = 0 ctrl = 1 ; RUN_back [Statedef 105] type = s physics = n anim=105 ctrl = 0 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 30 palcontrast = 150,150,150 trans = ADD1 [State 1201, 4] type = CtrlSet trigger1 = time = 4 value = 1 [State 210, 1] type = PlaySnd trigger1 = time = 4 value = S0,0 [State 100, 1] type = Velset trigger1 = AnimElem = 1 x = -10 y=0 [State 100, 2] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = 30, 0 [State 105, 3] type = ChangeState trigger1 = command != "holdback" trigger2 = time >= 20 value = 106 ctrl = 0 [Statedef 106] type = s physics = n ctrl = 0 anim = 101 [State 100, 0] type = VelSet trigger1 = time = 0 x = -3 [State 101, 2] type = VelMul trigger1 = time = 0 x = .45 [State 6005, 1] type = Turn trigger1 = AnimTime = 0 [State 105, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;閃 [Statedef 900] type = s physics = s ctrl = 0 anim = 171 [State 900, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 900, 2] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 900, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 900,4] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 111, 2] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 150,150,150 trans = ADD1 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 900, 5] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 ;後閃 [Statedef 910] type = s physics = s ctrl = 0 anim = 171 [State 910, 1] type = VelSet trigger1 = time = 0 y = 0 x=0 [State 910, 2] type = PlaySnd trigger1 = AnimElem = 1 value = S0,3 [State 910, 3] type = VelSet trigger1 = time >= 5 y = 0 x=15 [State 910, 4] type = Turn trigger1 = Time = 0 [State 900,5] type = notHitBy trigger1 = time = 0 value = SCA,ap,aa,at time = 24 [State 910, 6] type = AfterImage trigger1 = time = 0 time = 22 palcontrast = 150,150,150 trans = ADD1 [State -2, 爬牆穿越] type = PlayerPush trigger1 = 1 value = 0 [State 910, 7] type = ChangeState trigger1 = time >=20 value = 911 ctrl = 1 閃終了 [Statedef 911] type = s physics = s ctrl = 0 anim = 192 [State 911, 1] type = VelSet trigger1 = time >= 0 y = 0 x = 0 [State 911, 2] type = changestate trigger1 = time >= 15 value = 50 ctrl = 1 破空刃 [Statedef 200] type = s movetype= a physics = s juggle = 7 anim = 200 ctrl = 0 poweradd = 50 [state 200, 3] Type = playsnd Trigger1 = animelem =1 Value = S0,6 [state 300, 3] Type = Projectile trigger1 = time = 10 Projid = 201 Projanim = 201 Projhitanim = -1 Projscale = 1,1 Projremovetime = -1 projsprpriority = 5 projmisstime = 100 attr = S, SP damage = 70,30 postype = p1 offset = 0,0 fall = 1 sparkno = S202 sparkxy = 100,-30 velocity = 10,0 guardflag = MA animtype = hard pausetime = 0,10 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 7 [State 302, 4] type = HitDef trigger1 = time = 0 attr = a, SA animtype = hard damage = 70,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 200, 4] Type = changestate Trigger1 = time >= 20 Value = 0 Ctrl = 1 衝撞 [Statedef 210] type = s movetype= a physics = s juggle = 7 anim = 210 ctrl = 0 poweradd = 50 [State 100, 2] type = MakeDust trigger1 = time >= 4 pos = -30, 0 [state 210 1] Type = velset Trigger1 = time >=0 X = 10 Y = 0 [state 210, 2] Type = playsnd Trigger1 = animelem =1 Value = S0,6 [state 210 1] Type = velset Trigger1 = time >=30 X = 0 Y = 0 [state 210, 3] Type = changestate Trigger1 = time >= 30 Value = 0 Ctrl = 1 [State 210, 5] type = HitDef trigger1 = AnimElem = 1 attr = sca, SA animtype = hard damage = 80,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-30 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 破空刃-大 [Statedef 300] type = S movetype= A physics = N velset = 0,0 anim = 300 ctrl = 0 poweradd = 50 [State 300, 1] type = PlaySnd trigger1 = time = 0 value = S0, 9 [state 300 1] Type = velset Trigger1 = 1 X = 1 Y = -1 [state 300 1] Type = velset Trigger1 = time >= 20 X = 0 Y = 0 [State 300, 2] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 0 [State 302, 4] type = HitDef trigger1 = 1 attr = a, SA animtype = hard damage = 20,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 450 2] Type = helper Trigger1 = time = 1 Helptype = normal id = (301) facing = 1 stateno = 301 pos = -40,20 postype = p1 sprpriority = 2 ownpal = 1 size.xscale = 1.0 size.yscale = 1.5 [Statedef 301] type = S movetype= A physics = N velset = 0,0 anim = 301 ctrl = 0 sprpriority = 5 [state 301 1] Type = velset Trigger1 = time = 0 X = 10 [State 301, 2] type = HitDef trigger1 = time = 0 attr = a, Sp animtype = hard damage = 100,10 getpower = 10,10 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-50 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S202 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 8 [state 301 3] Type = destroyself Trigger1 = time >= 40 狂暴衝撞 [Statedef 350] type = S movetype= A physics = N velset = 0,0 anim = 350 ctrl = 0 poweradd = 50 [State 302, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S0,10 [State 302, 2] type = VelSet trigger1 = AnimElem = 4 y = 0 x= 10 [State 302, 4] type = HitDef trigger1 = AnimElem = 4 attr = a, SA animtype = hard damage = 100,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,0 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0,-7 air.velocity = 0,-7 guard.velocity = -3 airguard.velocity = 0,0 sparkno = S202 guard.sparkno = 40 fall = 1 guard.kill = 0 [State 302, 5] type = ChangeState trigger1 = frontedgedist <= 10 value = 351 ctrl = 1 [state 350 2] Type = playerpush Trigger1 = 1 Value = 0 [State 302, 7] type = Envshake trigger1 = time = 0 time = 60 freq = 70 ampl = 10 [Statedef 351] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =351 poweradd = 50 [state 351 1] Type = changestate Trigger1 = animtime = 0 Value = 0 Ctrl = 1 落魂踢 [Statedef 400] type = S movetype= a physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim =400 poweradd = 50 [State 400, 1] type = AfterImage trigger1 = time = 0 time = 20 palcontrast = 255,255,255 trans = add [state 400, 2] Type = playSnd Trigger1 = animelem = 1 Value = S0,6 [state 400, 3] Type = velset Trigger1 = animelem = 1 X = 0 Y = 8 [State 302, 4] type = HitDef trigger1 = timemod = 4,3 attr = a, SA animtype = hard damage = 50,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 400, 4] Type = changestate Trigger1 = pos y >= 0 Value = 0 Ctrl = 1 [state 400, 3] Type = velset Trigger1 = pos y >= 0 X = 0 Y = 0 [state 450 2] Type = helper Trigger1 = pos y >= -8 Helptype = normal id = (401) facing = 1 stateno = 401 pos = -50,0 postype = p1 sprpriority = 2 ownpal = 1 [state 450 2] Type = helper Trigger1 = pos y >= -8 Helptype = normal id = (401) facing = 1 stateno = 401 pos = 50,0 postype = p1 sprpriority = 2 ownpal = 1 [Statedef 401] type = S movetype= a physics = S sprpriority = 2 ctrl = 0 velset = 0,0,0 anim =401 [State 450, 1] Type = playSnd Trigger1 = animelem = 1 Value = S0,11 [State 403,3] type = HitDef trigger1 = animelem = 1 attr = s, Sp damage = 100, 10 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = -1 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-1 air.animtype = hard air.velocity = -3,-1 air.juggle = 8 palfx.time = 50 palfx.mul = 240,0,240 palfx.sinadd = 120,0,120,16 palfx.add = 190,0,190 [state 401 2] Type = destroyself Trigger1 = animtime = 0 落魂陣 [Statedef 500] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 anim =400 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-80 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 400, 3] Type = velset Trigger1 = animelem = 1 X = 0 Y = 8 [state 400, 3] Type = velset Trigger1 = pos y >= 0 X = 0 Y = 0 [State 302, 4] type = HitDef trigger1 = timemod = 4,3 attr = a, SA animtype = hard damage = 50,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0,-7 air.velocity = 0,-7 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 550 1] Type = playsnd Trigger1 = time = 1 Value = S0,6 [state 551 1] Type = varset Trigger1 = time = 0 V = 1 Value = 0 [state 551 2] type = Varadd triggerall = pos y >= -7 trigger1 = timemod = 15,1 var(1) = 25 [state 400 1] Type = helper Triggerall = pos y >= -7 Trigger1 = timemod = 15,0 Helptype = normal id = (501) facing = 1 stateno = 501 pos = 0+var(1),0 postype = p1 sprpriority = 2 ownpal = 1 [state 400 1] Type = helper Triggerall = pos y >= -7 Trigger1 = timemod = 15,0 Helptype = normal id = (501) facing = 1 stateno = 501 pos = 0-var(1),0 postype = p1 sprpriority = 2 ownpal = 1 [state 500 6] Type = changestate Trigger1 = time >= 150 Value = 0 Ctrl = 1 [statedef 501] type = S movetype= a physics = S sprpriority = 5 ctrl = 0 velset = 0,0,0 anim =500 juggle = 5 [State 450, 1] Type = playSnd Trigger1 = animelem = 1 Value = S0,11 [State 403,3] type = HitDef trigger1 = 1 attr = s, Hp damage = 5,2 guardflag = MA hitflag = MAF fall = 1 sparkno = -1 sparkxy = 0,0 animtype = hard pausetime = 0,10 hitsound = -1 ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3,-7 air.animtype = hard air.velocity = -3,-7 air.juggle = 5 palfx.time = 50 palfx.mul = 240,0,0 palfx.sinadd = 120,0,0,16 palfx.add = 190,0,0 [state 401 2] Type = destroyself Trigger1 = animtime = 0 斷獄殺 [statedef 550] type = S movetype= a physics = S ctrl = 0 velset = 0,0,0 anim =550 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -2000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,9 [state 550 2] Type = velset Trigger1 = time >= 0 X = 8 Y = 0 [State 370, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, Ha hitflag = M- p2facing = 1 sparkno = -1 fall.recover = 0 p1stateno = 551 p2stateno = 560 [state 550 2] Type = velset Trigger1 = time >= 100 X = 0 Y = 0 [state 400 1] Type = helper Trigger1 = timemod = 12,0 Helptype = normal id = (552) facing = 1 stateno = 552 pos =-30,0 postype = p1 sprpriority = 2 ownpal = 1 [State 370, end2] type = changestate trigger1 = time >= 100 value = 0 ctrl = 1 [Statedef 551] type = S movetype = I physics = N ctrl = 0 anim = 551 SprPriority=1 [state 400 1] Type = helper Trigger1 = timemod = 12,0 Helptype = normal id = (552) facing = 1 stateno = 552 pos =-30,0 postype = p1 sprpriority = 2 ownpal = 1 [state 550 2] Type = velset Trigger1 = time >= 0 X = 8 Y = 0 [State 210, 1] type = TargetBind Trigger1 = time = 0 pos = 20,0 Time = -1 [State 302, 7] type = Envshake trigger1 = time = 0 time = 60 freq = 60 ampl = 5 [State 370, end2] type = changestate trigger1 = frontedgedist <= 20 value = 553 ctrl = 1 [statedef 553] type = S movetype = I physics = N velset = 0,0 ctrl = 0 SprPriority=5 anim = 551 [state 550 2] Type = velset Trigger1 = time = 0 X = 0 Y = 0 [State 210, 1] type = TargetBind trigger1 = time = 0 pos = 30,0 [State 210, 1] type = TargetLifeAdd trigger1 = time = 0 value = -1000 [state 553 2] Type = changestate Trigger1 = time = 1 Value = 0 Ctrl = 1 [state 5999,1] Type = explod Trigger1 = time = 0 ID = 553 Pos = 0,-50 Postype = p2 Facing = 1 Ontop = 1 Anim = 553 Removetime = 32 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,12 [statedef 552] type = S movetype = A physics = N velset = 0,0 ctrl = 0 SprPriority=5 anim = 552 [state 550 1] Type = playsnd Trigger1 = time = 0 Value = S0,11 [state 552 1] Type = destroyself Trigger1 = animtime = 0 ;P2受攻擊 [Statedef 560] type = a movetype = H physics = N velset = 0,0 ctrl = 0 SprPriority=3 [State 372, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 5030 [State 71120] type = EnvShake trigger1 = FrontEdgeDist <= 0 time = 4 ampl = 70 freq = 12 [State 1205, ChangeState] type = selfstate trigger1 = backedgedist <= 10 value = 5100 三段踢 [statedef 600] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =600 [State -2] type = superPause trigger1 = AnimElem = 1 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -1000 [state create ai switch] type = helper trigger1 = AnimElem = 1 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [State 300, 1] type = PlaySnd trigger1 = time = 1 trigger2 = time = 25 trigger3 = time = 49 value = S0,6 [state 300 1] Type = velset Trigger1 = 1 X = 1 Y = -1 [state 600 1] Type = changeanim Trigger1 = time = 24 Trigger2 = time = 48 Value = 600 [State 300, 2] type = ChangeState trigger1 = time = 72 value = 50 ctrl = 1 [State 302, 4] type = HitDef trigger1 = 1 attr = a, SA animtype = hard damage = 30,10 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-40 hitsound = S0,7 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = 0, -5 air.velocity = 0,-5 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S211 guard.sparkno = 40 fall = 1 guard.kill = 0 [state 450 2] Type = helper Trigger1 = time = 9 Trigger2 = time = 33 Trigger3 = time = 57 Helptype = normal id = (601) facing = 1 stateno = 601 pos = -20,60 postype = p1 sprpriority = 2 ownpal = 1 [statedef 601] type = S movetype= a physics = S juggle = 5 ctrl = 0 velset = 0,0,0 sprpriority = 5 anim =601 [State 301, 2] type = HitDef trigger1 = 1 attr = a, Sp animtype = hard damage = 20,5 getpower = 10,10 givepower = 20,20 hitflag = MAF guardflag = MA pausetime = 8,8 sparkxy = 0,-50 hitsound = S0,8 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7, -5 air.velocity = -6,-4 guard.velocity = -3 airguard.velocity = -1.9,-.8 sparkno = S202 guard.sparkno = 40 fall = 1 guard.kill = 0 air.juggle = 1 [state 601 2] Type = destroyself Trigger1 = animtime = 0 [Statedef 5999] type = L movetype = h physics = n ctrl = 0 anim = 8000 [state 5999,1] Type = explod Trigger1 = timemod = 4,3 ID = 8000 Pos = 0,-20 Postype = p1 Facing = 1 Random = 100,150 Ontop = 1 Anim = 8001 Removetime = -1 [state 5999,2] Type = removeExplod Trigger1 = time >= 100 ID = 8000 [state 5999,3] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [state 5999,3] Type = playsnd Trigger1 = time = 0 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 4 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 8 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 12 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 16 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 20 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 24 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 28 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 32 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 36 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 40 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 44 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 48 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 52 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 56 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 60 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 64 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 68 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 72 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 76 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 80 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 84 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 88 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 92 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 96 Value = S1,0 [state 5999,3] Type = playsnd Trigger1 = time = 100 Value = S1,0 [state 5999,5] Type = changeanim Trigger1 = time = 100 Value = 8002 [state 5999,6] Type = varset Trigger1 = time = 0 V = 4 Value = 0 [state 5999,6] Type = varadd Trigger1 = time = 92 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 94 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 96 V = 4 Value = 50 [state 5999,6] Type = varadd Trigger1 = time = 98 V = 4 Value = 50 [state 5999,6] Type = EnvColor Trigger1 = time = 92 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 94 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 96 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 98 Value = 0+var(4),0+var(4),0+var(4) Time = 2 Under = 1 [state 5999,6] Type = EnvColor Trigger1 = time = 100 Value = 255,255,255 Time = 2 Under = 1 影舞 [statedef 700] type = S movetype= a physics = S juggle = 0 ctrl = 0 velset = 0,0,0 sprpriority = 2 anim =700 [State -2] type = superPause trigger1 = time = 0 time = 40 anim = S8004 sound = S0,13 pos = 0,-40 poweradd = -2000 [state create ai switch] type = helper trigger1 = time = 0 name = "big" stateno = 9000 ownpal =1 postype = back pos = 0,0 id = 9000 supermovetime = 99999999999999999999 pausemovetime = 99999999999999999999 [state 700, 4] Type = playsnd Trigger1 = time = 1 Value= S0,10 [state 701, 2] Type = Pause Trigger1 = time = 1 Time = 60 Movetime = 60 [State 370, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, Ha hitflag = M- p2facing = 1 sparkno = -1 fall.recover = 0 p1stateno = 701 p2stateno = 710 [state 700 1] Type = velset Trigger1 = time >= 0 X = 8 Y = -1 [state 700 1] Type = velset Trigger1 = time >= 30 X = 8 Y = 1 [State 370, end2] type = changestate trigger1 = time >= 60 value = 50 ctrl = 1 [Statedef 701] type = S movetype = I physics = N ctrl = 0 anim = 700 SprPriority=2 [state 701 1] Type = EnvColor Trigger1 = time = 0 Time = 99 Value = 0,0,0 [state 550 2] Type = velset Trigger1 = time >= 0 X = 0 Y = 0 [State 210, 1] type = TargetBind Trigger1 = time = 0 pos = 50,0 [State 210, 1] type = TargetLifeAdd trigger1 = time = 99 value = -9999999999 [state 5999,1] Type = explod Trigger1 = timemod = 4,3 ID = 701 Pos = 0,0 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 701 Removetime = 12 Random = 100,100 [state 5999,1] Type = explod Trigger1 = timemod = 4,3 ID = 702 Pos = 0,0 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 702 Removetime = 12 Random = 100,100 [state 5999,1] Type = explod Trigger1 = time = 100 ID = 703 Pos = 0,-50 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 703 Removetime = 20 [state 5999,1] Type = explod Trigger1 = time = 100 ID = 704 Pos = 0,-50 Postype = p2 Facing = 1 Pausemovetime = 1000 Ontop = 1 Ownpal = 1 Anim = 704 Removetime = 20 [state 553 2] Type = changestate Trigger1 = time = 100 Value = 50 Ctrl = 1 [state 550 1] Type = playsnd Trigger1 = time = 99 Value = S1,1 Channel = 3 [state 550 1] Type = playsnd Trigger1 = timemod = 4,3 Value = S0,8 Channel = 2 [state 550 1] Type = stopsnd Trigger1 = time >= 99 Value = S0,8 Channel = 2 ;P2受攻擊 [Statedef 710] type = a movetype = H physics = N velset = 0,0 ctrl = 0 SprPriority=2 [State 372, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 5030 [State 1205, ChangeState] type = selfstate trigger1 = time >= 100 value = 5100 ;AI系統 [StateDef 10000] type = S physics = N movetype = I anim = 9999 velset = 0,0 ctrl = 0 [State Is Human User Check] type = ParentVarSet trigger1 = Parent,var(59) = 0 trigger1 = (Parent,Command!="CPU")&&(Command!="CPU") var(0) = 0 [State AI user] type = ParentVarSet triggerall = Parent,Var(0)=0 trigger1 = (Parent,Command="CPU")&&(Command!="CPU") trigger1 = root,StateNo=[5000,5999] var(59) = 1 [State AI user] type = ParentVarSet trigger1 = RoundState != 2 trigger2 = Parent,var(0)=1 var(59) = 0 [State Is Human User Check] type = ParentVarSet triggerall = Parent,var(59) = 1 trigger1 = (Parent,Command="CPU")&&(Command="CPU") trigger1 = root,ctrl=1 var(0) = 1 [Statedef 9000] type = s movetype= i physics = s juggle = 8 ctrl = 0 anim = 9999 sprpriority = -50 [State 191, 7] type = VarSet trigger1 = Time = 0 v = 5 value = 0 [State 191, 7] type = Varadd trigger1 = Time >= 25 var(5) = 18 [State -2, 1] type = PalFX trigger1= time = [25,40] time = 1 add = 0-var(5),0-var(5),0-var(5) [State 1400, 2] type = Explod trigger1 = time=0 anim = 9000 removetime =40 pos= 100,120 postype =back id=9000 ontop=0 bindtime = -1 removeongethit =1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2, 虛空破] type = ModifyExplod trigger1= time >= 25 ID = 9000 scale = 0.9+sin(0.005*Time),0.9+sin(0.005*Time) [State 100, 2] type = AssertSpecial trigger1 = 1 flag = noshadow [State 1073,2] type = DestroySelf trigger1 = time = 40 [Statedef -2] 閃光 [State -1, 1] Type = PalFX Trigger1 = MoveType = H Trigger1 = timemod = 10,3 Add = 255,255,255 Time = 3 [State -2,完全死亡] type = ChangeState triggerall = roundstate = 4 trigger1 = StateNo = 5150 value = 5999