; ____________________________________________ ;| Strength Training by Phantom.of.the.Server | ; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ;====================
==================== [Statedef 0] type=A physics=N movetype=I anim=0 ctrl=0 [State 0, safety] type=changestate trigger1=ishelper(1000) value=1080 [State 0, Thugs] type=helper trigger1=roundstate=2 trigger1=numenemy&&numhelper<16 trigger1=var(3)<(numenemy*(roundsexisted+1)) helpertype=player stateno=1000 ID=1000 name="Thug" postype=left ownpal=1 [State 0, ctrl] type=ctrlset trigger1=1 value=roundstate>=3 [State 0, sts] type=statetypeset trigger1=roundstate>=3 statetype=S [State 0, dead] type=changestate trigger1=!alive value=5150 ;======================================== [Statedef 1000] type=S physics=S movetype=I anim=0 ctrl=0 velset=0,0 [State 1000, hitoverride] type=hitoverride trigger1=1 attr=SCA,AA,AP,AT time=-1 stateno=1070 ignorehitpause=1 [State 1000, hitby] type=hitby trigger1=1 value=SCA,AA,AP time=-1 ignorehitpause=1 [State 1000, thug count] type=parentvaradd trigger1=!time var(3)=1 [State 1000, type] type=varset trigger1=1 var(0)=(random%4) [State 1000, lifemax] type=varset trigger1=1 var(1)=root,var(4) [State 1000, life display] type=parentvarset trigger1=1 var(5)=var(1) [State 1000, bound] type=screenbound trigger1=0 value=0 movecamera=0,0 [State 1000, pos] type=posset trigger1=numenemy x=ifelse(enemy,pos x<0,ifelse(random<750,-250,250),ifelse(random<750,250,-250)) y=0 [State 1000, turn] type=turn trigger1=frontedgedist==================== [Statedef 1005] type=A physics=N movetype=I anim=1005+100*var(0) velset=0,0 [State 1005, vel] type=veladd trigger1=1 y=.465 [State 1005, vel] type=velset trigger1=!time x=4.3125 y=-11.16 [State 1005, end] type=changestate trigger1=vel y>0&&pos y>=0 value=1006 ;-----Land----- [Statedef 1006] type=S physics=S movetype=I anim=1006+100*var(0) velset=0,0 [State 1006, end] type=changestate trigger1=!animtime value=1010 ;======================================== [Statedef 1010] type=S physics=S movetype=I anim=1010+100*var(0) velset=0,0 [State 1010, pos] type=posset trigger1=!time y=0 [State 1010, turn] type=turn trigger1=p2dist x<0 [State 1000, bound] type=varset trigger1=1 var(2)=1 [State 1010, punk attack] type=changestate trigger1=var(0)=0||var(0)=1 trigger1=roundstate=2&&random<50 trigger1=p2bodydist x<=30&&p2movetype!=H value=ifelse(random<333,1022,ifelse(random<500,1021,1020)) [State 1010, fat attack] type=changestate trigger1=var(0)=2||var(0)=3 trigger1=roundstate=2&&random<50 trigger1=p2bodydist x<=30&&p2movetype!=H value=ifelse(random<500,1221,1220) [State 1010, walk] type=changestate trigger1=roundstate=2&&random<50 trigger1=p2bodydist x>30 value=1015+(random<333) ;======================================== [Statedef 1015] type=S physics=N movetype=I anim=1015+100*var(0) velset=0,0 [State 1015, turn] type=turn trigger1=p2dist x<0 [State 1015, vel] type=velset trigger1=1 x=3 [State 1015, end] type=changestate trigger1=roundstate!=2 trigger2=p2bodydist x<=30 value=1010 ;-----Run----- [Statedef 1016] type=S physics=N movetype=I anim=1016+100*var(0) velset=0,0 [State 1016, vel] type=velset trigger1=var(0)=0||var(0)=1 x=8.5 [State 1016, vel] type=velset trigger1=var(0)=2||var(0)=3 x=5.5 [State 1016, end] type=changestate trigger1=roundstate!=2 trigger2=time>=21||p2dist x<0 value=1010 ;======================================== ;-----Punk Weak Punch----- [Statedef 1020] type=S physics=S movetype=A anim=1020+100*var(0) velset=0,0 sprpriority=1 facep2=1 [State 1020, hit] type=hitdef trigger1=animelem=3 attr=S,NA hitflag=MAF guardflag=MA priority=2,Hit damage=0,0 getpower=0,0 givepower=50,50 pausetime=9,9 guard.pausetime=9,9 animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=7 ground.slidetime=7 guard.hittime=9 air.hittime=0 airguard.ctrltime=16 ground.velocity=-8,0 guard.velocity=-12 air.velocity=-4.16,-9.7 airguard.velocity=-7.5,-1.5 ground.cornerpush.veloff=-12 guard.cornerpush.veloff=-17.2 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 fall.recovertime=0 sparkno=0 guard.sparkno=40 sparkxy=-10,-80 hitsound=5,0 guardsound=6,0 [State 1020, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 1020, end] type=changestate trigger1=!animtime value=1010 ;-----Punk Strong Punch----- [Statedef 1021] type=S physics=S movetype=A anim=1021+100*var(0) velset=0,0 sprpriority=1 facep2=1 [State 1021, hit] type=hitdef trigger1=animelem=3 attr=S,NA hitflag=MAF guardflag=MA priority=2,Hit damage=0,0 getpower=0,0 givepower=50,50 pausetime=14,14 guard.pausetime=14,14 animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=7 ground.slidetime=7 guard.hittime=9 air.hittime=0 airguard.ctrltime=16 ground.velocity=-8,0 guard.velocity=-12 air.velocity=-4.16,-9.7 airguard.velocity=-7.5,-1.5 ground.cornerpush.veloff=-12 guard.cornerpush.veloff=-17.2 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 fall.recovertime=0 sparkno=0 guard.sparkno=40 sparkxy=-10,-55 hitsound=5,1 guardsound=6,0 [State 1021, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 1021, end] type=changestate trigger1=!animtime value=1010 ;-----Punk Kick----- [Statedef 1022] type=S physics=S movetype=A anim=1022+100*var(0) velset=0,0 sprpriority=1 facep2=1 [State 1022, hit] type=hitdef trigger1=animelem=5 attr=C,NA hitflag=MAF guardflag=L priority=2,Hit damage=0,0 getpower=0,0 givepower=50,50 pausetime=14,14 guard.pausetime=14,14 animtype=Hard air.animtype=Back fall.animtype=Back ground.type=Trip air.type=Trip ground.hittime=7 ground.slidetime=7 guard.hittime=9 air.hittime=0 airguard.ctrltime=16 ground.velocity=-3.33,-6 guard.velocity=-12 air.velocity=-3.33,-6 airguard.velocity=-7.5,-1.5 ground.cornerpush.veloff=-12 guard.cornerpush.veloff=-17.2 air.cornerpush.veloff=0 yaccel=.5 fall=1 fall.recover=0 sparkno=0 guard.sparkno=40 sparkxy=-10,-8 hitsound=5,1 guardsound=6,0 [State 1022, sts] type=statetypeset trigger1=animelemtime(6)>=0 movetype=I [State 1022, end] type=changestate trigger1=!animtime value=1010 ;-----Fat Ass Weak Punch----- [Statedef 1220] type=S physics=S movetype=A anim=1020+100*var(0) velset=0,0 sprpriority=1 facep2=1 [State 1220, hit] type=hitdef trigger1=animelem=3 attr=S,NA hitflag=MAF guardflag=MA priority=2,Hit damage=0,0 getpower=0,0 givepower=50,50 pausetime=9,9 guard.pausetime=9,9 animtype=Light air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=7 ground.slidetime=7 guard.hittime=9 air.hittime=0 airguard.ctrltime=16 ground.velocity=-8,0 guard.velocity=-12 air.velocity=-4.16,-9.7 airguard.velocity=-7.5,-1.5 ground.cornerpush.veloff=-12 guard.cornerpush.veloff=-17.2 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 fall.recovertime=0 sparkno=0 guard.sparkno=40 sparkxy=-10,-62 hitsound=5,0 guardsound=6,0 [State 1220, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 1220, end] type=changestate trigger1=!animtime value=1010 ;-----Fat Ass Strong Punch----- [Statedef 1221] type=S physics=S movetype=A anim=1021+100*var(0) velset=0,0 sprpriority=1 facep2=1 [State 1221, hit] type=hitdef trigger1=animelem=2 attr=S,NA hitflag=MAF guardflag=MA priority=2,Hit damage=0,0 getpower=0,0 givepower=50,50 pausetime=14,14 guard.pausetime=14,14 animtype=Hard air.animtype=Back fall.animtype=Back ground.type=High air.type=Low ground.hittime=7 ground.slidetime=7 guard.hittime=9 air.hittime=0 airguard.ctrltime=16 ground.velocity=-8,0 guard.velocity=-12 air.velocity=-4.16,-9.7 airguard.velocity=-7.5,-1.5 ground.cornerpush.veloff=-12 guard.cornerpush.veloff=-17.2 air.cornerpush.veloff=0 yaccel=.5 fall=0 fall.recover=1 fall.recovertime=0 sparkno=0 guard.sparkno=40 sparkxy=-10,-68 hitsound=5,1 guardsound=6,0 [State 1221, sts] type=statetypeset trigger1=animelemtime(4)>=0 movetype=I [State 1221, end] type=changestate trigger1=!animtime value=1010 ;======================================== [Statedef 1070] type=U physics=N movetype=H velset=0,0 facep2=1 [State 1070, life] type=lifeset trigger1=1 value=lifemax [State 1070, anim] type=changeanim trigger1=!time value=1070+5*(gethitvar(groundtype)=2)+100*var(0) [State 1070, anim] type=changeanim trigger1=1 value=anim [State 1070, damaged] type=varadd trigger1=gethitvar(damage) var(1)=-gethitvar(damage) persistent=0 [State 1070, life display] type=parentvarset trigger1=gethitvar(damage) var(5)=var(1) persistent=0 [State 1070, end] type=changestate trigger1=var(1)<=0 trigger2=statetype=A||gethitvar(yvel)||gethitvar(fall) value=1080 [State 1070, end] type=changestate trigger1=hitshakeover value=1071 ;-----Sliding----- [Statedef 1071] type=S physics=S movetype=H velset=0,0 [State 1071, life] type=lifeset trigger1=1 value=lifemax [State 1071, anim] type=changeanim trigger1=!time value=anim+1 [State 1071, vel] type=hitvelset trigger1=!time x=1 y=1 [State 1071, end] type=changestate trigger1=hitover value=1010 ;-----Falling----- [Statedef 1080] type=A physics=N movetype=H anim=0 velset=0,0 [State 1080, life] type=lifeset trigger1=1 value=lifemax [State 1080, nothitby] type=nothitby trigger1=1 value=SCA,AA,AP,AT time=-1 ignorehitpause=1 [State 1080, thug count] type=parentvaradd trigger1=!time var(3)=-1 [State 1080, score] type=parentvaradd trigger1=!time trigger1=roundstate=2 var(1)=1 [State 1080, snd] type=playsnd trigger1=!time trigger1=var(1)<=0 value=0,1 channel=1 [State 1080, helper] type=helper trigger1=!time helpertype=normal stateno=1090 ID=1090 name="KO Thug" postype=p1 ownpal=1 [State 1080, end] type=destroyself trigger1=time ;-----Falling----- [Statedef 1090] type=A physics=N movetype=H anim=0 velset=0,0 [State 1090, nothitby] type=nothitby trigger1=1 value=SCA,AA,AP,AT time=-1 ignorehitpause=1 [State 1090, anim] type=varset trigger1=!time trigger1=playerIDexist(parent,ID) var(0)=parent,var(0) [State 1090, anim] type=changeanim trigger1=!time value=1090+100*var(0) [State 1090, grav] type=veladd trigger1=1 y=.6 [State 1090, vel] type=velset trigger1=!time x=-1 y=-12 [State 1090, end] type=changestate trigger1=vel y>0 trigger1=pos y>=0 value=1091 ;-----Hit Ground----- [Statedef 1091] type=L movetype=H physics=N anim=1091+100*var(0) velset=0,0 [State 1091, life] type=lifeset trigger1=1 value=lifemax [State 1091, pos] type=posset trigger1=!time y=0 [State 1091, vel] type=veladd trigger1=1 y=.4 [State 1091, vel] type=velset trigger1=!time x=-2.5 y=-5 [State 1091, end] trigger1=vel y>0 trigger1=pos y>=0 type=changestate value=1092 ;-----Dead----- [Statedef 1092] type=L movetype=H physics=N anim=1092+100*var(0) velset=0,0 [State 1092, life] type=lifeset trigger1=1 value=lifemax [State 1092, pos] type=posset trigger1=!time y=0 [State 1092, shake] type=envshake trigger1=!time time=10 ampl=2 [State 1092, snd] type=playsnd trigger1=!time value=f7,0 [State 1092, fx] type=gamemakeanim trigger1=!time value=60 pos=0,0 under=1 [State 1092, fade] type=trans trigger1=time=[120,150] trans=addalpha alpha=256-ceil(8.53*(time-120)),ceil(8.53*(time-120)) [State 1092, gone] type=destroyself trigger1=time>=150 ;======================================== [Statedef 5150] type=A movetype=H physics=N anim=0 [State 5150, override] type=changestate trigger1=ishelper value=1080 [State 5150, hurt] type=lifeadd trigger1=!time value=-life kill=1 ;==================== [Statedef 10] [State 10, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 11] [State 11, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 12] [State 12, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 20] [State 20, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 40] [State 40, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 50] [State 50, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 51] [State 51, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 52] [State 52, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 45] [State 45, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 100] [State 100, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) [Statedef 105] [State 105, end] type=changestate trigger1=1 value=ifelse(ishelper(1000),1080,0) ;==================== [Statedef 5900] type=A [State 5900, varreset] type=varrangeset trigger1=!roundsexisted value=0 [State 5900, varreset] type=varrangeset trigger1=!roundsexisted fvalue=0 [State 5900, reset score] type=varset trigger1=1 var(1)=0 [State 5900, reset thugs] type=varset trigger1=1 var(3)=0 [State 5900,end] type=changestate trigger1=1 value=5901 ;======================================== ;-----Wait----- [Statedef 189] type=S physics=N movetype=I ctrl=0 velset=0,0 [State 189, intro] type=assertspecial trigger1=1 flag=intro flag2=nomusic [State 189, end] type=changestate trigger1=numenemy trigger1=enemy,stateno=0 trigger2=time>=300 value=190 ;-----Message----- [Statedef 190] type=S physics=N movetype=I ctrl=0 velset=0,0 [State 190, intro] type=assertspecial trigger1=1 flag=intro flag2=nomusic [State 190, bg] type=envcolor trigger1=1 value=255,255,255 [State 190, snd] type=playsnd trigger1=time=5&&roundno=1 value=0,0 channel=1 [State 190, text] type=explod trigger1=!time&&roundno=1 anim=190 ID=190 sprpriority=3 postype=left pos=160,120 bindtime=-1 removetime=-1 ontop=1 ownpal=1 [State 190, end] type=removeexplod trigger1=time>=180 trigger1=numexplod(190) ID=190 [State 190, end] type=changestate trigger1=time>=180 value=191 ;-----Wait----- [Statedef 191] type=A physics=N movetype=I anim=0 ctrl=0 [State 191, end] type=changestate trigger1=ctrl value=0 ;====================