;----------------------------------------------- ; MK3 - Sub-Zero por Jehovanss y RatonMalo v1.0 ;----------------------------------------------- [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 = 125 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;.85 ;Horizontal scaling factor. yscale = 1 ;.85 ;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 = 2.4 ;2.4 ;Walk forward walk.back = -1.85 ;-2.2 ;Walk backward run.fwd = 4.6, 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 = 2.75 ;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 = 0 ;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 ;--------------------------------------------------------------------------- ; 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 ;-------------------------- W --- I --- N ---!-!-!--------------------------- [Statedef 180] type = S ctrl = 0 anim = 181 velset = 0,0 [State 180, 1] type = VarRandom trigger1 = Time = 0 v = 2 range = 0,2 ;4 [State 180, 2] type = ChangeState trigger1 = 1 trigger1 = var(2) = 0 value = 181 ;Win Mk ;[State 180, 6] ;type = ChangeState ;triggerall = RoundNo != 1 ;trigger1 = var(2) = 4 ;value = 185 [State 180, S01] type = PlaySnd trigger1 = AnimElem = 1 value = S180,100 [State 180, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; WIN pose 1 - Bow [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, S01] type = PlaySnd trigger1 = AnimElem = 1 value = S180,100 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 181, 1] type = AssertSpecial trigger1 = Time = [0,500] flag = RoundNotOver ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195, 1] type = CtrlSet trigger1 = Time = 40 value = 1 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 100 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 10 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 3, 1 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, hitsound = S200, 50 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 15 ;Time opponent is in hit state ground.velocity = 0 ;-4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 200, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 3 attr = S, NA damage = 25,10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 200, MoveHit07] type = HitDef triggerall = MoveHit = 6 trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 25,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch Hits 5x1 [Statedef 201] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 201 ;Change animation (Def: no change) poweradd = 150 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front) [State 201, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 10 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 3, 1 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, hitsound = S200, 50 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 3 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = 0 ;-4 ;Velocity at which opponent is pushed airguard.velocity = -2.1,-.8 ;-1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -2.1,-3 ;-1.4,-3 ;X-velocity at which opponent is pushed, air.fall = 1 fall.recover = 0 air.hittime = 12 ;Time before opponent regains control in air [State 201, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 2 attr = S, NA damage = 25,10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 201, MoveHit07] type = HitDef trigger1 = MoveHit = 6 trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 25,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 201, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S200, 3 [State 201, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch Hits 5x2 [Statedef 202] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 202 ;Change animation (Def: no change) poweradd = 150 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front) [State 202, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 10 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 3, 1 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, hitsound = S200, 50 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 3 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = 0 ;-4 ;Velocity at which opponent is pushed airguard.velocity = -2.1,-.8 ;-1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -2.1,-3 ;-1.4,-3 ;X-velocity at which opponent is pushed, air.fall = 1 fall.recover = 0 air.hittime = 12 ;Time before opponent regains control in air [State 202, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 2 attr = S, NA damage = 25,10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 202, MoveHit07] type = HitDef trigger1 = MoveHit = 6 trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 25,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = 0 sparkxy = -10,-76 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 202, 3] type = PlaySnd trigger1 = AnimElem = 1 value = S200, 3 [State 202, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Standing strong punch 5y0 ; CNS difficulty: easy [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, s1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 2 [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 5,2 sparkno = S3106 ;S3110 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0 ;-5.5 air.velocity = -1.4,-3 ;-2.5,-4 air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 210, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 3 attr = S, NA damage = 50,10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5,2 sparkno = -1 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 210, MoveHit07] type = HitDef triggerall = MoveHit = 6 trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 50,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = -1 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 210, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3110 ;3106 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 210, 4] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch 5y1 ; CNS difficulty: easy [Statedef 211] type = S movetype= A physics = S juggle = 4 poweradd= 250 ctrl = 0 velset = 0,0 anim = 211 sprpriority = -1 [State 211, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 3 [State 211, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 5,2 sparkno = S3107 ;S3110 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = 0 ;2 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.9,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 211, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 2 attr = S, NA damage = 50,20 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5,2 sparkno = -1 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 15 ground.hittime = 20 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 211, MoveHit07] type = HitDef triggerall = MoveHit = 6 trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 50,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = -1 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 211, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3110 ;3106 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 211, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch 5y2 ; CNS difficulty: easy [Statedef 212] type = S movetype= A physics = S juggle = 4 poweradd= 250 ctrl = 0 velset = 0,0 anim = 212 sprpriority = -1 [State 212, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 3 [State 212, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 5,2 sparkno = S3106 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = 0 ;2 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.9,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 212, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 2 attr = S, NA damage = 50,20 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5,2 sparkno = -1 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 15 ground.hittime = 20 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 212, MoveHit07] type = HitDef triggerall = MoveHit = 6 trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 50,10 guardflag = MA hitflag = MAF priority = 3 pausetime = 3,1 sparkno = -1 sparkxy = -8,-80 hitsound = S200, 50 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 fall.recover = 0 [State 212, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3110 ;3106 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 212, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Standing light kick ; CNS difficulty: easy [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 100 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 4 value = S200, 1 [State 230, 2] type = HitDef trigger1 = AnimElem = 6 attr = S, NA animtype = Medium damage = 25,10 guardflag = MA pausetime = 12,12 sparkno = 0 sparkxy = -10,-37 hitsound = S200, 50 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ;10 ground.hittime = 12 ground.velocity = -4 ;-5 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;-2.5,-3.5 air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 230, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 6 attr = S, NA damage = 25,10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 12,12 sparkno = 0 sparkxy = -10,-37 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong kick ; CNS difficulty: easy [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 200 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = AnimElem = 4 value = S200, 1 [State 240, 2] type = HitDef trigger1 = AnimElem = 6 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 12,12 sparkno = S3107 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ;12 ground.hittime = 35 ;15 ground.velocity = -14 ;-10 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;-2.5,-4 air.hittime = 12 ;Time before opponent regains control in air air.fall = 1 fall.recover = 0 [State 240, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 6 attr = S, NA damage = 50,20 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 12,12 sparkno = -1 sparkxy = -10,-70 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 240, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3110 ;3106 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Back kick <-HK ; CNS difficulty: easy [Statedef 245] type = S movetype= A physics = S juggle = 5 poweradd= 250 ctrl = 0 velset = 0,0 anim = 245 sprpriority = 2 [State 245, 1] type = PlaySnd trigger1 = AnimElem = 5 value = S400, 10 ;!!!S [State 245, 01] type = NotHitBy trigger1 = Time < 12 value = SCA [State 245, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 200,120 guardflag = MA pausetime = 12,12 sparkno = S3100 sparkxy = -15,-85 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 5 ;12 ground.hittime = 15 ground.velocity = -7,-4 ;-4,-5 air.velocity = -8,-4 ;-4.5,-5 air.type = High air.fall = 1 airguard.velocity = -4,-2 ;-5 guard.velocity = -5 envshake.time = 30 ;Parameters for shaking the screen on hit fall.recover = 0 fall.animtype = hard fall = 1 [State 245, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3106 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 245, Blood-02];3105 type = Explod trigger1 = MoveHit = 1 anim = 3107 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 245, Blood-03];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3106 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = 1;=L [State 245, Blood-04];3105 type = Explod trigger1 = MoveHit = 1 anim = 3107 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = 1;=L [State 245, 4fin] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Sweep LK MK [Statedef 250] type = S movetype= A physics = S juggle = 5 poweradd= 200 ctrl = 0 anim = 250 sprpriority = 2 [State 250, 2] type = PlaySnd trigger1 = Time = 2 value = S400, 10 ;!!!S ok? [State 250, 3_H1] type = HitDef Trigger1 = P2name = "SUB-ZERO BY JEHOVANSS" trigger1 = AnimElem = 5 attr = S, NA damage = 50,20 animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) hitflag = MAFD priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default guardflag = MA pausetime = 12,12 sparkno = -1 sparkxy = -5,-10 hitsound = S200,50 guardsound = 6,0 ;ground.type = Trip ground.slidetime = 5 ;10 ground.hittime = 15 ;ground.velocity = -1.5,-2 ;air.velocity = -1.2,-3 ;guard.velocity = -5 p2stateno = 256 ;fall = 1 [State 250, 3_H2] type = HitDef Triggerall = P2name != "SUB-ZERO BY JEHOVANSS" trigger1 = AnimElem = 5 attr = S, NA damage = 50,20 animtype = Medium hitflag = MAFD priority = 3, Hit guardflag = MA pausetime = 12,12 sparkno = -1 sparkxy = -5,-10 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 250, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------- [Statedef 256] type = A movetype= H physics = N velset = 0,0 anim = 255 [State 256, End] type = ChangeState triggerall = alive trigger1 = AnimElem = 14 ;> 75 value = 0 ctrl = 0 [State 256 , 1] type = ChangeAnim2 trigger1 = AnimElem = 14 ;time = 1 value = 255 [State 256, Recover] type = TargetState trigger1 = time = 75 ;AnimElem = 10 value = 257 [Statedef 257] type = A movetype= H physics = N velset = 0,0 poweradd = 50 [State 257, End] type = ChangeState triggerall = alive trigger1 = AnimElem = 14 ;> 75 value = 0 ctrl = 1 ;[Statedef 256] ;type = A ;movetype= H ;physics = N ;velset = 0,0 ;anim = 255 ;[State 256, 001] ;type = ChangeAnim2 ;Trigger1 = Time = 0 ;value = 0 ;256 ;ctrl = 1 ;[State 256, fin] ;Change to stand state ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = 0 ;ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch ; CNS difficulty: easy [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 100 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S200, 1 [State 400, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 25,10 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = -1 sparkxy = -10,-42 hitsound = S200,50 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 12 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 3 attr = C, NA damage = 25,10 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 10,11 sparkno = -1 sparkxy = -10,-42 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 250 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S400, 10 [State 410, 01] type = NotHitBy trigger1 = Time < 12 value = SCA [State 410, 2] type = HitDef trigger1 = time = 0 attr = C, NA damage = 210,50 animtype = Back hitflag = MAFD guardflag = L pausetime = 0,0 sparkno = S3100 sparkxy = -15,-85 hitsound = S200,50 ;F11,0 ;S200,50 !!!!!!!!! F??? guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -1.2,-11 air.velocity = -2,-11 down.velocity = -5,0 down.hittime = 20 p1stateno = 411 fall = 1 fall.recover = 0 kill = (Var(9) = 0) [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 411] type = S ctrl = 0 anim = 411 velset = 0,0 [State 411, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3106 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 411, Blood-02];3105 type = Explod trigger1 = MoveHit = 1 anim = 3107 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 411, Blood-03];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3106 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = 1;=L [State 411, Blood-04];3105 type = Explod trigger1 = MoveHit = 1 anim = 3107 postype = p1 pos = 85,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = 1;=L [State 411, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA ;time = 1 [State 411, End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick ; CNS difficulty: easy [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 100 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 1 [State 430, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 25,10 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = -1 sparkxy = -10,-8 hitsound = S200,50 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 3 attr = C, NA damage = 25,10 guardflag = L hitflag = MAFD priority = 3, Hit pausetime = 12,12 sparkno = -1 sparkxy = -10,-8 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick ; CNS difficulty: easy [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 200 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 2 [State 440, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 50,20 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = -1 sparkxy = -5,-10 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 440, Air] type = HitDef triggerall = p2bodydist y < 0 trigger1 = AnimElem = 4 attr = C, NA damage = 50,20 guardflag = L hitflag = MAFD priority = 3, Hit pausetime = 12,12 sparkno = -1 sparkxy = -5,-10 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch ; CNS difficulty: easy [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 100 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 1 [State 600, Turn] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 50,20 guardflag = HA priority = 3 pausetime = 7,8 sparkno = -1 sparkxy = -10,-58 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -7 air.velocity = -2,-3 air.fall = 1 fall.recover = 0 [State 600, Air] type = HitDef triggerall = p2bodydist y < 100 trigger1 = Time = 0 attr = A, NA damage = 50,20 guardflag = HA priority = 3 pausetime = 7,8 sparkno = -1 sparkxy = -10,-58 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 ;[State 600, 3] ;type = CtrlSet ;trigger1 = Time = 17 ;value = 1 ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 200 ctrl = 0 anim = 610 sprpriority = 2 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S200, 2 [State 610, Turn] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = -1 sparkxy = -10,-55 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -7 air.velocity = -2,-3 air.fall = 1 fall.recover = 0 [State 610, Air] type = HitDef triggerall = p2bodydist y < 100 trigger1 = Time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = -1 sparkxy = -10,-55 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 ;--------------------------------------------------------------------------- ;Jump Light Kick (UP) ; CNS difficulty: easy [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 100 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S200, 1 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 3 pausetime = 8,8 sparkno = -1 sparkxy = -5,-35 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, Air] type = HitDef triggerall = p2bodydist y < 100 trigger1 = time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 3 pausetime = 8,8 sparkno = -1 sparkxy = -5,-35 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 ;--------------------------------------------------------------------------- ;Jump Strong Kick (Frw-Bck) ; CNS difficulty: easy [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 200 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = S200,2 [State 640, Turn] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = -1 sparkxy = -10,-40 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,-4 ;-1.5,-2 air.velocity = -3,-4 ;-1.2,-3 guard.velocity = -5 fall = 1 [State 640, Air] type = HitDef triggerall = p2bodydist y < 100 trigger1 = time = 0 attr = A, NA damage = 100,50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = -1 sparkxy = -10,-40 hitsound = S200,50 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3.5,.005 air.velocity = -3.5,.005 air.hittime = 50 ;35 guard.velocity = -2 fall = 1 ;--------------------------------------------------------------------------- [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark sprpriority = 1 ;Draw in front of p2 p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards p2facing = 1 ;Force p2 to face KFM p1stateno = 810 ;On success, KFM changes to state 810 p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 810] type = S movetype= A physics = N anim = 810 poweradd = 300 [State 810, Throw Sound] type = PlaySnd trigger1 = AnimElem = 2 value = S800, 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 10 value = -150 [State 810, Bind 10] type = TargetBind trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0 pos = -90, -40 ;-14, -90 [State 810, Throw 11] type = TargetState trigger1 = AnimElem = 10 value = 821 [State 810, Turn 12] type = Turn trigger1 = AnimElem = 6 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 820] type = A movetype= H physics = N velset = 0,0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 [Statedef 821] type = A movetype= H physics = N velset = -7,-3 ;-2.8,-7 poweradd = 100 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive ;triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive ;triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ; KOMBOS !!! ------------------------------------------------------------------- ; 3-KOMBO HIT*1 [Statedef 900] type = S movetype= A physics = S juggle = 4 poweradd= 100 ctrl = 0 velset = 0,0 anim = 900 [State 900, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 10,5 ;25,15 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 envshake.time = 15 fall.recover = 0 [State 900, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 900, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 900, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; 3-KOMBO HIT*2 [Statedef 901] type = S movetype= A physics = S juggle = 4 poweradd= 100 ctrl = 0 velset = 0,0 anim = 901 [State 901, 2] type = HitDef trigger1 = AnimElem = 1 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 10,5 ;25,15 sparkno = S3107 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 air.velocity = -1.4,-3 air.hittime = 12 air.fall = 1 envshake.time = 15 fall.recover = 0 [State 901, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 901, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 901, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; 3-KOMBO HIT*3 [Statedef 902] type = S movetype= A physics = S juggle = 4 poweradd= 100 ctrl = 0 velset = 0,0 anim = 902 [State 902, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 50,20 guardflag = MA pausetime = 10,5 ;15,7 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -7,-4 ;-4,-5 air.velocity = -1.4,-3 ;-4.5,-5 airguard.velocity = -4,-.8 ;-5 air.hittime = 12 air.fall = 1 air.type = High fall.recover = 0 fall.animtype = hard fall = 1 guard.velocity = -5 envshake.time = 15 [State 902, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 902, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 902, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 6-KOMBO HIT*1 [Statedef 905] type = S movetype= A physics = S juggle = 4 poweradd= 150 ctrl = 0 velset = 0,0 anim = 905 [State 905, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 30,15 guardflag = MA pausetime = 10,5 ;25,15 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 envshake.time = 15 fall.recover = 0 [State 905, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 905, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 905, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; 6-KOMBO HIT*2 [Statedef 906] type = S movetype= A physics = S juggle = 4 poweradd= 150 ctrl = 0 velset = 0,0 anim = 906 [State 906, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 30,15 guardflag = MA pausetime = 10,5 ;25,15 sparkno = S3107 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 envshake.time = 15 fall.recover = 0 [State 906, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 906, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 906, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; 6-KOMBO HIT*3 [Statedef 907] type = S movetype= A physics = S juggle = 4 poweradd= 150 ctrl = 0 velset = 0,0 anim = 907 [State 907, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 40,30 guardflag = MA pausetime = 10,5 ;25,15 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 envshake.time = 15 fall.recover = 0 [State 907, TurnKombo] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 907, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 907, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Power Desliz !!! ; CNS difficulty: medium [Statedef 1000] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1000 poweradd = 5 [State 1000, Velocity] type = Velset trigger1 = time = 0 x = 6 [State 1000, Velocity] type = Velset trigger1 = time = 10 x = 7 [State 1000, Velocity] type = Velset trigger1 = time >= 15 x = 8 [State 1000, Velocity] type = Velset trigger1 = movecontact x = 0 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 2 value = S3000, 13 [State 1000, nokill] type = HitDef trigger1 = AnimElem = 3 attr = S, SA damage = 90,5 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = 0 sparkxy = -10,-70 hitsound = S200,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -3, -3 air.velocity = -1,-3 kill = (Var(9) = 0) fall = 1 [State 1000, 7] type = playsnd trigger1 = time = 0 value = S100,0 [State 1000, 7] type = ChangeState trigger1 = Time = 40 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Kung Fu Palm ; Fast Kung Fu Palm ; Hit by Fast Kung Fu Palm - shaking from the hit ; Hit by Fast Kung Fu Palm - flying through the air ; Hit by Fast Kung Fu Palm - hit wall ; Hit by Fast Kung Fu Palm - bounce off wall ; Kung Fu Knee ; Light Kung Fu Knee - jump ; Light Kung Fu Knee - land ; Light Kung Fu Knee - kick ; Light Kung Fu Knee - land from kick ; Strong Kung Fu Knee ; Strong Kung Fu Knee - jump ; Fast Kung Fu Knee ; Fast Kung Fu Knee - jump ; Fast Kung Fu Knee - kick ; Light Kung Fu Upper ; Strong Kung Fu Upper ; Fast Kung Fu Upper ;--------------------------------------------------------------------------- ; Power ICE ; CNS difficulty: hard [StateDef 2000] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0 poweradd= 250 anim = 2000 [State 2000, sound001] type = Playsnd trigger1 = AnimElem = 1 value = S2000,0 [State 2000, Sound002] type = playsnd trigger1 = projhit(2000) = 1 value = S1000, 1000 [State 2000, MadeIce] type = Explod trigger1 = AnimElem = 3 anim = 2005 postype = p1 pos = 45,-72 ownpal = 1 ignorehitpause = 0 pausemovetime = 3 sprpriority = 8 [State 2000, PowIce001] type = Projectile triggerall = p2stateno != 2005 trigger1 = AnimElem = 4 projanim = 2010 projhitanim = 2015 projremovetime = 100 projID = 2000 numhits = 0 projnumhits = 0 removeanim = 9998 offset = 45,-72 ;0, 5 velocity = 5, 0 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 2005 fall = 0 [State 2000, PowIce002] type = Projectile trigger1 = p2stateno = 2005 trigger1 = AnimElem = 4 projanim = 2010 projhitanim = 2015 projremovetime = 100 numhits = 0 projnumhits = 0 projID = 2000 removeanim = 9998 offset = 45,-72 ;0, 5 velocity = 5, 0 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 1007 p1stateno = 1009 fall = 0 [State 2000 , 3end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1002] type = S movetype= A physics = N velset = 0,0 ctrl = 0 [State 1002, pPowerIce] type = Explod trigger1 = time = 0 anim = 2015 ;1136 id = 1230 pos = 16,-50 ;0,0 postype = p2 bindtime = 1 facing = -1 sprpriority = 2 ownpal = 0 [State 1002, SinIcePow] Type = Changestate trigger1 = MoveGuarded = 1 value = 1003 [State 1002 , Codde005] type = Hitdef trigger1 = time = 0 attr = S, SA pausetime = 0,200 numhits = 0 sparkno = -1 sparkxy = -10,-60 hitsound = -1 p2stateno = 1005 Kill = 0 [State 1002, IceCode006] type = Changeanim trigger1 = time = 1 value = 9998 [State 1002, CodeIce009] type = DestroySelf trigger1 = animtime = 0 trigger1 = anim = 9998 [Statedef 1003] type = S movetype= I physics = N velset = 0,0 anim = 9998 ctrl = 0 [State 1003, CodeIcePow12] type = DestroySelf trigger1 = animtime = 0 [Statedef 2005] type = S movetype= H physics = N velset = 0,0 [State 2005, IcePow20] type = Varset trigger1 = time = 0 V = 23 Value = Anim [State 2005, CodeIce25] type = Changeanim trigger1 = time != 0 value = Var(23) [State 2005, Ice256] type = palFX trigger1 = time != 0 add = 100,150,250 mul = 200,200,200 time = 2 [State 2005, Ice21] type = velset trigger1 = time = 0 X = 0 Y = 0 [State 2005, Ice22] type = SelfState trigger1 = time = 300 trigger1 = Pos Y > -1 value = 0 ctrl = 1 [State 2005, IceCode23] type = ChangeState trigger1 = time = 200 trigger1 = Pos Y < 0 value = 2006 [Statedef 2006] type = S movetype= H physics = N velset = 0,4 ctrl = 0 anim = 5070 [State 2006, Ice24] type = Veladd trigger1 = Pos Y < 0 Y = .75 [State 2006, Ice25] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 2006, Ice26] type = Posset trigger1 = Pos Y > 0 trigger1 = Vel Y = 0 Y = 0 [State 2006, Ice27] type = SelfState trigger1 = vel Y = 0 trigger1 = Pos Y = 0 value = 5100 ;----------------------------------------------- [Statedef 1007] type = S movetype= H physics = N velset = 0,0 [State 1007, CS] type = SelfState trigger1 = time = 0 trigger1 = Pos Y > -1 value = 0 ctrl = 1 [State 1007, CS] type = ChangeState trigger1 = time = 0 trigger1 = Pos Y < 0 value = 2006 ;----------------------------------------------- [Statedef 1009] type = S movetype= I physics = S juggle = 4 velset = 0,0 ctrl = 0 [State 1009, attempt] type = Varset trigger1 = time = 0 V = 23 Value = Anim [State 1009] type = Playsnd trigger1 = time = 1 value = S1000,1000 ;F1,6 [State 1009, freeze in anim] type = Changeanim trigger1 = time != 0 value = Var(23) [State 1009, Frosty color] type = palFX trigger1 = time != 0 add = 100,150,250 mul = 200,200,200 time = 2 [State 1009, VELSET] type = velset trigger1 = time = 0 X = 0 Y = 0 [State 1009, CS] type = SelfState trigger1 = time = 300 trigger1 = Pos Y > -1 value = 0 ctrl = 1 [State 1009, CZ] type = ChangeState trigger1 = time = 200 trigger1 = Pos Y < 0 value = 2006 ;1006 ;--------------------------------------------------------------------------- ; Ice Clone [Statedef 2500] type = A physics = A ctrl = 0 anim = 105 [State 2500, 1] type = PlaySnd trigger1 = AnimElem = 1 value = S2500,0 [State 2500, MadeIceClone] type = Explod trigger1 = AnimElem = 1 anim = 2505 postype = p1 pos = 10,-70 ownpal = 1 ignorehitpause = 0 pausemovetime = 3 sprpriority = 8 [State 2500, Pw01] type = Projectile triggerall = p2stateno != 2005 trigger1 = AnimElem = 2 projanim = 2500 ;!!! projhitanim = 2505 ;!!! ;projremanim = 715 ;!!! projshadow = 0 projremovetime = 125 numhits = 0 projnumhits = 0 projID = 25551 ;2028 ;postype offset = 10,-70 ;25, 0 velocity = 0, 0 remvelocity = 0, 0 ; HitDef part of projectile info attr = S, SP damage = 0, 0 getpower = 120,60 givepower = 120,60 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.pausetime = 0,0 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6,0 ground.type = High ground.slidetime = 28 ground.hittime = 20 ground.velocity = -4 air.velocity = -2.5,-5 air.juggle = 3 p2stateno = 2005 [State 2500, Pw02] type = Projectile trigger1 = p2stateno = 2005 trigger1 = AnimElem = 2 projanim = 2500 ;!!! projhitanim = 2505 ;!!! ;projremanim = 715 ;!!! projshadow = 0 projremovetime = 125 numhits = 0 projnumhits = 0 projID = 25551 ;2028 ;postype offset = 10,-70 ;25, 0 velocity = 0, 0 remvelocity = 0, 0 ; HitDef part of projectile info attr = S, SP damage = 0, 0 getpower = 250,150 givepower = 120,60 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.pausetime = 0,0 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6,0 ground.type = High ground.slidetime = 28 ground.hittime = 20 ground.velocity = -4 air.velocity = -2.5,-5 air.juggle = 3 p2stateno = 1007 p1stateno = 1009 [State 2500, 01] type = VelSet trigger1 = Time = 0 x = const(velocity.run.back.x) y = const(velocity.run.back.y) ;[State 2500, 02] ;type = CtrlSet ;trigger1 = Time = 2 ;value = 1 [State 2100, 03] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 106 ;ctrl = 0 ;--------------------------------------------------------------------------- ; Power ICE SHOWER C ; CNS difficulty: hard [StateDef 2550] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 poweradd= 250 anim = 2550 [State 2550, sound001] type = Playsnd trigger1 = AnimElem = 2 value = S2550,10 ;Up [State 2550, sound002] type = Playsnd trigger1 = AnimElem = 4 value = S2550,20 ;Dw ;[State 2550, Sound002] ;type = playsnd ;trigger1 = projhit(2000) = 1 ;value = S230, 8 [State 2550, MadeIce] type = Explod trigger1 = AnimElem = 3 anim = 2555 postype = p1 pos = -12,-144 ownpal = 1 ignorehitpause = 0 pausemovetime = 3 sprpriority = 8 [State 2550, PowIce001] type = Projectile triggerall = p2stateno != 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 projID = 2550 ;2028 numhits = 0 projnumhits = 0 removeanim = 2565 ;9998 offset = 150,-175 ;175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 2005 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2550, PowIce002] type = Projectile trigger1 = p2stateno = 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 projID = 2550 ;2028 numhits = 0 projnumhits = 0 removeanim = 2565 ;9998 offset = 150,-175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 1007 p1stateno = 1009 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2550 , 3end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Power ICE SHOWER F ; CNS difficulty: hard [StateDef 2560] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 poweradd= 250 anim = 2550 [State 2560, sound001] type = Playsnd trigger1 = AnimElem = 2 value = S2550,10 ;Up [State 2560, sound002] type = Playsnd trigger1 = AnimElem = 4 value = S2550,20 ;Dw [State 2560, MadeIce] type = Explod trigger1 = AnimElem = 3 anim = 2555 postype = p1 pos = -12,-144 ownpal = 1 ignorehitpause = 0 pausemovetime = 3 sprpriority = 8 [State 2560, PowIce001] type = Projectile triggerall = p2stateno != 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 numhits = 0 projnumhits = 0 removeanim = 2565 ;9998 offset = 250,-175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 2005 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2560, PowIce002] type = Projectile trigger1 = p2stateno = 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 removeanim = 2565 ;9998 numhits = 0 projnumhits = 0 offset = 250,-175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 1007 p1stateno = 1009 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2560 , 3end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Power ICE SHOWER B ; CNS difficulty: hard [StateDef 2570] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 poweradd= 250 anim = 2550 [State 2570, sound001] type = Playsnd trigger1 = AnimElem = 2 value = S2550,10 ;Up [State 2570, sound002] type = Playsnd trigger1 = AnimElem = 4 value = S2550,20 ;Dw [State 2570, MadeIce] type = Explod trigger1 = AnimElem = 3 anim = 2555 postype = p1 pos = -12,-144 ownpal = 1 ignorehitpause = 0 pausemovetime = 3 sprpriority = 8 [State 2570, PowIce001] type = Projectile triggerall = p2stateno != 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 projID = 2570 numhits = 0 projnumhits = 0 removeanim = 2565 ;9998 offset = -100,-175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 2005 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2570, PowIce002] type = Projectile trigger1 = p2stateno = 2005 trigger1 = AnimElem = 4 projanim = 2560 projhitanim = 2565 projremovetime = 300 numhits = 0 projnumhits = 0 removeanim = 2565 ;9998 projID = 2570 offset = -100,-175 velocity = 0, 4 postype = p1 attr = S, SP damage = 0, 0 animtype = Hard air.animtype = Back air.fall = 0 guardflag = MA ;HA ;hitflag = HA- pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = S1000,1000 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 air.fall = 1 p2stateno = 1007 p1stateno = 1009 fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2570 , 3end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;=========================================================================== ; FATALITY 1 "BUSTED" (hyper) [Statedef 3000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3000 poweradd= -3000 ctrl = 0 sprpriority = 2 [State 3000, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 ;[State 3000, Super A] ;type = SuperPause ;trigger1 = AnimElem = 1 ;pos = 5, -75 ;anim = 100 ;sound = S3000, 1 ;Fatality Snd [State 3000, Super D] type = NotHitBy trigger1 = stateno = 3000 value = , NA, SA, AT time = 500 [State 3000, Super E] type = NotHitBy trigger1 = stateno = 3000 && AnimElemTime(2) >= 0 && Time < 30 value2 = C, NA time = 500 [State 3000, 5-1] type = HitDef trigger1 = AnimElem = 1 attr = S, HA animtype = Hard damage = 0, 0 numhits = 0 getpower = 500 priority = 6 guardflag = MA pausetime = 5,5 sparkno = -1 ;S426 sparkxy = 0,0 ;-15,-95 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 50 ground.velocity = 1 air.velocity = 1,-1 p1stateno = 3003 ;P1 FINISHHIM p2stateno = 3001 ;P2 DIED [State 3000, AssertSpecial1] type = AssertSpecial trigger1 = Time >= 0 flag = NoBarDisplay [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 3001] type = S MoveType = H physics = N velset = 0,0 sprpriority = 4 ctrl = 0 [State 3001, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3001 , 1] type = ChangeAnim2 trigger1 = time = 0 value = 3001 [Statedef 3003] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3003 ctrl = 0 sprpriority = -1;2 [State 3003, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3003, P2 Frozenhit] type = Explod trigger1 = AnimElem = 4 anim = 3002 postype = p1 pos = 0,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 8 [State 3003, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 0 ;!!! Snd Soplo Ice [State 3003, HitFatality1] type = HitDef trigger1 = AnimElem = 10 attr = S, HA animtype = Hard damage = 0,0 ;9999,9999 numhits = 0 getpower = 0 priority = 6 guardflag = MA pausetime = 15,15 sparkno = -1 sparkxy = 0,0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 40 ground.hittime = 40 ground.velocity = 1,1 ;-10, -10 guard.velocity = 1 ;-12 p2stateno = 3002 air.velocity = 1,1 ;-10,-10 airguard.velocity = 1 ;-3,-3 ;fall.animtype = Hard ;fall = 1 ;fall.recover = 0 [State 3003, Blood-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3140 postype = p1 pos = 0,-150 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, Skull-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3130 postype = p1 pos = 0,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, Leg-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3131 postype = p1 pos = 20,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3003, Leg-02];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3131 postype = p1 pos = 60,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, Hand-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3132 postype = p1 pos = -20,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, Hand-02];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3132 postype = p1 pos = 10,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3003, Bnd-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3133 postype = p1 pos = 0,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3003, Bnd-02];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3133 postype = p1 pos = 0,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, Estrnn-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3134 postype = p1 pos = -50,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3003, BndBld-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3135 postype = p1 pos = 0,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3003, BndBld-02];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 10 anim = 3136 postype = p1 pos = 30,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3003, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 500 Add = -100, -100, -100 [State 3003, MuereP2] type = TargetLifeAdd trigger1 = AnimElem = 6 value = -9999 [State 3003, P2FatShake01] type = EnvShake trigger1 = AnimElem = 10 time = 40 freq = 205 ampl = -8 [State 3003, P2FatShake02] type = EnvShake trigger1 = AnimElem = 3 time = 80 ;40 freq = 200 ;200 ampl = -3 ;-7 [State 3003, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3500 ;0 ctrl = 0 ;1 [Statedef 3002] ;P2 Fatality type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 3002, NoP2] type = AssertSpecial trigger1 = Time >= 0 flag = Invisible ;flag2 = nokosnd ;flag3 = nokoslow [State 3002, AssertSpecial1] type = AssertSpecial trigger1 = Time >= 0 flag = NoBarDisplay [State 3002, Flag01] type = AssertSpecial trigger1 = Time >= 0 flag = NoShadow Flag2 = NoMusic [State 3002, AssertSpecial02] Type = AssertSpecial Trigger1 = Time > 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3002, Flag02] type = SprPriority trigger1 = time = 0 value = 0 [State 3002, Flag03] type = Posset trigger1 = time = 6 Y = 900 [State 3002, NoP2Zero] type = PalFX trigger1 = time = 6 time = 1 add = 0, 0, 0 mul = 0, 0, 0 [State 3002, Fat02Ply] type = Lifeadd trigger1 = AnimElem = 6 Value = -9999 [State 3002, EndP2] type = Selfstate trigger1 = Time = 50 value = 5150 ;=========================================================================== ; FATALITY 2 "FROZEN" (hyper) [Statedef 3005] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3004 poweradd= -3000 ctrl = 0 sprpriority = 5 [State 3005, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 [State 3005, Super D] type = NotHitBy trigger1 = stateno = 3005 value = , NA, SA, AT time = 500 [State 3005, Super E] type = NotHitBy trigger1 = stateno = 3005 && AnimElemTime(2) >= 0 && Time < 30 value2 = C, NA time = 500 [State 3005, 5-1] type = HitDef trigger1 = AnimElem = 2 attr = S, HA animtype = Hard damage = 0, 0 numhits = 0 getpower = 500 priority = 6 guardflag = MA pausetime = 5,5 sparkno = -1 ;S426 sparkxy = 0,0 ;-15,-95 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 50 ground.velocity = 1 air.velocity = 1,-1 p2stateno = 3006 ;P2 DIED [State 3005, HitFatality2] type = HitDef trigger1 = AnimElem = 4 attr = S, HA animtype = Hard damage = 0,0 ;9999,9999 numhits = 0 getpower = 0 priority = 6 guardflag = MA pausetime = 15,15 sparkno = -1 sparkxy = 0,0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 40 ground.hittime = 40 ground.velocity = 1,1 ;-10, -10 guard.velocity = 1 ;-12 p2stateno = 3002 air.velocity = 1,1 ;-10,-10 airguard.velocity = 1 ;-3,-3 [State 3005, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3005, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 500 Add = -100, -100, -100 [State 3005, P1 FrozenFat2] type = Explod trigger1 = AnimElem = 2 anim = 3005 postype = p1 pos = 0,0 ownpal = 1 ignorehitpause = 1 sprpriority = -1 ontop = 1 [State 3005, P2FatShake01] type = EnvShake trigger1 = AnimElem = 4 time = 40 freq = 205 ampl = -8 [State 3005, P2 FatalFrozen] type = Explod trigger1 = AnimElem = 4 anim = 3007 postype = p1 pos = 150,0 ownpal = 1 ignorehitpause = 1 sprpriority = -1 ontop = 1 [State 3005, MuereP2] type = TargetLifeAdd trigger1 = AnimElem = 4 value = -9999 [State 3005, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3500 ;0 ctrl = 0 ;1 [Statedef 3006] type = S MoveType = H physics = N velset = 0,0 sprpriority = 4 ctrl = 0 [State 3006, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay [State 3006, Ice256] type = palFX trigger1 = time != 0 add = 100,150,250 mul = 200,200,200 time = 2 [State 3001 , 1] type = ChangeAnim2 trigger1 = time = 0 value = 3006 ;=========================================================================== ;=========================================================================== ; ANIMALITY "POLAR BEAR" (hyper) [Statedef 3050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3010 poweradd= -3000 ctrl = 0 sprpriority = 8 [State 3050, AS] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3050, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 [State 3050, BearAttack] type = HitDef trigger1 = AnimElem = 9 attr = S, HA animtype = Hard damage = 0,999 numhits = 0 getpower = 500 priority = 6 guardflag = MA pausetime = 2,2 sparkno = -1 sparkxy = 0,0 hitsound = -1;5,4 guardsound = 6,0 ground.type = Trip ground.slidetime = 25 ground.hittime = 15 ground.velocity = 0,0 ;-1,-.5 ;-1.5,-2 air.velocity = 0,0 ;-1,-.5 ;-1.2,-3 guard.velocity = 0 ;-1 fall.recover = 0 fall.animtype = hard fall = 1 p2stateno = 3051 [State 3050, HitAnimality] type = HitDef trigger1 = AnimElem = 29 attr = S, HA animtype = Hard damage = 9999,9999 numhits = 0 getpower = 0 priority = 6 hitflag = MAFD guardflag = L pausetime = 5,5 sparkno = S3100 sparkxy = -20,-30 hitsound = -1;5,4 guardsound = 6,0 ground.type = High ground.slidetime = 40 ground.hittime = 10 ground.velocity = 0,0 ;-10, -10 guard.velocity = 0 ;-12 air.velocity = 0,0 ;-10,-10 airguard.velocity = 0 ;-3,-3 [State 3050, BloodHits-01];3106 F=1-R F=-1-L type = Explod trigger1 = AnimElem = 13 trigger2 = AnimElem = 17 trigger3 = AnimElem = 21 anim = 3100 postype = p1 pos = 80,-10 random = 20,20 ownpal = 1 ignorehitpause = 1 sprpriority = 1 facing = -1;=L [State 3050, AnimalityShake02] type = EnvShake trigger1 = AnimElem = 13 trigger2 = AnimElem = 17 trigger3 = AnimElem = 21 time = 30 freq = 200 ampl = -3 [State 3050, AnimalityShake01] type = EnvShake trigger1 = AnimElem = 25 trigger2 = AnimElem = 29;ok time = 40 freq = 205 ampl = -8 [State 3050, TimeAny] Type = BGPalFX Trigger1 = AnimElem = 1 Trigger2 = AnimElem = 9 Ignorehitpause = 1 Time = 500 Add = -100, -100, -100 [State 3050, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3050, TimeAny] type = PlaySnd trigger1 = Time = 5 channel = 1 value = S3000, 16 [State 3050, NoTimeAnySnd] type = Stopsnd trigger1 = stateno = 3505 channel = 1 persistent = 0 [State 3050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 3505 ;0 ctrl = 0 ;1 ;--- [Statedef 3051] type = S MoveType = H physics = N velset = 0,0 sprpriority = -1 ctrl = 0 [State 3051, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3050, AS] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3051 , 1] type = ChangeAnim2 trigger1 = time = 0 value = 3011 ;=========================================================================== ; BABALITY (hyper) [Statedef 3055] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3050 poweradd= -2000 ctrl = 0 sprpriority = 5 [State 3055, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 [State 3055, Super D] type = NotHitBy trigger1 = stateno = 3055 value = , NA, SA, AT time = 500 [State 3055, Super E] type = NotHitBy trigger1 = stateno = 3055 && AnimElemTime(2) >= 0 && Time < 30 value2 = C, NA time = 500 [State 3055, ToBabality] type = HitDef trigger1 = AnimElem = 25 attr = S, HA animtype = Hard numhits = 0 damage = 0, 0 getpower = 500 priority = 6 guardflag = MA pausetime = 5,5 sparkno = -1 ;S426 sparkxy = 0,0 ;-15,-95 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 50 ground.velocity = 1 air.velocity = 1,-1 p2stateno = 3056 ;P2 DIED [State 3055, HitBabtyKill] type = HitDef trigger1 = AnimElem = 32 attr = S, HA animtype = Hard numhits = 0 damage = 0,0 getpower = 0 priority = 6 guardflag = MA pausetime = 15,15 sparkno = -1 sparkxy = 0,0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 40 ground.hittime = 40 ground.velocity = 1,1 guard.velocity = 1 p2stateno = 3002 air.velocity = 1,1 airguard.velocity = 1 [State 3055, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = nokoslow [State 3055, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 500 Add = -100, -100, -100 [State 3055, AssertSpecial02] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3055, P2BabyShake] type = EnvShake trigger1 = AnimElem = 25 time = 50 freq = 225 ampl = -8 [State 3055, MuereP2] type = TargetLifeAdd trigger1 = AnimElem = 32 value = -9999 [State 3055, P2ExplodeBabality] type = Explod trigger1 = AnimElem = 30 ;1 anim = 3125 postype = p2 pos = -10,5 ownpal = 1 ignorehitpause = 1 ontop = 1 [State 3055, 1] type = PlaySnd trigger1 = AnimElem = 30 value = S3000,6 ;prueba babality [State 3055, P2Babality] type = Explod trigger1 = AnimElem = 32 ;2 anim = 3055 postype = p2 pos = 0,0 ownpal = 1 ignorehitpause = 1 sprpriority = -1 [State 3055, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3510 ctrl = 0 ;1 [Statedef 3056] ;P2 Babality type = S MoveType = H physics = N velset = 0,0 sprpriority = 4 ctrl = 0 [State 3056, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3056 , 1] type = ChangeAnim2 trigger1 = time = 0 value = 3051 ;=========================================================================== ; FRIENDSHIP (hyper) [Statedef 3060] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3060 poweradd= -2000 ctrl = 0 sprpriority = 5 [State 3060, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 [State 3060, Super D] type = NotHitBy trigger1 = stateno = 3055 value = , NA, SA, AT time = 500 [State 3060, Super E] type = NotHitBy trigger1 = stateno = 3055 && AnimElemTime(2) >= 0 && Time < 30 value2 = C, NA time = 500 [State 3060, HitFrnsp] type = HitDef trigger1 = AnimElem = 13 attr = S, HA animtype = Hard damage = 9999,9999 numhits = 0 getpower = 500 priority = 6 hitflag = MAFD guardflag = L pausetime = 5,5 sparkno = -1 sparkxy = 0,0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 1 ground.hittime = 1 ground.velocity = 0,10 ;-10, -10 guard.velocity = 0 ;-12 air.velocity = 0,0 ;-10,-10 airguard.velocity = 0 ;-3,-3 [State 3060, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3060, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 270 Add = -100, -100, -100 [State 3060, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3515 ;0 ctrl = 0 ;1 ;=========================================================================== ; BRUTALITY (hyper) ; BrutalityP1 [Statedef 3250] type = S movetype= A physics = S juggle = 4 poweradd= -3000 ctrl = 0 sprpriority = 3 velset = 0,0 anim = 3250 [State 3250, SFat1] type = PlaySnd trigger1 = AnimElem = 1 value = S3000, 1 [State 3250, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3250, TimeFat] Type = BGPalFX Trigger1 = time = 2 Ignorehitpause = 1 Time = 500 Add = -100, -100, -100 [State 3250, Hits01] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 8 trigger3 = AnimElem = 13 trigger4 = AnimElem = 18 trigger5 = AnimElem = 23 trigger6 = AnimElem = 28 trigger7 = AnimElem = 33 trigger8 = AnimElem = 38 trigger9 = AnimElem = 43 trigger10 = AnimElem = 48 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAF guardflag = MA pausetime = 3,3 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3250, Hits33] type = HitDef trigger1 = AnimElem = 55 attr = S, NA animtype = Heavy damage = 1000,1000 pausetime = 10,5 ;0,0 sparkno = S3100 sparkxy = -15,-85 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 p2stateno = 3002 ;3111 numhits = 0 kill = 1 [State 3250, XplodeDieP2] type = EnvColor trigger1 = AnimElem = 55 persistent = 1 value = 245,245,245 ignorehitpause = 1 time = 2 [State 3250, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3250, Blood-01] type = Explod trigger1 = AnimElem = 55 anim = 3140 postype = p1 pos = 80,-80 ;75,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, Skull-01] type = Explod trigger1 = AnimElem = 55 anim = 3130 postype = p1 pos = 80,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, Leg-01] type = Explod trigger1 = AnimElem = 55 anim = 3131 postype = p1 pos = 100,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3250, Leg-02] type = Explod trigger1 = AnimElem = 55 anim = 3131 postype = p1 pos = 140,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, Hand-01] type = Explod trigger1 = AnimElem = 55 anim = 3132 postype = p1 pos = 60,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, Hand-02] type = Explod trigger1 = AnimElem = 55 anim = 3132 postype = p1 pos = 90,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3250, Bnd-01] type = Explod trigger1 = AnimElem = 55 anim = 3133 postype = p1 pos = 80,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3250, Bnd-02] type = Explod trigger1 = AnimElem = 55 anim = 3133 postype = p1 pos = 80,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, Estrnn-01] type = Explod trigger1 = AnimElem = 55 anim = 3134 postype = p1 pos = 30,-150 ;75,-80 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3250, BndBld-01] type = Explod trigger1 = AnimElem = 55 anim = 3135 postype = p1 pos = 80,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = 1;=R [State 3250, BndBld-02] type = Explod trigger1 = AnimElem = 55 anim = 3136 postype = p1 pos = 110,-150 ;60,15 ownpal = 1 ignorehitpause = 1 sprpriority = 9 facing = -1;=L [State 3250, NoPow] type = PowerAdd trigger1 = AnimElem = 55 value = -3000 [State 3250, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 3520 ctrl = 1 ; Brutality HIT*1 [Statedef 3251] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3251 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3251, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAF guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3251, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*2 [Statedef 3252] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3252 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3252, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80;30 ground.hittime = 80;30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3252, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*3 [Statedef 3253] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3253 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3253, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80;30 ground.hittime = 80;30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3253, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*4 [Statedef 3254] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3254 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3254, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80;30 ground.hittime = 80;30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3254, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*5 [Statedef 3255] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3255 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3255, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80;30 ground.hittime = 80;30 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3255, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*6 [Statedef 3256] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3256 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3256, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80 ground.hittime = 80 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3256, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*7 [Statedef 3257] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3257 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3257, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80 ground.hittime = 80 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3257, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*8 [Statedef 3258] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3258 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3258, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80 ground.hittime = 80 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3258, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*9 [Statedef 3259] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3259 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3259, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80 ground.hittime = 80 ground.velocity = 0 fall.recover = 0 envshake.time = 15 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3251, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3259, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Brutality HIT*10 [Statedef 3260] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 3260 [State 3251, AS1] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoMusic [State 3260, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 0,0 hitflag = MAFD guardflag = MA pausetime = 10,5 sparkno = S3106 sparkxy = -8,-80 hitsound = S200,50 guardsound = 6,0 ground.type = High ground.slidetime = 80 ground.hittime = 80 ground.velocity = 0 fall.recover = 0 envshake.time = 15 p1stateno = 3250;P1 air.velocity = -1.4,-3 air.hittime = 30 air.fall = 1 numhits = 0 kill = 0 [State 3260, Bd1] type = Explod trigger1 = MoveHit = 1 anim = 3105 postype = p2 pos = -8,-80 ownpal = 1 persistent = 0 ontop = 1 bindtime = -1 ignorehitpause = 1 sprpriority = 1 facing = -1 [State 3260, Miss] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Fatality WIN State [Statedef 3500] type = S ctrl = 0 anim = 3500 velset = 0,0 sprpriority = -1 [State 3500, S-1] type = PlaySnd trigger1 = Time = 50 ;10 value = S3000, 2 ;[State 3500, SB-Fat] ;type = PlaySnd ;trigger1 = Time = 150 ;value = S3000, 5 [State 3500, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 1000 Add = -100, -100, -100 [State 3500, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3500, FatalityWin] type = Explod trigger1 = time = 3 ;AnimElem = 1 anim = 3355 postype = left pos = 100,40 ;160,-140 ownpal = 1 bindtime = -1 sprpriority = 9 removetime = -1 [State 3500, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 3500, End] type = ChangeState trigger1 = time = 320 ;AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Animality WIN State [Statedef 3505] type = S ctrl = 0 anim = 3500 velset = 0,0 [State 3505, S-1] type = PlaySnd trigger1 = Time = 10 value = S3000, 3 [State 3505, SB-Any] type = PlaySnd trigger1 = Time = 150 value = S3000, 9 [State 3500, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 1000 Add = -100, -100, -100 [State 3500, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3500, AnimalityWin] type = Explod trigger1 = time = 3 ;AnimElem = 1 anim = 3360 postype = left pos = 40,40 ;160,-140 ownpal = 1 bindtime = -1 sprpriority = 9 removetime = -1 [State 3500, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 3500, End] type = ChangeState trigger1 = time = 320 ;AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Babality WIN State [Statedef 3510] type = S ctrl = 0 anim = 3500 velset = 0,0 [State 3510, S-1] type = PlaySnd trigger1 = Time = 10 value = S3000, 4 [State 3510, SB-Baby] type = PlaySnd trigger1 = Time = 150 value = S3000, 10 [State 3500, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 1000 Add = -100, -100, -100 [State 3500, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3500, BabalityWin] type = Explod trigger1 = time = 3 ;AnimElem = 1 anim = 3510 postype = left pos = 160,50 ;160,-140 ownpal = 1 bindtime = -1 sprpriority = 9 removetime = -1 [State 3500, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 3500, End] type = ChangeState trigger1 = time = 320 ;AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Friendship WIN State [Statedef 3515] type = S ctrl = 0 anim = 3500 velset = 0,0 [State 3515, S-1] type = PlaySnd trigger1 = Time = 50 value = S3060, 2 ;[State 3515, SB-Fdsp] ;type = PlaySnd ;trigger1 = Time = 150 ;value = S3000, 6 [State 3500, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 1000 Add = -100, -100, -100 [State 3500, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3500, FriendshipWin] type = Explod trigger1 = time = 3 ;AnimElem = 1 anim = 3515 postype = left pos = 160,50 ;160,-140 ownpal = 1 bindtime = -1 sprpriority = 9 removetime = -1 [State 3500, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 3500, End] type = ChangeState trigger1 = time = 320 ;AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Brutality WIN State [Statedef 3520] type = S ctrl = 0 anim = 3500 velset = 0,0 sprpriority = -1 [State 3500, S-1] type = PlaySnd trigger1 = Time = 50 ;10 value = S3000, 2 ;BrytalitySnd [State 3500, TimeFat] Type = BGPalFX Trigger1 = AnimElem = 1 Ignorehitpause = 1 Time = 1000 Add = -100, -100, -100 [State 3500, AssertSpecial01] Type = AssertSpecial Trigger1 = Time >= 0 Flag = NoBarDisplay Flag2 = NoMusic [State 3520, FatalityWin] type = Explod trigger1 = time = 3 ;AnimElem = 1 anim = 3520 postype = left pos = 100,40 ;160,-140 ownpal = 1 bindtime = -1 sprpriority = 9 removetime = -1 [State 3520, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 3520, End] type = ChangeState trigger1 = time = 320 ;AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;=========================================================================== ; FINISH HIM FATALITY "DIZZY" (ultrahypersupernovakingawesomemastertokombo) [Statedef 3333];DIZZY type = S movetype= A physics = S velset = 0,0 juggle = 0 poweradd = 100 ctrl = 0 sprpriority = -1 anim = 3332 [State 3333, 4] type = Helper triggerall = NumHelper(3333) = 0 trigger1 = AnimElem = 4 helpertype = normal name = "Fatality Style MK" id = 3333 postype = p1 pos = 0,0 ;-72 stateno = 3332 sprpriority = 9999 keyctrl = 0 ownpal = 1 [State 3333, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--- [Statedef 3332] type = S movetype= A physics = N poweradd= 0 ctrl = 0 velset = 2,.3 ;2,0 sprpriority = 9999 anim = 3333 [State 3332, Std] type = hitdef triggerall = p2bodydist y >= 0 trigger1 = animelem = 1 trigger2 = animelem = 2 attr = S, SP damage = 0,0 animtype = light sparkno = 12 sparkxy = 0,-72 guardflag = MA hitflag = MAFDP pausetime = 10,10 guard.pausetime = 10,10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 0 ground.hittime = 0 ground.velocity = 0 airguard.velocity = -5 air.type = Low air.velocity = -2.5,5.5 air.fall = 1 fall.recover = 0 envshake.time = 15 p2stateno = 5300 p2getp1state = 1 [State 3332, Air] type = hitdef triggerall = p2bodydist y < 0 trigger1 = animelem = 1 trigger2 = animelem = 2 attr = S, SP damage = 0,0 animtype = light sparkno = 12 sparkxy = 0, -72 guardflag = MA hitflag = MAFDP pausetime = 10,10 guard.pausetime = 10,10 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 0 ground.hittime = 0 ground.velocity = 0 airguard.velocity = -3.5 air.type = Low air.velocity = -2.5,5.5 air.fall = 1 fall.recover = 0 envshake.time = 15 p2stateno = 3330 p2getp1state = 1 [State 3332, 8] type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AP ,AT slot = 0 stateno = 3331 [state 3332, 9] type = changestate trigger1 = movehit = 1 trigger2 = moveguarded = 1 trigger3 = frontedgedist = 0 trigger4 = movecontact = 1 value = 3331 [state 3332, 10] type = changestate trigger1 = time = 150 value = 3331 [Statedef 3331] type = S movetype= A physics = S poweradd= 0 ctrl = 0 velset = 2,0 anim = 3331 [state 3331, 2] type = destroyself trigger1 = animtime = 0 [Statedef 3330] type = S movetype = H [State 3330, 2] type = SelfState trigger1 = alive = 0 value = 5070 [State 3330, 1] type = ChangeAnim2 trigger1 = time = 0 trigger1 = alive = 1 value = 3330 [State 3330, VelSet] type = VelSet trigger1 = p2bodydist y >= 0 ;time = 100 ;8 y = 8 ;10 ;-10 [State 3330, 2] type = VelMul trigger1 = p2bodydist y = 0 ;time >= 0 y = 0.9 [State 3330, 9] type = ChangeState trigger1 = p2bodydist y <= 0 ;animtime = 0 trigger1 = alive = 1 value = 5300 [Statedef 5300] type = S movetype = H velset = 0,0 [State 5300, 3] type = ChangeAnim trigger1 = alive = 1 trigger1 = time = 0 trigger1 = selfanimexist(5300) value = 5300 [State 5300, AssertS] type = AssertSpecial trigger1 = Time = [0,400] flag = nobardisplay Flag2 = NoMusic [State 5300, 2PlayerMortal-KO] type = TargetLifeAdd trigger1 = time = 445 ;AnimElem = 4 value = -9999 [State 5300, 9] type = SelfState trigger1 = time = 450 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 5310] type = S movetype= A physics = N poweradd= 0 ctrl = 0 velset = 0, 0 sprpriority = -1 anim = 5310 [State 5310, FinishHWin] type = Explod trigger1 = p2stateno = 5300 anim = 3350 Id = 33501 postype = left pos = 160,60 ;160,-160 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = -1 persistent = 0 ;1 [State 5310, FinishHEnd] type = RemoveExplod trigger1 = p2stateno != 5300 Id = 33501 [State 5310, DizzySound01] type = PlaySnd trigger1 = Time = 10 value = S3000, 7 [state 5310, 10] type = changestate trigger1 = AnimTime = 0 value = 5311 [Statedef 5311] type = S movetype= A physics = S poweradd= 0 ctrl = 0 velset = 2,0 anim = 3331 [state 5311, 2] type = destroyself trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State -2, P2Dist XY] type = DisplayToClipboard trigger1 = 1 text = "P2 Dist X = %f and P2 Dist Y = %f" params = P2BodyDist X, P2BodyDist Y [State -2, Hit-LMHPs] Type = VarRandom Trigger1 = movetype = H V = 1 Range = 0, 125 [State -2, HitLPs] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [0, 24] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = S5000,1 [State -2, HitMPs] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [25, 49] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = S5000,2 [State -2, HitHPs] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [50, 75] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = S5000,3 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [State -3, 5300 F-H_Dizzy] type = Helper triggerall = NumHelper(5300) = 0 trigger1 = p2stateno = 5300 helpertype = normal name = "FinishHim" id = 5300 postype = left pos = 0,0 stateno = 5310 sprpriority = -1 keyctrl = 0 ownpal = 1 [State -3,3251-AS1] Type = AssertSpecial Triggerall = (Time >= 1 && p2stateno = 5000)||(Time >= 1 && p2stateno = 5001) Trigger1 = stateno = 3251 Trigger2 = stateno = 3252 Trigger3 = stateno = 3253 Flag = NoBarDisplay Flag2 = NoMusic