[data] life = 1000 attack = 100 defence = 100 power = 3000 fall.defence_up = 50 liedown.time = 20 airjuggle = 15 sparkno = 2 guard.sparkno = 40 ko.echo = 0 volume = 150 intpersistindex = 51 floatpersistindex = 40 [size] xscale = 1 yscale = 1 ground.back = 19 ground.front = 19 air.back = 12 air.front = 12 height = 60 attack.dist = 160 proj.attack.dist = 90 proj.doscale = 0 head.pos = -7, -94 mid.pos = 0, -47 shadowoffset = 0 draw.offset = 0,0 [velocity] walk.fwd = 3 walk.back = -2.8 run.fwd = 7, 0 run.back = -7,-3.8 ; jump.neu = 0,-8.8 jump.back = -4,-9.4 jump.fwd = 3.8,-9.4 runjump.back = -2.55,-8.1 runjump.fwd = 6,-8.1 airjump.neu = 0,-8.8 airjump.back = -3.55 airjump.fwd = 3.5 [movement] airjump.num = 0 airjump.height = 35 yaccel = .45 stand.friction = .89 crouch.friction = .82 ;--------------------------------------------------------------------------- ; initialize (at the start of the round) [statedef 5900] type = s [state 870, push block] type = helper trigger1 = numhelper(3000) = 0 id = 3000 name = "Kobun" pos = -70,-4 postype = p1 stateno = 3000 helpertype = normal size.shadowoffset = -4 supermovetime = 999999 pausetime = 999999 ownpal = 1 [state 191, 0] type = changestate ;trigger1 = time = 0 trigger1 = roundno != 1 value = 0 [state 5900, 1] ;intro type = changestate trigger1 = roundno = 1 value = 190 ;--------------------------------------------------------------------------- ; stand [statedef 0] type = s physics = s velset = 0,0 sprpriority = 0 [State -3, wait out of the stage] type = destroyself trigger1 = Ishelper(3000) [state 0, 1] type = playsnd trigger1 = animelem = 11 trigger2 = animelem = 26 trigger3 = animelem = 42 trigger4 = animelem = 58 trigger5 = animelem = 73 trigger6 = animelem = 89 value = 5, 29 freqmul = .8 volume = -200 [state 0, 1] type = changeanim trigger1 = anim != 0 && anim != 5 trigger2 = anim = 5 && animtime = 0 ;turn anim over value = 0 [state 0, 3] ;stop moving if low velocity or 4 ticks pass type = velset trigger1 = abs(vel x) < 2 trigger2 = time = 4 x = 0 ;--------------------------------------------------------------------------- ; stand to crouch [statedef 10] type = c physics = c anim = 10 [state 10, 1] type = velmul trigger1 = time = 0 x = .75 [state 10, 1] type = velset trigger1 = time = 0 y = 0 [state 10, 1] type = playsnd trigger1 = time = 7 freqmul = .9 volume = -100 value = 5,25 channel = 5 [state 10, 2] type = changestate trigger1 = animtime = 0 value = 11 ;--------------------------------------------------------------------------- ; crouching [statedef 11] type = c physics = c anim = 11 sprpriority = 0 [state 10, 1] type = varset trigger1 = time = 0 v = 0 value = 0 [state 10, 1] type = varset trigger1 = time = 0 v = 1 value = 0 [state 10, 1] type = velset trigger1 = time = 0 trigger2 = command != "holddownfwd" y = 0 x = 0 [state 10, 1] type = velset triggerall = anim != 6 trigger1 = command = "holddownfwd" trigger1 = time > 5 x = 1 [state 11, 1] ; type = changeanim triggerall = anim != 6 trigger1 = command = "holddownfwd" trigger1 = time > 5 trigger1 = anim != 13 value = 13 [state 10, 1] type = varset trigger1 = anim = 13 trigger1 = var(0) = 0 v = 1 value = 1 [state 10, 1] type = varset trigger1 = anim = 13 trigger1 = var(0) = 0 v = 0 value = 1 [state 11, 1] ; type = playsnd trigger1 = var(1) = 1 value = 5, 28 loop = 1 channel = 2 [state 10, 1] type = varset trigger1 = anim = 11 v = 0 value = 0 [state 10, 1] type = varset trigger1 = 1 v = 1 value = 0 [state 11, 1] ; type = stopsnd trigger1 = anim = 11 channel = 2 [state 11, 1] ; type = changeanim trigger1 = anim = 6 && animtime = 0 trigger2 = command != "holddownfwd" && command != "holddownback" value = 11 ;--------------------------------------------------------------------------- ; crouch to stand [statedef 12] type = s physics = s anim = 12 [state 10, 1] type = playsnd trigger1 = time = 6 volume = -100 value = 5,25 channel = 5 [state 10, 1] type = velset trigger1 = time = 0 y = 0 [state 12, 1] type = changestate trigger1 = animtime = 0 value = 0 [Statedef 20] type = S physics = S sprpriority = 0 [state 12, 1] type = playsnd triggerall = anim = 20 trigger1 = animelem = 2 trigger2 = animelem = 7 value = 5,13 channel = 3 [state 12, 1] type = playsnd triggerall = anim = 21 trigger1 = animelem = 3 trigger2 = animelem = 8 value = 5,13 channel = 3 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 ;--------------------------------------------------------------------------- [statedef 170] type = s ctrl = 0 anim = 170 velset = 0,0 [state 170, 1] type = nothitby trigger1 = 1 value = sca time = 1 ;--------------------------------------------------------------------------- [statedef 180] type = s ctrl = 0 [state 180, 1] type = varrandom trigger1 = time = 0 v = 10 range = 181,182 [state 180, 1] type = changestate trigger1 = time = 0 value = 181;var(10) [statedef 181] type = s anim = 180 ctrl = 0 [state 180, 1] type = playsnd trigger1 = time = 3 value = 1,4 [state 180, 1] type = assertspecial trigger1 = time < 200 flag = roundnotover [statedef 182] type = s ctrl = 0 [state 180, 1] type = varrandom trigger1 = time = 0 v = 10 range = 181,182 ;--------------------------------------------------------------------------- ; intro [statedef 190] type = s ctrl = 0 anim = 190 velset = 5,0 [state 191, 2d] type = posset trigger1 = facing = 1 trigger1 = time = 0 x = -385 [state 191, 2d] type = posset trigger1 = facing = -1 trigger1 = time = 0 x = 385 [state 191, 2z] type = assertspecial trigger1 = 1 flag = intro [state 191, 2a] type = screenbound trigger1 = 1 value = 0 [state 191, 2u] type = velmul trigger1 = time > 60 x = .7 [state 191, 2e] type = velset trigger1 = time = 68 x = 0 [state 191, 2e] type = playsnd trigger1 = time = 68 value = 1,8 channel = 0 [state 192, 4] type = changeanim trigger1 = time = 68 value = 191 [state 192, 4] type = changestate trigger1 = animtime = 0 trigger1 = anim = 191 value = 0 ;--------------------------------------------------------------------------- ; chouhatsu [statedef 195] type = s movetype = I physics = s velset = 0,0 ctrl = 0 anim = 195 [state 191, 2] type = playsnd trigger1 = time = 4 value = 1,5 channel = 0 [state 191, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------------- ; hit_getup [statedef 5120] type = l movetype= i physics = n velset = 0,0,0 [state 5120, 3] type = playsnd trigger1 = time = 0 trigger1 = random < 400 value = 1, 7 channel = 0 [state 5120, 0] ; sneak roll backwards For back type = changestate triggerall = time = 0 triggerall = anim != 5111 trigger1 = command = "holdback" value = 5122 [state 5120, 1] ; sneak roll Forwards For back type = changestate triggerall = time = 0 triggerall = anim != 5111 trigger1 = command = "holdfwd" value = 5123 [state 5120, 0] ; sneak roll backwards For Up type = changestate triggerall = time = 0 triggerall = anim = 5111 trigger1 = command = "holdback" value = 5124 [state 5120, 1] ; sneak roll Forwards For Up type = changestate triggerall = time = 0 triggerall = anim = 5111 trigger1 = command = "holdfwd" value = 5125 [state 5120, 1a] ;get Up anim (normal) type = changeanim triggerall = time = 0 trigger1 = anim != 5111 value = 5120 [state 5120, 1b] ;get Up anim (for hit Up) type = changeanim triggerall = time = 0 trigger1 = anim = 5111 value = 5121 [state 5120, 3] type = nothitby trigger1 = 1 value = sca time = 1 [state 5120, 5] type = hitfallset trigger1 = animtime = 0 value = 1 [state 5120, 6] ;can't be thrown right after getting Up type = nothitby trigger1 = animtime = 0 value = , nt,st,ht time = 12 [state 5120, 6] ;can't be hit right after getting Up (short time) type = nothitby trigger1 = animtime = 0 value2 = sca time = 3 [state 5120, 7] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ; hit_getup (backward) [statedef 5122] type = l movetype= i physics = n ctrl = 0 velset = 0,0,0 [state 5120, 1] type = posset trigger1 = 1 y = 0 [state 100, 6] type = playsnd trigger1 = animelem = 2 value = 5,20 persistent = 0 [state 5120, 1] type = changeanim trigger1 = time = 0 value = 5122 [state 5121, 2] type = veladd trigger1 = time = 3 x = -8 [state 5121, 3] type = nothitby trigger1 = time >= 0 value = sca time = 1 [state 5121, 5] type = hitfallset trigger1 = animtime = 0 value = 1 [state 5121, 6] ;can't be thrown right after getting Up type = nothitby trigger1 = animtime = 0 value = , nt,st,ht time = 12 [state 5121, 6] ;can't be hit right after getting Up (short time) type = nothitby trigger1 = animtime = 0 value2 = sca time = 3 [state 5121, 7] type = changestate trigger1 = anim = 5122 trigger1 = animtime = 0 value = 0 ctrl = 1 ; hit_getup (backward) [statedef 5124] type = l movetype= i physics = n ctrl = 0 velset = 0,0,0 [state 5120, 1] type = posset trigger1 = 1 y = 0 [state 5120, 1] type = changeanim trigger1 = time = 0 value = 5124 [state 5121, 2] type = veladd trigger1 = time = 2 x = -8 [state 5121, 3] type = nothitby trigger1 = time >= 0 value = sca time = 1 [state 5121, 5] type = hitfallset trigger1 = animtime = 0 value = 1 [state 5121, 6] ;can't be thrown right after getting Up type = nothitby trigger1 = animtime = 0 value = , nt,st,ht time = 12 [state 5121, 6] ;can't be hit right after getting Up (short time) type = nothitby trigger1 = animtime = 0 value2 = sca time = 3 [state 5121, 7] type = changestate trigger1 = time = 35 value = 11 ctrl = 1 ; hit_getup (forward) [statedef 5123] type = l movetype= i physics = n ctrl = 0 velset = 0,0,0 [state 5120, 1] type = posset trigger1 = 1 y = 0 [state 100, 6] type = playsnd trigger1 = animelem = 2 value = 5,20 persistent = 0 [state 5120, 1] type = changeanim trigger1 = time = 0 value = 5123 [state 5122, 2] type = veladd trigger1 = time = 2 x = 8 [state 5122, 3] type = nothitby trigger1 = time = 0 value = sca time = 1 [state 5122, 5] type = hitfallset trigger1 = animtime = 0 value = 1 [state 5122, 6] ;can't be thrown right after getting Up type = nothitby trigger1 = animtime = 0 value = , nt,st,ht time = 12 [state 5122, 6] ;can't be hit right after getting Up (short time) type = nothitby trigger1 = animtime = 0 value2 = sca time = 3 [state 5121, 7] type = changestate trigger1 = anim = 5123 trigger1 = animtime = 0 value = 0 ctrl = 1 ; hit_getup (forward) [statedef 5125] type = l movetype= i physics = n ctrl = 0 velset = 0,0,0 [state 5120, 1] type = posset trigger1 = 1 y = 0 [state 5120, 1] type = changeanim trigger1 = time = 0 value = 5125 [state 5122, 2] type = veladd trigger1 = time = 2 x = 8 [state 5122, 3] type = nothitby trigger1 = time = 0 value = sca time = 1 [state 5122, 5] type = hitfallset trigger1 = animtime = 0 value = 1 [state 5122, 6] ;can't be thrown right after getting Up type = nothitby trigger1 = animtime = 0 value = , nt,st,ht time = 12 [state 5122, 6] ;can't be hit right after getting Up (short time) type = nothitby trigger1 = animtime = 0 value2 = sca time = 3 [state 5122, 7] type = changestate trigger1 = time = 35 value = 11 ctrl = 1 ;----------------------------------------------------------------- jump initiate [statedef 40] type = s physics = s ctrl = 0 [state 40, 1] type = velset trigger1 = time = 0 y = 0 [state 40, 2] type = changeanim trigger1 = time = 0 value = 40 [state 40, 1] type = velset ;trigger1 = time = 0 ;trigger1 = command = "holdfwd" trigger1 = prevstateno = 101 ;trigger1 = sysvar(1) = 1 x = 7 [state 40, 1] type = velset trigger1 = time = 0 trigger1 = command = "holdback" trigger1 = prevstateno = 105 x = -6 [state 40, 4] type = varset trigger1 = time = 0 sysvar(1) = 0 [state 40, 5] type = varset trigger1 = command = "holdfwd" sysvar(1) = 1 [state 40, 6] type = varset trigger1 = command = "holdback" sysvar(1) = -1 [state 40, 7] type = velset trigger1 = animtime = 0 trigger1 = var(3) = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1,const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [state 40, 8] type = velset trigger1 = animtime = 0 trigger1 = var(3) = 1 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1,3, -1.5)) y = -14 [state 40, 9] type = velset trigger1 = animtime = 0 trigger1 = prevstateno = 100 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [state 40, 11] type = varset trigger1 = time = 0 var(3) = 0 [state 40, 12] type = varset trigger1 = command = "du" trigger2 = command = "abc" trigger3 = prevstateno = 420 trigger4 = prevstateno = 271 var(3) = 1 [state 50, playsnd] type = playsnd trigger1 = animtime = 0 trigger1 = var(3) = 1 value = s0,18 channel = 0 [state 40, 13] type = varset trigger1 = time = 0 var(12) = 0 [state 40, 14] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------- ; jump Up [statedef 50] type = a physics = a [state 50, 1] type = varset trigger1 = time = 0 sysvar(1) = 0 [state 50, 2] type = changeanim trigger1 = time = 0 trigger1 = var(3) = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [state 50, 3] type = changeanim trigger1 = time = 0 trigger1 = var(3) = 1 value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 51, 52)) [state 50, 4] type = varset triggerall = time = 0 trigger1 = vel x = 0 var(1) = 0 [state 50, 5] type = varset triggerall = time = 0 trigger1 = vel x > 0 trigger2 = vel x < 0 var(1) = 1 [state 50, 6] type = turn trigger1 = p2dist x < 0 trigger1 = var(3) = 1 [state 50, 7] type = veladd trigger1 = var(3) = 1 trigger1 = command = "holdback" trigger1 = vel x > -1.5 x = -.05 [state 50, 8] type = veladd trigger1 = var(3) = 1 trigger1 = command = "holdfwd" trigger1 = vel x < 3 x = .15 [state 50, 9] type = veladd trigger1 = var(3) = 1 y = -0.14 [state 50,5] type = explod trigger1 = time = 2 trigger1 = var(3) = 1 anim = 6010 id = 6010 postype = p1 pos = 0,40 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 0 [state 50, 12] type = changestate trigger1 = vel y > 0 trigger1 = pos y > 0 value = 52 ;--------------------------------------------------------- ; jump land [statedef 52] type = s physics = s facep2 = 1 velset = 0,0 ctrl = 0 [state 52, 1] type = changeanim trigger1 = time = 0 value = 47 [state 52, playsnd] type = playsnd trigger1 = animelem = 1 value = s5,13 [state 52, Dust] type = explod trigger1 = time = 0 anim = 6007 id = 6007 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -2 persistent = 0 removeongethit = 0 [state 52, 3] type = posset trigger1 = time = 0 y = 0 [state 52, 4] type = ctrlset trigger1 = time = 1 value = 1 [state 52, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Dash Forward [statedef 100] type = S movetype= a physics = n ctrl = 1 anim = 100 sprpriority = 1 [state 100, 1] type = velset trigger1 = time = 0 x = 7 [state 192, 2] type = playsnd trigger1 = animelem = 1 value = 0, 17 [state 100, 4] type = explod trigger1 = time = 4 id = 100 anim = 6014 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [state 100, 5] type = assertspecial trigger1 = 1 flag = nowalk [state 100, 6] type = playsnd trigger1 = animelem = 2 value = 5,20 persistent = 0 [state 100, 1] type = varset trigger1 = statetype = A v = 6 value = 1 [state 100, 7] type = changestate triggerall = statetype != A trigger1 = time = 25 trigger2 = prevstateno = 710 trigger2 = time = 15 value = 101 ;------------------------ ; Dash Forward (land) [statedef 101] type = s physics = s velset = 3,0 ctrl = 0 anim = 101 [state 106, 3] type = playsnd trigger1 = time = 0 value = 5,13 [state 1001] type = varrandom trigger1 = 1 v = 0 range = 2, 8 [state 1001] type = varrandom trigger1 = 1 v = 1 range = -2, -60 [state 1001] type = varrandom trigger1 = 1 v = 2 range = 30, -10 [State 1000,1] type = Explod trigger1 = time%2 = 0 trigger1 = time < 25 anim = 6009 pos = var(2), 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 vel = var(0),var(1)/10 sprpriority = 4 ownpal = 1 [state 100, 7] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Dash Forward [statedef 102] type = A movetype= a physics = n ctrl = 1 anim = 100 sprpriority = 1 [state 100, 1] type = velset trigger1 = time = 0 x = 7 y = 0 [state 192, 2] type = playsnd trigger1 = animelem = 1 value = 0, 17 [state 100, 4] type = explod trigger1 = time = 4 id = 100 anim = 6014 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [state 100, 5] type = assertspecial trigger1 = 1 flag = nowalk [state 100, 6] type = playsnd trigger1 = animelem = 2 value = 5,20 persistent = 0 [state 100, 1] type = varset trigger1 = statetype = A v = 5 value = 1 [state 100, 7] type = changestate triggerall = statetype = A trigger1 = time = 25 value = 460 ;--------------------------------------------------------- ; Dash back [statedef 105] type = s movetype= a physics = n ctrl = 0 anim = 105 sprpriority = 1 [state 100, 1] type = velset trigger1 = time = 0 x = -7 [state 105, 1] type = velset trigger1 = time = 0 x = const(velocity.run.back.x) [state 105, 4] type = assertspecial trigger1 = 1 flag = nowalk [State 105,5] type = AssertSpecial trigger1 = 1 flag = Nocrouchguard [State 105,5] type = AssertSpecial trigger1 = 1 flag = Nostandguard [state 105, 6] type = changestate trigger1 = animtime = 0 value = 106 ;--------------------------------------------------------- ; Dash back (land) [statedef 106] type = s physics = s ctrl = 0 anim = 106 [state 106, 3] type = playsnd trigger1 = time = 0 value = 5,13 [state 106, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; stand jab [statedef 200] type = s movetype= a physics = s anim = 200 velset = 0,0 juggle = 1 ctrl = 0 poweradd = 20 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 3, 1 channel = 0 [state 200, 1] type = hitdef trigger1 = time = 0 attr = s, na damage = 23, 0 animtype = light guarDFlag = ma hitflag = maf priority = 3, hit pausetime = 7,7 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10, -56 hitsound = s0+var(49), 0 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9,-.8 yaccel = .6 air.type = high air.velocity = -4.4,9 air.hittime = 30 [state 200, 7] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; standing strong [statedef 210] type = s movetype= a physics = s juggle = 4 velset = 0,0 poweradd= 65 anim = 210 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 11 [state haha] type = playsnd trigger1 = animelem = 1,2 value = 3,2 channel = 0 [state 210, 2] type = hitdef trigger1 = animelem = 5 trigger2 = animelem = 7 trigger3 = animelem = 9 trigger4 = animelem = 11 attr = s, na animtype = medium damage = 20 guarDFlag = ma pausetime = 7,7 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.hittime = 30 yaccel = .6 air.velocity = -4.4,6 [state 210, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;stand Fierce [statedef 220] type = s movetype= a physics = s juggle = 4 poweradd= 65 velset = 0,0 anim = 220 ctrl = 0 sprpriority = 2 [state 200, 1] type = posadd trigger1 = animelem = 3 x = 30 [state 200, 1] type = playsnd trigger1 = time = 4 value = 5, 9 channel = 0 [state 210, 2] type = hitdef trigger1 = animelem = 4 trigger2 = animelem = 7 trigger3 = animelem = 10 trigger4 = animelem = 13 trigger5 = animelem = 16 trigger6 = animelem = 19 trigger7 = animelem = 23 attr = s, na damage = 40, 0 animtype = hard guarDFlag = ma hitflag = maf priority = 3, hit pausetime = 7,7 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10, -56 hitsound = s0+var(49), 2 guardsound = s0+var(49),8 ground.type = high ground.cornerpush.veloff = -15 ground.slidetime = 5 ground.hittime = 20 ground.velocity = -8,-6 air.velocity = -8,-6 airguard.velocity = -5,-1 yaccel = .6 air.type = low air.hittime = 30 [state 210, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;hop'n'slash [statedef 221] type = a movetype= a physics = n anim = 221 ctrl = 0 [state 200, 1] type = playsnd trigger1 = time = 15 freqmul = 1.5 value = 5, 4 [state 200, 1] type = playsnd trigger1 = time = 1 value = 3, 1 channel = 0 [state 810] type = veladd trigger1 = time = 5 x = 4 y = -3 [state 210, 2] type = hitdef trigger1 = time = 0 attr = s, na animtype = back damage = 57 guarDFlag = l pausetime = 5,5 sparkno = s6028 guard.sparkno = s6000 sparkxy = -15,-59 hitsound = s0,2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 20 ground.hittime = 30 ground.velocity = -8,-6 air.velocity = -8,-5 fall.recover = 0 [state 810] type = veladd trigger1 = time > 5 x = -.2 [state 810] type = veladd trigger1 = time > 10 y = .5 [state 810] type = changestate trigger1 = time > 10 trigger1 = pos y >= 0 value = 222 ;--------------------------------------------------------------------------- ;hop'n'slash2 [statedef 222] type = s movetype= a physics = s velset = 0,0 anim = 222 ctrl = 0 [state 810] type = posset trigger1 = 1 y = 0 [state 810] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------------- ;stand Fierce [statedef 223] type = s movetype= a physics = n juggle = 4 poweradd= 65 anim = 210 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 4 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 210, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = back damage = 57 guarDFlag = ma pausetime = 0,20 sparkno = s6029 guard.sparkno = s6000 sparkxy = -10,-52 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 30 ground.velocity = 0 air.velocity = -5,-3 [state 210, 5] type = changestate trigger1 = command = "z" trigger1 = p2dist x < 0 trigger1 = movecontact value = 224 ctrl = 1 [state 210, 5] type = playerpush trigger1 = 1 value = 0 [state 210, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;stand Fierce [statedef 224] type = s movetype= a physics = s juggle = 4 poweradd= 65 anim = 1006 ctrl = 0 velset = 0,0 sprpriority = 2 [state 200, 1] type = turn trigger1 = time = 0 [state 200, 1] type = velset trigger1 = time = 1 x = 10 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 4 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.5 value = 5, 4 [state 210, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = back damage = 57 guarDFlag = ma pausetime = 10,10 sparkno = s6030 guard.sparkno = s6000 sparkxy = -10,-52 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 30 ground.velocity = -10,-5 air.velocity = -10,-5 [state 210, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; standing short [statedef 230] type = s movetype= a physics = s juggle = 4 velset = 0,0 poweradd= 22 anim = 230 ctrl = 0 sprpriority = 2 [state 230, 1] type = playsnd trigger1 = time = 2 value = 5, 11 [state 230, 1] type = playsnd trigger1 = animelem = 3 value = 1, 10 channel = 0 [state 230, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = light damage = 26 hitflag = m guarDFlag = m pausetime = 6,6 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10,-80 hitsound = s0+var(49),3 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 10 ground.hittime = 17 ground.velocity = -5 yaccel = .6 air.hittime = 30 air.velocity = -4.4,9 [state 230, 2] type = hitdef trigger1 = animelem = 5 attr = s, na damage = 72 hitflag = m guarDFlag = m pausetime = 9,9 sparkno = s6001 guard.sparkno = s6000 sparkxy = -5,-17 hitsound = s0+var(49),0 guardsound = s0+var(49),8 ground.type = trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = 0,-1 air.velocity = 0,-1 guard.velocity = -5 fall = 1 fall.recover=0 yaccel = .45 [state 230, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; standing Forward [statedef 240] type = s movetype= a physics = s juggle = 5 anim = 240 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 240, 1] type = playsnd trigger1 = time = 2 value = 5, 11 [state 870, push block] type = helper trigger1 = animelem = 3 id = 241 name = "Flame" pos = 45,-64 stateno = 241 ownpal = 1 [state 240, 4] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 241] type = a movetype= a physics = n juggle = 5 anim = 241 velset = 0,0 ctrl = 0 [state 200, 1] type = sprpriority trigger1 = 1 value = 3 [state 200, 1] type = playsnd trigger1 = time = 0 value = 5 ,20 [state 200, 1] type = bindtoparent trigger1 = 1 pos = 45,-64 [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = parent, Fvar(0) ignorehitpause = 1 [state 240, 2] type = hitdef trigger1 = time%10 = 0 trigger1 = p2statetype != A attr = s, ap animtype = medium damage = 25 guarDFlag = ma pausetime = 0,7 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = -1 guardsound = s0+var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.hittime = 50 air.slidetime = 50 p2sprpriority = 4 p2stateno = 9000 yaccel = .7 air.velocity = -6,-1 palfx.time = 60 palfx.color = 0 palfx.add = 100,0,-180 palfx.sinadd = 40,20,20,15 [state 240, 2] type = hitdef trigger1 = time%10 = 0 trigger1 = p2statetype = A attr = s, ap animtype = medium damage = 25 guarDFlag = ma pausetime = 0,7 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = -1 guardsound = s0+var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.hittime = 50 air.slidetime = 50 p2sprpriority = 4 p2stateno = 9020 yaccel = .7 air.velocity = -6,-1 palfx.time = 60 palfx.color = 0 palfx.add = 100,0,-180 palfx.sinadd = 40,20,20,15 [state 3001, parentvaradd] type = parentvaradd trigger1 = movehit v = 18 value = 1 [state 200, 1] type = playsnd trigger1 = movehit value = s0+(parent,var(49)),1 [state 200, 1] type = playsnd trigger1 = movehit value = 5 ,19 [state 200, 1] type = playsnd trigger1 = moveguarded value = s0+(parent,var(49)),8 [state 1060, 8] type = explod trigger1 = numexplod(6023) = 0 trigger1 = movehit anim = 6023 id = 6023 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) postype = p2 removetime = 20 sprpriority = -1 bindtime = -1 ownpal = 1 ignorehitpause = 1 [state 200, 1] type = movehitreset trigger1 = movecontact [state 200, 1] type = destroyself trigger1 = animtime = 0 trigger2 = parent, stateno != 240 ;------------------------------------- [statedef 250] type = s movetype= a physics = s juggle = 5 anim = 250 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 0 value = 5, 1 freqmul = 1.5 persistent = 0 [state 200, 1] type = playsnd trigger1 = anim = 251 value = 3, 0 channel = 0 persistent = 0 [state 440, 3] type = hitdef trigger1 = time = 0 attr = c, na damage = 20 hitflag = mA animtype = up guarDFlag = MA pausetime = 0,5 sparkno = s6004 guard.sparkno = s6000 sparkxy = -5,-40 hitsound = s0+var(49),5 guardsound = s0+var(49),8 ground.type = low air.type = low ground.cornerpush.veloff = -20 ground.slidetime = 20 ground.hittime = 15 ground.velocity = -2,-10 air.velocity = -2,-10 air.hittime = 50 guard.velocity = -5 p2stateno = 441 yaccel = .6 [state 870, push blocka] type = changeanim trigger1 = anim = 250 trigger1 = animtime = 0 trigger1 = command != "hold c" trigger2 = time = 320 value = 251 [state 870, push blockb] type = helper trigger1 = anim = 251 trigger1 = animelem = 2 id = 251 name = "rock" pos = 0,-126 stateno = 251 ownpal = 1 [state 240, 4] type = changestate trigger1 = anim = 251 trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 251] type = a movetype= a physics = n juggle = 5 anim = 252 velset = 12,5 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = angledraw trigger1 = 1 [state 200, 1] type = angleadd trigger1 = 1 value = -11 [state 200, 1] type = sprpriority trigger1 = 1 value = 3 [state 240, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype != A attr = a, sp animtype = medium damage = 47 guarDFlag = ma pausetime = 0,7 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = s0+parent,var(49),5 guardsound = s0+parent,var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.hittime = 50 air.slidetime = 50 p2sprpriority = 4 p2stateno = 9000 yaccel = .7 air.velocity = -6,-1 [state 240, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype = A attr = a, sp animtype = medium damage = 47 guarDFlag = ma pausetime = 0,7 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = s0+parent,var(49),5 guardsound = s0+parent,var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7.5 air.hittime = 50 air.slidetime = 50 p2stateno = 9020 yaccel = .7 air.velocity = -7,-1 [state 1060, 8] type = playsnd trigger1 = movecontact value = 5,1 channel = 1 [state 1060, 8] type = explod trigger1 = movecontact anim = 253 id = 253 pos = 0,0 velocity = 1,6 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = movehit anim = 254 id = 253 pos = 0,0 velocity = 4,-4 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = movecontact anim = 255 id = 253 pos = 0,0 velocity = -1,6 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = movecontact anim = 256 id = 253 velocity = -3,-5 pos = 0,0 bindtime = 1 velocity = 1, 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = movecontact anim = 257 velocity = -5,-3 id = 253 pos = 0,0 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = movecontact anim = 258 velocity = 3,-5 id = 253 pos = 0,0 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, ha, nt, st, ht ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, np, sp, hp, ap ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 252 attr = sca, np, sp, hp, ap ignorehitpause = 1 [state 1060, 8] type = destroyself trigger1 = movecontact trigger2 = FrontEdgeBodyDist < -70 ;------------------------------- [statedef 252] type = a movetype= a physics = n juggle = 5 anim = 9999 velset = 12,5 poweradd= 65 ctrl = 0 sprpriority = 2 [state 1060, 8] type = playsnd trigger1 = time = 0 value = 5,1 channel = 1 [state 1060, 8] type = explod trigger1 = time = 0 anim = 253 id = 253 pos = 0,0 velocity = 1,6 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = time = 0 anim = 254 id = 253 pos = 0,0 velocity = 4,-4 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = time = 0 anim = 255 id = 253 pos = 0,0 velocity = -1,6 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = time = 0 anim = 256 id = 253 velocity = -3,-5 pos = 0,0 bindtime = 1 velocity = 1, 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = time = 0 anim = 257 velocity = -5,-3 id = 253 pos = 0,0 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = explod trigger1 = time = 0 anim = 258 velocity = 3,-5 id = 253 pos = 0,0 bindtime = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1060, 8] type = destroyself trigger1 = time = 1 ;------------------------------------- [statedef 271] type = s movetype= a physics = s juggle = 5 anim = 271 poweradd= 65 velset = 0,0 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6026 guard.sparkno = s6000 sparkxy = -10,-54 hitsound = s0+var(49),0 guardsound = s0+var(49)+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate trigger1 = command = "holdup" trigger1 = movecontact value = 40 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 272] type = a movetype= a physics = n juggle = 5 anim = 51 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 20 value = 1, 5 channel = 0 [state 240, 1] type = velset trigger1 = time = 0 x = 1 y = -15 [state 240, 1] type = veladd trigger1 = 1 y = .6 [state 240, 1] type = changeanim trigger1 = time = 20 value = 272 [state 240, 1] type = posset trigger1 = time >= 50 y = 0 [state 240, 1] type = velset trigger1 = time >= 50 y = 0 x = 0 [state 240, 2] type = hitdef trigger1 = time = 0 attr = s, na animtype = medium damage = 51 hitflag = mafd pausetime = 10,10 sparkno = s6025 guard.sparkno = s6000 sparkxy = -10,0 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7 air.velocity = -2.2,-3.2 palfx.time = 65 palfx.color = 0 palfx.add = 50,50,160 palfx.sinadd = 30,30,50,10 [state 3000, choque] type = explod trigger1 = numexplod(6018) = 0 trigger1 = movehit anim = 6018 id = 6018 bindtime = 70 removetime = 65 postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear,const(size.mid.pos.y)) sprpriority = 5 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 273] type = s movetype= a physics = s juggle = 5 anim = 273 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = velset trigger1 = time < 6 x = 6 [state 240, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6025 guard.sparkno = s6000 sparkxy = -10,-70 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate trigger1 = command = "y" trigger1 = movecontact value = 274 ctrl = 1 [state 240, 1] type = changestate triggerall = movecontact trigger1 = command = "b" trigger2 = command = "c" value = 277 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 274] type = s movetype= a physics = s juggle = 5 anim = 274 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = velset trigger1 = time < 6 x = 6 [state 240, 2] type = hitdef trigger1 = animelem = 5 attr = s, na animtype = back damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6027 guard.sparkno = s6000 sparkxy = -10,-53 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7.3,-5.2 air.velocity = -7.2,-5.2 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 275] type = s movetype= a physics = s juggle = 5 anim = 275 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 200, 1] type = playsnd trigger1 = time = 7 value = 3, 1 channel = 0 [state 240, 1] type = velset trigger1 = time < 6 x = 6 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = Up damage = 51 guarDFlag = ma pausetime = 20,20 sparkno = s27000 guard.sparkno = s6000 sparkxy = -10,-56 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -2,-8 air.velocity = -2,-8 fall = 1 fall.recover = 0 palfx.time = 75 palfx.color = 0 palfx.add = 50,50,160 palfx.sinadd = 30,30,50,10 [state 3000, choque] type = explod trigger1 = numexplod(6018) = 0 trigger1 = movehit anim = 6018 id = 6018 bindtime = 70 removetime = 85 postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear,const(size.mid.pos.y)) sprpriority = 5 [state 200, 1] type = playsnd trigger1 = movehit ignorehitpause = 1 value = 0, 31 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = -40,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = -168,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = -298,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = 88,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = 216,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state -2, First attack] type = explod trigger1 = movehit anim = 27001 sprpriority = 3 postype = p1 pos = 344,-56 bindtime = 1 removeongethit = 1 supermove = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 240, 1] type = changestate triggerall = movecontact trigger1 = command = "y" value = 272 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 276] type = s movetype= a physics = s juggle = 5 anim = 276 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 240, 1] type = velset trigger1 = time < 6 x = 6 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = changestate trigger1 = command = "y" trigger1 = movecontact value = 273 ctrl = 1 [state 240, 1] type = changestate trigger1 = command = "z" trigger1 = movecontact value = 278 ctrl = 1 [state 240, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6026 guard.sparkno = s6000 sparkxy = -10,-87 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -7 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 277] type = s movetype= a physics = s juggle = 5 anim = 277 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 240, 1] type = velset trigger1 = time < 6 x = 4 [state 240, 1] type = playsnd trigger1 = time = 1 value = 3, 0 channel = 0 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-17 hitsound = s0+var(49),4 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate triggerall = movecontact trigger1 = command = "y" value = 275 ctrl = 1 [state 240, 1] type = changestate triggerall = prevstateno = 280 triggerall = movecontact trigger1 = command = "z" value = 282 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 278] type = s movetype= a physics = s juggle = 5 anim = 278 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = velset trigger1 = time < 6 x = 4 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6028 guard.sparkno = s6000 sparkxy = -10,-41 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate triggerall = movecontact trigger1 = command = "b" trigger2 = command = "c" value = 277 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 279] type = s movetype= a physics = s juggle = 5 anim = 279 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 240, 1] type = velset trigger1 = time < 6 x = 4 [state 240, 2] type = hitdef trigger1 = animelem = 3 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6029 guard.sparkno = s6000 sparkxy = -10,-52 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = changestate trigger1 = command = "z" trigger1 = movecontact value = 280 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 280] type = s movetype= a physics = s juggle = 5 anim = 280 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = velset trigger1 = time < 6 x = 4 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6026 guard.sparkno = s6000 sparkxy = -10,-34 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate trigger1 = command = "z" trigger1 = movecontact value = 281 ctrl = 1 [state 240, 1] type = changestate triggerall = movecontact trigger1 = command = "b" trigger2 = command = "c" value = 277 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------- [statedef 281] type = s movetype= a physics = s juggle = 5 anim = 281 velset = 0,0 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 1.75 value = 5, 4 [state 240, 1] type = velset trigger1 = time < 6 x = 4 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6030 guard.sparkno = s6000 sparkxy = -10,-40 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 240, 1] type = changestate trigger1 = command = "z" trigger1 = movecontact value = 282 ctrl = 1 [state 240, 1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;guren3 [statedef 282] type = U movetype= a physics = n anim = 100 velset = 8,0 poweradd = 60 ctrl = 0 [state 810, grab sound] type = changestate trigger1 = time = 10 value = 283 ;--------------------------------------------------------------------------- ;deadly raise [statedef 283] type = a movetype= a physics = n anim = 1100 ctrl = 0 [state 200, 1] type = playsnd trigger1 = time = 1 value = 1, 8 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 2 [state 870, push block] type = helper trigger1 = time = 6 id = 1101 name = "spairaru" pos = 0,0 postype = p1 stateno = 11000 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 0 [state 240, 2] type = hitdef trigger1 = hitcount < 2 trigger1 = time%12 = 0 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 6,6 sparkno = s6025 guard.sparkno = s6000 sparkxy = -10,-75 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -1.2,-13 air.velocity = -1.2,-13 [state 240, 2] type = hitdef trigger1 = hitcount = 2 trigger1 = time%8 = 0 attr = s, na animtype = medium damage = 51 guarDFlag = ma pausetime = 10,10 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10,-75 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 12 ground.hittime = 20 ground.velocity = -9,-12 air.velocity = -9,-12 [state 200, 1] type = playsnd trigger1 = time = 1 value = 1, 8 channel = 0 [state 810, grab sound] type = velset trigger1 = animelem = 3 x = 0 [state 810, grab sound] type = velset trigger1 = animelem = 3 y = -7.5 [state 810, grab sound] type = changestate trigger1 = time = 20 value = 1104 ;--------------------------------------------------------------------------- ;crouching light punch [statedef 400] type = c movetype= a physics = c juggle = 5 poweradd= 15 anim = 400 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 0, 12 [state 400, 2] type = hitdef trigger1 = time = 0 attr = c, na damage = 23 priority = 3 animtype = light hitflag = maf guarDFlag = ma pausetime = 10,11 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10,-39 hitsound = s0+var(49),0 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 4 ground.hittime = 12 ground.velocity = -4 air.velocity = -1.5,-3 yaccel = .6 air.hittime = 30 air.velocity = -4.4,9 [state 400, 4] type = changestate trigger1 = animtime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;crouching strong punch [statedef 410] type = c movetype= a physics = c juggle = 6 poweradd= 50 anim = 410 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 12 [state 183, 3] type = playsnd trigger1 = time = 12 value = 5,2 channel = 4 [state 870, push block] type = helper trigger1 = time%10 = 0 trigger1 = time > 9 trigger1 = time < 49 id = 411 name = "Ripple Laser" pos = 52,-35 stateno = 411 ownpal = 1 [state 410, 4] type = changestate trigger1 = animtime = 0 value = 11 ctrl = 1 ;------------------------------------- [statedef 411] type = a movetype= a physics = n juggle = 5 anim = 413 velset = 3,0 ctrl = 0 [state 183, 3] type = explod trigger1 = time = 0 anim = 411 id = 4110 name = "rippleA" pos = 0,0 bindtime = -1 sprpriority = 4 ownpal = 1 [state 183, 3] type = explod trigger1 = time = 0 anim = 412 id = 4110 name = "rippleB" pos = 0,0 bindtime = -1 sprpriority = -4 ownpal = 1 [state 12001] type = varset trigger1 = time = 0 v = 0 value = 0 [state 12001] type = varadd trigger1 = time > 0 v = 0 value = 1 [state 12001] type = modifyexplod trigger1 = time > 0 id = 4110 scale = 1,(1+var(0)/95.00) [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = parent, Fvar(0) ignorehitpause = 1 [state 240, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype != A attr = s, sp animtype = medium damage = 47 guarDFlag = ma pausetime = 0,8 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.hittime = 50 air.slidetime = 50 p2sprpriority = 2 p2stateno = 9000 yaccel = .7 air.velocity = -6,-1 [state 240, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype = A attr = s, sp animtype = medium damage = 47 guarDFlag = ma pausetime = 0,8 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-50 hitsound = s0+var(49),1 guardsound = s0+var(49),8 ground.type = high air.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.hittime = 50 air.slidetime = 50 p2sprpriority = 2 p2stateno = 9020 yaccel = .7 air.velocity = -6,-1 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, ha, nt, st, ht ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, np, sp, hp, ap ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 412 attr = sca, np, sp, hp, ap ignorehitpause = 1 [state 3001, parentvaradd] type = parentvaradd trigger1 = movehit v = 18 value = 1 [state 200, 1] type = destroyself trigger1 = time = 39 ;---------------------------------- [statedef 412] type = a movetype= a physics = n juggle = 5 anim = 9999 velset = 3,0 ctrl = 0 [state 183, 3] type = removeexplod trigger1 = time = 0 id = 4110 [state 200, 1] type = destroyself trigger1 = time = 1 ;--------------------------------- [statedef 420] type = c movetype= a physics = c juggle = 5 poweradd= 65 anim = 420 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 3, 0 channel = 0 [state 200, 1] type = playsnd trigger1 = time = 0 value = 5, 12 volume = -220 [state , explod0] type = explod trigger1 = animelem = 4 anim = 421 pos = 0, 0 postype = p1 sprpriority = 4 ownpal = 1 [state 200, 1] type = playsnd trigger1 = animelem = 4 value = 5, 8 volume = 255 [state 240, 2] type = hitdef trigger1 = animelem = 4 attr = c, na animtype = Up damage = 63 guarDFlag = ma pausetime = 12,12 sparkno = s6004 guard.sparkno = s6000 sparkxy = -10,-75 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 air.hittime = 35 ground.velocity = 0,-15 air.velocity = 0,-13 p2stateno = 6100 yaccel = 0.5 palfx.time = 60 palfx.color = 0 palfx.add = 100,0,-180 palfx.sinadd = 40,20,20,15 [state 1060, 8] type = explod trigger1 = numexplod(6023) = 0 trigger1 = movehit anim = 6023 id = 6023 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) postype = p2 removetime = 20 sprpriority = -1 bindtime = -1 ownpal = 1 ignorehitpause = 1 [state 240, 4] type = changestate trigger1 = animtime = 0 value = 11 ctrl = 1 [state 240, 4] type = changestate trigger1 = movehit trigger1 = command = "holdup" value = 40 ;--------------------------------------------------------------------------- ;crouching light kick ; cns Difficulty: easy [statedef 430] type = c movetype= a physics = c juggle = 5 poweradd= 22 anim = 430 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 4 value = 5, 11 [state 430, 2] type = hitdef trigger1 = time%6 = 0 trigger1 = hitcount < 3 attr = c, na damage = 28 animtype = light hitflag = md guarDFlag = l pausetime = 9,9 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10,-8 hitsound = s0+var(49),3 guardsound = s0+var(49),8 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, 3] type = changestate trigger1 = animtime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;crouch strong kick [statedef 440] type = c movetype= a physics = c juggle = 4 poweradd= 70 anim = 440 ctrl = 0 sprpriority = 2 [state 440, 2] type = playsnd trigger1 = time = 0 value = 5, 12 [state 440, 2] type = playsnd trigger1 = animelem = 2 freqmul = 1.8 value = 5, 26 [state 440, 2] type = varrandom trigger1 = 1 v = 0 range = 0,5 [state 440, 2] type = varrandom trigger1 = 1 v = 1 range = 14,16 [state 440, 3] type = hitdef trigger1 = time%8 = 0 attr = c, na damage = 20 hitflag = mA animtype = up guarDFlag = MA pausetime = 0,5 sparkno = s6025+var(0) guard.sparkno = s6000 sparkxy = -5,-40 hitsound = -1 guardsound = s0+var(49),8 ground.type = low air.type = low ground.slidetime = 20 ground.hittime = 15 ground.velocity = -.3,-4 air.velocity = -.3,-6 air.hittime = 30 guard.velocity = -5 p2stateno = 441 yaccel = .7 [state 440, 2] type = playsnd trigger1 = movehit value = 5, var(1) channel = 4 [state 440, 2] type = playsnd trigger1 = moveguarded value = 0+var(49), 8 channel = 4 [state 440, 2] type = movehitreset trigger1 = movecontact [state 440, 4] type = changestate trigger1 = animtime = 0 value = 11 ctrl = 1 [statedef 441] type = a movetype= h physics = n anim = 5012+(200*var(40)) velset = 0,0 [state 326, 1] type = changeanim trigger1 = hitshakeover value = 5051+var(40) [state 6100, 1] type = changestate trigger1 = hitshakeover value = 442 ;--------------------------------------------------------- ; custom vs series hit Up - Fly Up [statedef 442] type = a movetype= h physics = n ctrl = 0 [state 6101, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 6101, 3] type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 6101, 4] type = changeanim trigger1 = time = 0 trigger1 = selfanimexist(5035) trigger1 = anim != [5051,5059] ;not if in hit Up anim trigger1 = anim != 5090 ;not if hit off ground anim value = 5035+(200*var(40)) ;[state 6101, 5] ;type = changeanim ;triggerall = animtime = 0 ;trigger1 = anim = 5030 ;trigger2 = anim = 5035 ;value = 5050 [state 6101, 6] type = changestate trigger1 = hitover trigger2 = animtime = 0 trigger3 = vel y > 0 trigger3 = pos y >= 10 trigger4 = time = 0 trigger4 = anim != 5035 && anim != 5235 value = 9030 ;--------------------------------------- [statedef 450] type = c movetype= a physics = n juggle = 7 poweradd= 70 anim = 450 ctrl = 0 sprpriority = 2 [state 10, 1] type = velset trigger1 = time = 0 trigger2 = command != "holddownfwd" && command != "holddownback" y = 0 x = 0 [state 10, 1] type = velset triggerall = time = 0 trigger1 = command = "holddownfwd" x = 2 [state 10, 1] type = velset triggerall = time = 0 trigger1 = command = "holddownback" x = -2 [state 200, 1] type = playsnd trigger1 = animelem = 4 value = 5, 12 [state 440, 3] type = hitdef trigger1 = time = 0 attr = c, na damage = 72 hitflag = md guarDFlag = l pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -5,-17 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = 0,-1 air.velocity = 0,-1 guard.velocity = -5 fall = 1 fall.recover=0 yaccel = .45 [state 1001] type = varrandom trigger1 = 1 v = 0 range = -8, 8 ignorehitpause = 1 [state 1001] type = varrandom trigger1 = 1 v = 1 range = -5, -20 ignorehitpause = 1 [state 1001] type = varrandom trigger1 = 1 v = 2 range = 5, -10 ignorehitpause = 1 [State 1000,1] type = Explod trigger1 = time%2 = 0 trigger1 = time < 25 anim = 6009 pos = var(2), 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 vel = var(0),var(1)/10 sprpriority = 4 ownpal = 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 = 1 poweradd= 11 anim = 600 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = animelem = 2 value = 3,1 [state 600, 2] type = hitdef trigger1 = time = 0 attr = a, na damage = 20 guarDFlag = ha priority = 3 pausetime = 9,9 sparkno = s6001 guard.sparkno = s6000 sparkxy = -10,-34 hitsound = s0+var(49),0 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = 0,-6 yaccel = .6 [state 410,3] type = veladd trigger1 = var(3) = 1 y = -0.09 [state 222, 5] type = changestate trigger1 = animtime = 0 value = 460 ;--------------------------------------------------------------------------- ;jump strong punch ; cns Difficulty: easy [statedef 610] type = a movetype= a physics = a juggle = 1 anim = 610 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5,11 [state 200, 1] type = playsnd trigger1 = animelem = 2 value = 3,2 [state 200, 1] type = playsnd trigger1 = animelem = 3 value = 5,7 freqmul = 2 volume = -200 [state 610, 3] type = hitdef trigger1 = time = 0 attr = a, na damage = 42 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-72 hitsound = s0+var(49),1 guardsound = s0+var(49),8 animtype = med ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = 0,-7 yaccel = .6 palfx.time = 65 palfx.color = 0 palfx.add = 50,50,160 palfx.sinadd = 30,30,50,10 [state 3000, choque] type = explod trigger1 = movehit anim = 6018 id = 6018 bindtime = 70 postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) sprpriority = 5 persistent = 0 [state 222, 5] type = changestate trigger1 = animtime = 0 value = 460 [state 420, 5] type = ctrlset trigger1 = time = 33 value = 1 [state 420,3] type = veladd trigger1 = var(3) = 1 y = -0.09 [statedef 620] type = a movetype= a physics = a juggle = 4 poweradd= 65 anim = 620 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5, 9 [state 610, 3] type = hitdef trigger1 = p2statetype != A trigger1 = time = 0 attr = a, na damage = 62 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-55 hitsound = s0+var(49),2 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -5,8 [state 610, 3] type = hitdef trigger1 = prevstateno != [600,640] trigger1 = p2statetype = A trigger1 = time = 0 attr = a, na damage = 62 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-55 hitsound = s0+var(49),2 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -6 air.velocity = -10,8 p2stateno = 700 [state 610, 3] type = hitdef trigger1 = prevstateno = [600,640] trigger1 = time = 0 trigger1 = p2statetype = A attr = a, na damage = 62 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-55 hitsound = s0+var(49),2 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -15,-2 p2stateno = 715 [state 451,6] type = screenbound triggerall = movehit trigger1 = var(3) = 1 trigger1 = prevstateno != 50 value = 0 [state 451,3] type = veladd trigger1 = var(3) = 1 y = -0.09 [state 451,6] type = changestate triggerall = var(3) = 1 triggerall = prevstateno != 50 trigger1 = backedgebodydist <= -20 value = 710 ctrl = 1 [state 451,6] type = changestate trigger1 = time = 40 value = 460 ctrl = 1 ;--------------------------------------------------------------------------- ;jump light kick ; cns Difficulty: easy [statedef 630] type = a movetype= a physics = a juggle = 1 poweradd= 20 anim = 630 ctrl = 0 sprpriority = 2 [state 630, 1] type = playsnd trigger1 = time = 1 value = 5, 11 [state 630, 2] type = hitdef trigger1 = time%4 = 0 trigger1 = hitcount < 3 attr = a, na damage = 26 guarDFlag = ha priority = 3 pausetime = 11,11 sparkno = s6001 guard.sparkno = s6000 sparkxy = -5,-53 hitsound = s0+var(49),3 guardsound = s0+var(49),8 ground.type = high ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.velocity = -0.2,-8 yaccel = .6 [state 430,3] type = veladd trigger1 = var(3) = 1 y = -0.09 [state 222, 5] type = changestate trigger1 = animtime = 0 value = 460 ;--------------------------------------------------------------------------- ;jump strong kick ; cns Difficulty: easy [statedef 640] type = a movetype= a physics = a juggle = 1 poweradd= 65 anim = 640 ctrl = 0 sprpriority = 2 [state 240, 1] type = playsnd trigger1 = time = 2 value = 1, 10 channel = 0 [state 240, 1] type = playsnd trigger1 = time = 2 value = 5, 11 [state 640, 3] type = hitdef trigger1 = time = 0 attr = a, na damage = 40 guarDFlag = ha pausetime = 9,9 sparkno = s6002 guard.sparkno = s6000 sparkxy = -10,-54 hitsound = s0+var(49),4 guardsound = s0+var(49),8 animtype = med ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -.2,-6 yaccel = .6 [state 440,3] type = veladd trigger1 = var(3) = 1 y = -0.09 [state 231, 4] type = changestate trigger1 = animtime = 0 value = 460 [statedef 650] type = a movetype= a physics = a juggle = 4 anim = 650 poweradd= 65 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 value = 3,0 channel = 0 [state 200, 1] type = playsnd trigger1 = time = 1 value = 5,12 [state 640, 3] type = hitdef trigger1 = time = 0 trigger1 = p2statetype != A attr = a, na damage = 56 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-40 hitsound = s0+var(49),5 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -8, 8 [state 640, 3] type = hitdef trigger1 = prevstateno != [600,640] trigger1 = time = 0 trigger1 = p2statetype = A attr = a, na damage = 56 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-40 hitsound = s0+var(49),5 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -8, 8 p2stateno = 715 [state 640, 3] type = hitdef trigger1 = prevstateno = [600,640] trigger1 = time = 0 trigger1 = p2statetype = A attr = a, na damage = 56 guarDFlag = ha priority = 4 pausetime = 9,9 sparkno = s6003 guard.sparkno = s6000 sparkxy = -10,-40 hitsound = s0+var(49),5 guardsound = s0+var(49),8 animtype = hard ground.type = high ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -15, 11 air.fall = 1 p2stateno = 715 [state 451,3] type = veladd trigger1 = var(3) = 1 y = -0.2 [state 451,6] type = posfreeze triggerall = movehit triggerall = pos Y < -210 trigger1 = var(3) = 1 trigger1 = prevstateno != 50 [state 451,6] type = screenbound triggerall = movehit trigger1 = var(3) = 1 trigger1 = prevstateno != 50 value = 0 [state 451,6] type = changestate triggerall = var(3) = 1 triggerall = prevstateno != 50 triggerall = movehit trigger1 = backedgebodydist <= -20 value = 710 ctrl = 1 [state 451,6] type = changestate trigger1 = p2stateno != [715,717] trigger1 = animtime = 0 value = 460 ctrl = 1 ;---------------------------------------------------------- [statedef 800] type = s movetype= a physics = s juggle = 0 velset = 0,0 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 2 value = 5, 4 [state 1000, changeanim] type = changeanim trigger1 = time = 0 && anim != 800 value = 800 [state 800, 1] type = hitdef trigger1 = time = 0 attr = s, nt damage = 0 hitflag = ma- priority = 1, miss pausetime = 0,0 ground.type = low animtype = medium sparkno = s6008 guard.sparkno = s6000 sparkxy = -10,-58 hitsound = s0,7 guardsound = s0+var(49),8 sprpriority = 1 numhits = 1 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 810 p2stateno = 8100 fall = 1 fall.recover = 0 kill = 0 [state 800, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------- ;le slash! [statedef 810] type = a movetype= a physics = n sprpriority = -2 anim = 810 poweradd = 60 [state 810, grab sound] type = targetbind trigger1 = animelem = 2 pos = 78, -44 [state 810, grab sound] type = targetbind trigger1 = animelem = 3 pos = -20, -124 [state 810, grab sound] type = targetbind trigger1 = animelem = 4 pos = -23, -119 [state 810, grab sound] type = targetlifeadd trigger1 = animelem = 4 value = -100 [state 200, 1] type = playsnd trigger1 = animelem = 5 value = 3, 0 [state 810, state end] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [statedef 8100] type = U movetype= h physics = n sprpriority = -1 poweradd = 60 [state 810, state end] type = screenbound trigger1 = 1 value = 0 [state 810, state end] type = changeanim2 trigger1 = time = 0 value = 820+(3*var(40)) [state 810, state end] type = velset trigger1 = animtime = 0 x = -12 y = -5 [state 810, state end] type = changestate trigger1 = animtime = 0 value = 8101 [Statedef 8101] type = A movetype= H physics = N [state 810, state end] type = screenbound trigger1 = 1 value = 1 movecamera = 1,0 [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 value = 5050+(202*var(40)) [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = 5050+(202*var(40)) value = 5060+(200*var(40)) persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = .6 [State 5050, 4] ;Recover near ground type = selfstate triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = selfstate triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = selfstate trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051+var(40),5059]) || (anim = [5060+(200*var(40)),5069]), 0, 25) value = 5100 ;HIT_BOUNCE [statedef 801] type = a movetype= a physics = a juggle = 0 ctrl = 0 sprpriority = 2 [state 1000, changeanim] type = varset trigger1 = command = "y" v = 0 value = 0 [state 1000, changeanim] type = varset trigger1 = command = "z" v = 0 value = 1 [state 1000, changeanim] type = changeanim trigger1 = time = 0 && anim != 850 value = 850 [state 800, 1] type = hitdef trigger1 = time = 0 attr = s, nt damage = 0 animtype = hard fall.animtype = hard ground.type = low hitflag = ma priority = 1, miss sparkno = 6009 guard.sparkno = s6000 hitsound = s0,7 guardsound = s0+var(49),8 numhits = 1 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 811 p2stateno = 820 fall = 1 fall.recover = 0 kill =0 [state 800, 2] type = changestate trigger1 = animtime = 0 trigger1 = var(0) = 0 value = 610 [state 800, 2] type = changestate trigger1 = animtime = 0 trigger1 = var(0) = 1 value = 620 ;--------------------------------------------------------------------------- ;fly Up [statedef 811] type = a movetype= a physics = n anim = 860 velset = 0,0 poweradd = 60 [state 810, grab sound] type = posfreeze trigger1 = 1 [state 810, grab sound] type = sprpriority trigger1 = 1 value = -5 [state , explod0] type = explod trigger1 = time = 0 anim = 8600 pos = 0, 0 postype = p1 bindtime = -1 sprpriority = 5 [state 810, bind 1] type = targetbind trigger1 = time = 0 pos = 54, -90 [state 810, bind 1] type = targetbind trigger1 = animelem = 3 trigger2 = animelem = 9 trigger3 = animelem = 15 pos = 98, -72 [state 810, bind 1] type = targetbind trigger1 = animelem = 4 trigger2 = animelem = 10 trigger3 = animelem = 16 pos = 84, -88 [state 810, bind 1] type = targetbind trigger1 = animelem = 5 trigger2 = animelem = 11 trigger3 = animelem = 17 trigger4 = animelem = 21 pos = 1, -91 [state 810, bind 1] type = targetbind trigger1 = animelem = 6 trigger2 = animelem = 12 trigger3 = animelem = 18 pos = -80, -90 [state 810, bind 1] type = targetbind trigger1 = animelem = 7 trigger2 = animelem = 13 trigger3 = animelem = 19 pos = -87, -81 [state 810, bind 1] type = targetbind trigger1 = animelem = 8 trigger2 = animelem = 14 trigger3 = animelem = 20 pos = -10, -66 [state 810, bind 1] type = targetbind trigger1 = animelem = 21 pos = 98, -50 [state 810, bind 1] type = targetlifeadd trigger1 = animelem = 21 value = -100 [state 810, state end] type = changestate trigger1 = animtime = 0 value = 460 ctrl = 1 ;--------------------------------------------------------------------------- ;thrown by rising throw [statedef 820] type = a movetype= h physics = n velset = 0,0 [state 820, 1] type = sprpriority trigger1 = 1 value = 1 [state 820, 1] type = changeanim2 trigger1 = time = 0 value = 821+var(40) [state 820, 1] type = screenbound trigger1 = 1 value = 0 [state 711, 6] type = selfstate trigger1 = enemynear, movetype != A value = 5040 ctrl = 1 [state 711, 6] type = velset trigger1 = time = 51 x = -12 y = -3 [state 711, 6] type = changestate trigger1 = time = 51 value = 8101 ;---------------------------------------------------------- [statedef 850] type = s movetype= a physics = s juggle = 0 velset = 0,0 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 1 freqmul = 2 value = 5, 4 [state 1000, changeanim] type = changeanim trigger1 = time = 0 && anim != 800 value = 800 [state 800, 1] type = hitdef trigger1 = time = 0 attr = s, nt damage = 0 hitflag = ma- priority = 1, miss pausetime = 0,0 ground.type = low animtype = medium sparkno = s6008 guard.sparkno = s6000 sparkxy = -10,-58 hitsound = s0,7 guardsound = s0+var(49),8 sprpriority = 1 numhits = 1 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 851 p2stateno = 8500 fall = 1 kill = 0 [state 800, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------- [statedef 851] type = s movetype= a physics = s juggle = 0 anim = 851 velset = 0,0 ctrl = 0 sprpriority = 2 [state 200, 1] type = playsnd trigger1 = time = 20 value = 1,9 channel = 0 [state 200, 1] type = turn trigger1 = FrontEdgeBodyDist < 90 [state 200, 1] type = targetbind trigger1 = animelem = 2 pos = 85,-46 [state 200, 1] type = targetbind trigger1 = animelem = 3 pos = -63,-56 [state 200, 1] type = targetbind trigger1 = animelem = 4 pos = -4,-58 [state 200, 1] type = targetbind trigger1 = animelem = 5 pos = 94,-140 [state 200, 1] type = targetbind trigger1 = animelem = 6 pos = 89,-135 [state 200, 1] type = targetbind trigger1 = animelem = 7 pos = 82,-127 [state 200, 1] type = targetdrop trigger1 = animelem = 8 [state 183, 3] type = explod trigger1 = animelem = 8 anim = 12005 id = 12000 name = "pow" pos = 72,-116 bindtime = 1 sprpriority = 5 ownpal = 1 [state 183, 3] type = playsnd trigger1 = animelem = 8 value = 5,8 channel = 4 [state 183, 3] type = helper trigger1 = animelem = 8 stateno = 852 id = 852 name = "kobun" pos = 72,-116 bindtime = 0 ownpal = 1 [state 800, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------------------- ; kobun [statedef 852] type = a movetype = a physics = n anim = 852 velset = 0,0 ctrl = 0 juggle = 14 sprpriority = 4 [state 183, 3] type = velset trigger1 = time = 0 x = 9 y = -9 [state 183, 3] type = playsnd trigger1 = time = 0 value = 6,0 channel = 3 [state 183, 3] type = sprpriority trigger1 = 1 value = 4 [state 800, 1] type = hitdef trigger1 = time = 0 damage = 0 attr = S, SA animtype = hard fall.animtype = hard ground.type = low air.type = low guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 guardsound = -1 sparkno = -1 guard.sparkno = -1 getpower = 50 ground.type = Low ground.slidetime = 12 ground.hittime = 100 ground.velocity = -12,-6 air.velocity = -12, -5 p2stateno = 8501 yaccel = .6 air.hittime = 100 [state 200, 1] type = targetbind trigger1 = movehit pos = 12,-34 [state 800, 1] type = hitdef trigger1 = FrontEdgeBodyDist < 20 attr = s, na damage = 150 hitflag = a priority = 1, miss pausetime = 0,0 ground.type = low animtype = medium sparkno = s6008 guard.sparkno = s6000 sparkxy = 0,0 hitsound = -1 numhits = 9 guardsound = s0+var(49),8 sprpriority = 1 snap = 13,0 numhits = 1 air.velocity = -4,-3 p2stateno = 9030 yaccel = .5 fall = 1 kill = 0 [state 200, 1] type = targetlifeadd trigger1 = FrontEdgeBodyDist < 20 value = -110 persistent = 0 [state 200, 1] type = changestate trigger1 = FrontEdgeBodyDist < 20 value = 853 ;-------------------------------------------------------------------------- ; kobun [statedef 853] type = a movetype = I physics = n velset = -3,-5 anim = 853 ctrl = 0 juggle = 0 sprpriority = 1 [state , explod0] type = targetstate trigger1 = time = 0 value = 9030 [state , explod0] type = varrandom trigger1 = time = 0 v = 0 range = 0,1 [state 183, 3] type = playsnd trigger1 = time = 0 value = 6,3+var(0) channel = 3 [state , explod0] type = playsnd trigger1 = time = 0 value = 5,18 channel = 4 [state , explod0] type = explod trigger1 = time = 0 anim = 6031 pos = 9, -16 postype = p1 bindtime = 1 scale = .5,.5 ontop = 1 ownpal = 1 [state 200, 1] type = veladd trigger1 = 1 y = .5 [state 200, 1] type = changestate trigger1 = pos y >=0 value = 854 [statedef 854] type = S movetype = I physics = n velset = 0,0 anim = 854 ctrl = 0 juggle = 0 sprpriority = 1 [state 200, 1] type = posset trigger1 = time = 0 y = 0 [state 200, 1] type = turn trigger1 = animelem = 23 [state 200, 1] type = velset trigger1 = animelem = 23 x = 6 [state 200, 1] type = destroyself trigger1 = FrontEdgeBodyDist < -70 [statedef 8500] type = S movetype = H physics = n velset = 0,0 ctrl = 0 juggle = 0 sprpriority = 1 [state 200, 1] type = turn trigger1 = facing = enemynear, facing [state 200, 1] type = screenbound trigger1 = time < 42 value = 0 [state 200, 1] type = changeanim2 trigger1 = time = 0 value = 8500+var(40) [state 200, 1] type = selfstate trigger1 = time = 400 value = 5040 [statedef 8501] type = A movetype = H physics = n velset = 0,0 ctrl = 0 juggle = 0 sprpriority = 1 [state 200, 1] type = sprpriority trigger1 = 1 value = 1 [state 200, 1] type = changeanim2 trigger1 = time = 0 value = 8502+var(40) [state 200, 1] type = selfstate trigger1 = time = 400 value = 5040 ;-------------------------------------------------------------------------- ; counter attack 1 - hard punch [statedef 910] type = s movetype = a physics = n velset = 0,0 ctrl = 0 juggle = 0 sprpriority = 1 [state , explod0] type = explod trigger1 = time = 0 anim = 6019 pos = 0, -200 postype = p1 supermovetime = 99999 pausemovetime = 99999 ontop = 1 ownpal = 1 [state haha] type = superpause trigger1 = time = 1 time = 20 pos = 0,50 anim = s6019 sound = s0,27 unhittable = 20 poweradd = -1000 [state hehe] type = reversaldef trigger1 = time = 0 hitsound = s0+var(49),21 sparkno = s6020 sparkxy = 0,50 pausetime = 0,0 reversal.attr = sca, na, sa, ha;, np, sp, hp p2stateno = 920 ;hitonce = 1 ; omitted Due to irregularity. ignorehitpause = 1 [state haha] type = playsnd trigger1 = time = 0 value = s0,23 abspan = 0 [state haha] type = nothitby trigger1 = 1 value = sca time = 20 [state haha] type = changestate trigger1 = time = 2 value = 1002 ;--------------------------------------------------------------------------- ; Freeze [statedef 920] type = U movetype= h physics = U velset = 0,0 ctrl = 0 [state -2, 1] type = afterimagetime trigger1 = movetype = h time = 0 ignorehitpause = 1 [state hahaha] type = nothitby trigger1 = time = 0 value = sca time = 1 [state haha] type = changeanim trigger1 = 1 value = anim elem = animelemno(0) [state selfstate] type = selfstate trigger1 = time >= 100 value = 5050 ;--------------------------------------------------------------------------- ;Drill [statedef 1000] type = U movetype= a physics = n power = 100 ctrl = 0 anim = 1000+(2*statetype = A) velset = 0,0 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 5,9 channel = 6 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 1,10 channel = 0 [state 820, 1] type = velset trigger1 = animelem = 2 x = 6 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 820, 1] type = velset trigger1 = animelem = 2 x = 6 [state 820, 1] type = varset trigger1 = time = 0 v = 0 value = 33 [state 820, 1] type = varset trigger1 = time = 0 v = 1 value = 0 [state 810, grab sound] type = varadd triggerall = var(0) > 3 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "c" trigger4 = command = "x" trigger5 = command = "y" trigger6 = command = "z" v = 0 value = 3 [state 820, 1] type = varadd trigger1 = vel x != 0 v = 0 value = -3 [State 1000, 6] type = HitDef trigger1 = time%2 = 0 trigger1 = var(0) > 3 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 sparkno = s6005 givepower = 10,1 getpower = 20,5 guard.sparkno = s6000 guardsound = -1 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -3.5 air.velocity = -2.5, -3 yaccel = .6 air.hittime = 28 [State 1000, 6] type = HitDef triggerall = time%2 = 0 trigger1 = var(0) <= 6 trigger2 = time > 27 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 guardsound = -1 sparkno = s6005 guard.sparkno = s6000 givepower = 10,1 getpower = 20,5 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -12,-6 air.velocity = -12, -5 yaccel = .6 air.hittime = 28 [state 820, 1] type = playsnd trigger1 = movehit value = 0+var(49),6 channel = 4 [state 820, 1] type = playsnd trigger1 = moveguarded value = 0+var(49),8 channel = 4 [state 820, 1] type = varset trigger1 = movecontact v = 1 value = 1 [state 820, 1] type = movehitreset trigger1 = movecontact [state 183, 3] type = explod trigger1 = statetype != A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -46,-40 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 183, 3] type = explod trigger1 = statetype = A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -6,-51 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 820, 1] type = changestate trigger1 = var(1) = 1 trigger1 = var(0) <= 0 trigger2 = time = 25 trigger2 = var(1) = 0 trigger3 = time = 30 value = 1010+statetype = A ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Drill [statedef 1001] type = U movetype= a physics = n power = 100 ctrl = 0 anim = 1000+(2*statetype = A) velset = 0,0 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 5,9 channel = 6 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 1,10 channel = 0 [state 820, 1] type = velset trigger1 = animelem = 2 x = 7 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 820, 1] type = varset trigger1 = time = 0 v = 0 value = 45 [state 820, 1] type = varset trigger1 = time = 0 v = 1 value = 0 [state 810, grab sound] type = varadd triggerall = var(0) > 3 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "c" trigger4 = command = "x" trigger5 = command = "y" trigger6 = command = "z" v = 0 value = 3 [state 820, 1] type = varadd trigger1 = vel x != 0 v = 0 value = -3 [State 1000, 6] type = HitDef trigger1 = time%2 = 0 trigger1 = var(0) > 3 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 sparkno = s6005 givepower = 10,1 getpower = 20,5 guard.sparkno = s6000 guardsound = -1 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -3.5 air.velocity = -2.5, -3 yaccel = .6 air.hittime = 28 [State 1000, 6] type = HitDef triggerall = time%2 = 0 trigger1 = var(0) <= 6 trigger2 = time > 37 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 guardsound = -1 sparkno = s6005 guard.sparkno = s6000 givepower = 10,1 getpower = 20,5 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -12,-6 air.velocity = -12, -5 yaccel = .6 air.hittime = 28 [state 820, 1] type = playsnd trigger1 = movehit value = 0+var(49),6 channel = 4 [state 820, 1] type = playsnd trigger1 = moveguarded value = 0+var(49),8 channel = 4 [state 820, 1] type = varset trigger1 = movecontact v = 1 value = 1 [state 820, 1] type = movehitreset trigger1 = movecontact [state 183, 3] type = explod trigger1 = statetype != A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -46,-40 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 183, 3] type = explod trigger1 = statetype = A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -6,-51 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 820, 1] type = changestate trigger1 = var(1) = 1 trigger1 = var(0) <= 0 trigger2 = time = 30 trigger2 = var(1) = 0 trigger3 = time = 40 value = 1010+statetype = A ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Drill [statedef 1002] type = U movetype= a physics = n ctrl = 0 power = 100 anim = 1000+(2*statetype = A) velset = 0,0 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 5,9 channel = 6 [state 820, 1] type = playsnd trigger1 = animelem = 2 value = 1,10 channel = 0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 820, 1] type = velset trigger1 = animelem = 2 x = 8 [state 820, 1] type = varset trigger1 = time = 0 v = 0 value = 55 [state 820, 1] type = varset trigger1 = time = 0 v = 1 value = 0 [state 810, grab sound] type = varadd triggerall = var(0) > 3 trigger1 = command = "a" trigger2 = command = "b" trigger3 = command = "c" trigger4 = command = "x" trigger5 = command = "y" trigger6 = command = "z" v = 0 value = 3 [state 820, 1] type = varadd trigger1 = vel x != 0 v = 0 value = -3 [State 1000, 6] type = HitDef trigger1 = time%2 = 0 trigger1 = var(0) > 3 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 sparkno = s6005 givepower = 10,1 getpower = 20,5 guard.sparkno = s6000 guardsound = -1 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -3.5 air.velocity = -2.5, -3 yaccel = .6 air.hittime = 28 [State 1000, 6] type = HitDef triggerall = time%2 = 0 trigger1 = var(0) <= 5 trigger2 = time > 47 attr = S, SA animtype = Heavy damage = 17,3 guardflag = MA hitflag = MAF pausetime = 3,3 sparkxy = -60,-40 hitsound = -1 guardsound = -1 sparkno = s6005 guard.sparkno = s6000 givepower = 10,1 getpower = 20,5 ground.type = Low ground.slidetime = 12 ground.hittime = 20 ground.velocity = -12,-6 air.velocity = -12, -5 yaccel = .6 air.hittime = 28 [state 820, 1] type = playsnd trigger1 = movehit value = 0+var(49),6 channel = 4 [state 820, 1] type = playsnd trigger1 = moveguarded value = 0+var(49),8 channel = 4 [state 820, 1] type = varset trigger1 = movecontact v = 1 value = 1 [state 820, 1] type = movehitreset trigger1 = movecontact [state 183, 3] type = explod trigger1 = statetype != A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -46,-40 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 183, 3] type = explod trigger1 = statetype = A trigger1 = animelem = 4 anim = 10000 ID = 10000 pos = -6,-51 bindtime = -1 sprpriority = 4 removeongethit = 1 removetime = 99999 ownpal = 1 [state 820, 1] type = changestate trigger1 = var(1) = 1 trigger1 = var(0) <= 0 trigger2 = time = 35 trigger2 = var(1) = 0 trigger3 = time = 50 value = 1010+statetype = A ;--------------------------------------------------------------------------- ;end drill [statedef 1010] type = S movetype= I physics = S anim = 1001 ctrl = 0 [state 820, 1] type = removeexplod trigger1 = time = 0 ID = 10000 [state 820, 1] type = stopsnd trigger1 = animelem = 3 channel = 6 [state 820, 1] type = changestate trigger1 = animtime = 0 trigger1 = statetype != A value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;schwarzelle se [statedef 1011] type = A movetype= I physics = a anim = 1003 ctrl = 0 [state 820, 1] type = velmul trigger1 = vel X > 5 x = .9 [state 820, 1] type = stopsnd trigger1 = animelem = 3 channel = 6 [state 820, 1] type = removeexplod trigger1 = time = 0 ID = 10000 [state 820, 1] type = changestate trigger1 = animtime = 0 trigger1 = statetype = A value = 460 ;----------------------------------- ;sUBlimation [statedef 1100] type = s movetype= a physics = s power = 100 anim = 1100 velset = 0,0 ctrl = 0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 2 value = 1,3 channel = 0 [state 183, 3] type = playsnd trigger1 = animelem = 4 value = 5, 8 freqmul = 1.5 [state 183, 3] type = helper trigger1 = target, stateno = 1110 trigger1 = numhelper(11000) = 0 stateno = 11000 id = 11000 name = "beacon" postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) bindtime = -1 ownpal = 1 persistent = 0 [state 183, 3] type = explod trigger1 = animelem = 4 anim = 11001 pos = 71,-89 bindtime = -1 sprpriority = 3 removeongethit = 1 removetime = 43 ownpal = 1 [state 183, 3] type = explod trigger1 = animelem = 12 anim = 11002 name = "pow" pos = 79,-87 bindtime = -1 sprpriority = 3 ownpal = 1 [state 200, 2] type = hitdef trigger1 = time = 0 trigger1 = p2stateno != 1110 attr = a, sa damage = 27,3 animtype = hard air.animtype = Up getpower = 60 givepower = 80,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,4 sparkno = s6005 guard.sparkno = s6000 sparkxy = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) hitsound = s5,10 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,0 air.slidetime = 12 air.hittime = 12 air.velocity = 0,0 yaccel = .6 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = -4.3 airguard.velocity = -4.3 p2stateno = 1110 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [statedef 1101] type = s movetype= a physics = s anim = 1101 power = 100 velset = 0,0 ctrl = 0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 2 value = 1,3 channel = 0 [state 183, 3] type = playsnd trigger1 = animelem = 4 value = 5, 8 freqmul = 1.5 [state 183, 3] type = helper trigger1 = target, stateno = 1110 trigger1 = numhelper(11000) = 0 stateno = 11000 id = 11000 name = "beacon" postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) bindtime = -1 ownpal = 1 persistent = 0 [state 183, 3] type = explod trigger1 = animelem = 4 anim = 11013 ID = 11000 pos = 74,-111 bindtime = -1 sprpriority = 3 removeongethit = 1 removetime = 43 ownpal = 1 [state 183, 3] type = explod trigger1 = animelem = 12 anim = 11015 name = "pow" pos = 70,-108 bindtime = 1 sprpriority = 3 ownpal = 1 [state 200, 2] type = hitdef trigger1 = time = 0 trigger1 = p2stateno != 1110 attr = a, sa damage = 27,3 animtype = hard air.animtype = Up getpower = 60 givepower = 80,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,4 sparkno = s6005 guard.sparkno = s6000 sparkxy = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) hitsound = s5,10 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,0 air.slidetime = 12 air.hittime = 12 air.velocity = 0,0 yaccel = .6 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = -4.3 airguard.velocity = -4.3 p2stateno = 1110 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [statedef 1102] type = s movetype= a physics = s anim = 1102 power = 100 velset = 0,0 ctrl = 0 [state 183, 3] type = playsnd trigger1 = animelem = 4 value = 5, 8 freqmul = 1.5 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 2 value = 1,3 channel = 0 [state 183, 3] type = helper trigger1 = numhelper(11000) = 0 trigger1 = target, stateno = 1110 stateno = 11000 id = 11000 name = "beacon" postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) bindtime = -1 ownpal = 1 persistent = 0 [state 183, 3] type = explod trigger1 = animelem = 4 anim = 11014 pos = 53,-117 bindtime = -1 sprpriority = -3 removeongethit = 1 removetime = 43 ownpal = 1 [state 183, 3] type = explod trigger1 = animelem = 12 anim = 11016 name = "pow" pos = 60,-120 bindtime = 1 sprpriority = 3 ownpal = 1 [state 200, 2] type = hitdef trigger1 = p2stateno != 1110 trigger1 = time = 0 attr = a, sa damage = 27,3 animtype = hard air.animtype = Up getpower = 60 givepower = 80,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,4 sparkno = s6005 guard.sparkno = s6000 sparkxy = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y)) hitsound = s5,10 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,0 air.slidetime = 12 air.hittime = 12 air.velocity = 0,0 yaccel = .6 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = -4.3 airguard.velocity = -4.3 p2stateno = 1110 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;sUBlimation [statedef 1110] type = U movetype= H physics = n velset = 0,0 sprpriority = -3 [state 183, 3] type = changeanim trigger1 = selfanimexist(5010) value = 5010 persistent = 0 [state 183, 3] type = selfstate trigger1 = time = 160 trigger1 = statetype = A value = 5040 [state 183, 3] type = selfstate trigger1 = time = 160 trigger1 = statetype != A value = 5000 ;----------------------------------- ;sUBlimation [statedef 11000] type = a movetype= a physics = n anim = 11000 velset = 0,0 sprpriority = 2 [state 183, 3] type = posset trigger1 = 1 x = enemynear,pos x + (enemynear, const(size.mid.pos.x)) [state 183, 3] type = explod trigger1 = time = 0 anim = 11003 id = 11001 name = "moresUBlim" pos = 0,0 bindtime = -1 sprpriority = 3 removetime = 200 ownpal = 1 [state 183, 3] type = explod trigger1 = time = 0 anim = 11004 id = 11001 name = "moresUBlim" pos = 0,0 bindtime = -1 sprpriority = 3 removetime = 200 ownpal = 1 [state 183, 3] type = explod trigger1 = time = 0 anim = 11011 id = 11001 name = "moresUBlim" pos = 0,0 bindtime = -1 sprpriority = 3 removetime = 200 ownpal = 1 [state 183, 3] type = explod trigger1 = time = 0 anim = 11012 id = 11001 name = "moresUBlim" pos = 0,0 bindtime = -1 sprpriority = 3 removetime = 200 ownpal = 1 [state 183, 3] type = helper trigger1 = time = 0 stateno = 11001 id = 11001 name = "kobun1" pos = -340,-60 sprpriority = 4 ownpal = 1 [state 183, 3] type = helper trigger1 = time = 0 stateno = 11001 id = 11002 name = "kobun1" pos = 340,-60 sprpriority = 4 ownpal = 1 [state 1003] type = removeexplod trigger1 = time = 160 trigger2 = enemynear, stateno != 1110 ID = 11001 [state 1003] type = Destroyself trigger1 = time = 160 trigger2 = enemynear, stateno != 1110 ;----------------------------------- ;sUBlimation [statedef 11001] type = a movetype= i physics = n anim = 11005 sprpriority = 3 [state 7010, BURNING] type = playsnd trigger1 = time = 0 value = 6,6 channel = 1 [state 7010, BURNING] type = turn trigger1 = time = 0 trigger1 = ishelper(11002) [state 7010, BURNING] type = velset trigger1 = time = 0 x = 6.5 y = -6 [state 7010, BURNING] type = veladd trigger1 = time < 48 y = .3 [state 7010, BURNING] type = velset trigger1 = time = 48 y = 0 x = 0 [state 7010, BURNING] type = bindtoparent trigger1 = time >= 48 trigger1 = facing = parent, facing pos = -18,0 [state 7010, BURNING] type = bindtoparent trigger1 = time >= 48 trigger1 = facing != parent, facing pos = 18,0 [state 7010, BURNING] type = changeanim trigger1 = time = 48 value = 11006 [state 7010, BURNING] type = varset trigger1 = time = 160 v = 0 value = 1 [state 7010, BURNING] type = changestate trigger1 = time = 160 trigger2 = numhelper(11000) = 0 value = 11002 ;----------------------------------- ;sUBlimation [statedef 11002] type = a movetype= i physics = n velset = 0,0 sprpriority = 3 [state 7010, BURNING] type = veladd trigger1 = 1 y = .4 [state 7010, BURNING] type = changeanim trigger1 = var(0) = 1 value = 11007 persistent = 0 [state 7010, BURNING] type = playsnd trigger1 = anim = 11007 value = 6, 0 channel = 1 persistent = 0 [state 7010, BURNING] type = changeanim trigger1 = var(0) = 0 value = 11009 persistent = 0 [state 7010, BURNING] type = changestate trigger1 = pos y >= 0 value = 11003 [statedef 11003] type = a movetype= a physics = n velset = 0,0 sprpriority = 3 [state 7010, BURNING] type = turn trigger1 = time = 0 trigger1 = rootdist x < 0 [state 7010, BURNING] type = changeanim trigger1 = var(0) = 0 value = 11010 persistent = 0 [state 7010, BURNING] type = changeanim trigger1 = var(0) = 1 value = 11008 persistent = 0 [state 7010, BURNING] type = posset trigger1 = time = 0 y = 0 [state 7010, BURNING] type = velset trigger1 = time = 0 x = 5 [state 7010, BURNING] type = poweradd trigger1 = var(0) = 1 trigger1 = rootdist x = [-30,30] trigger1 = rootdist y = [-20,0] value = 300 persistent = 0 [state 7010, BURNING] type = playsnd trigger1 = var(0) = 1 trigger1 = rootdist x = [-30,30] trigger1 = rootdist y = [-20,0] value = 5, 23 persistent = 0 [state 7010, BURNING] type = changeanim trigger1 = var(0) = 1 trigger1 = rootdist x = [-30,30] trigger1 = rootdist y = [-20,0] value = 11010 persistent = 0 [state 1003] type = destroyself trigger1 = FrontEdgeBodyDist < -70 ;----------------------------------- ;kobun launch [statedef 1200] type = s movetype= a physics = s power = 100 anim = 1200 ctrl = 0 velset = 0,0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 5 value = 5,8 [state 1003] type = playsnd trigger1 = time = 2 value = 1,9 channel = 0 [state 183, 3] type = helper trigger1 = animelem = 5 stateno = 12000 id = 12000 name = "kobun" pos = 66,-90 bindtime = 0 ownpal = 1 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;kobun launch [statedef 1201] type = a movetype= a physics = n power = 100 anim = 1200 ctrl = 0 velset = 0,0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 5 value = 5,8 [state 1003] type = playsnd trigger1 = time = 2 value = 1,9 channel = 0 [state 183, 3] type = helper trigger1 = animelem = 5 stateno = 12000 id = 12001 name = "kobun" pos = 66,-90 bindtime = 0 ownpal = 1 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;kobun launch [statedef 1202] type = a movetype= a physics = n power = 100 anim = 1200 ctrl = 0 velset = 0,0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1003] type = playsnd trigger1 = animelem = 5 value = 5,8 [state 1003] type = playsnd trigger1 = time = 2 value = 1,9 channel = 0 [state 183, 3] type = helper trigger1 = animelem = 5 stateno = 12000 id = 12002 name = "kobun" pos = 66,-90 bindtime = 0 ownpal = 1 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;kobun [statedef 12000] type = a movetype= a physics = n anim = 12000 velset = 4.5,-3.5 sprpriority = 2 [state 200, 2] type = hitdef trigger1 = time = 0 attr = a, sp damage = 90,3 animtype = hard getpower = 60 givepower = 20,5 guarDFlag = m hitflag = mafd priority = 7 pausetime = 0,4 sparkno = s6005 guard.sparkno = s6000 sparkxy = 5,-50 hitsound = s0+var(49),6 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -4 air.slidetime = 12 air.hittime = 12 air.velocity = -3,-3 down.velocity = -2,-3 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = -4.3 airguard.velocity = -4.3 [state 1003] type = varrandom trigger1 = 1 v = 2 range = 0,1 [state 1003] type = playsnd trigger1 = time = 3 value = 6,0+(2*var(2)) [state 183, 3] type = velmul trigger1 = Ishelper(12000) trigger1 = time >= 5 x = .9 y = .9 [state 183, 3] type = velmul trigger1 = Ishelper(12001) trigger1 = time >= 17 x = .9 y = .9 [state 183, 3] type = velmul trigger1 = Ishelper(12002) trigger1 = time >= 35 x = .9 y = .9 [state 183, 3] type = explod trigger1 = time = 0 anim = 12005 id = 12000 name = "pow" pos = -3,-17 bindtime = 1 sprpriority = 5 ownpal = 1 [state 1003] type = changestate trigger1 = time = 20 trigger1 = ishelper(12000) value = 12001 [state 1003] type = changestate trigger1 = time = 37 trigger1 = ishelper(12001) value = 12001 [state 1003] type = changestate trigger1 = time = 55 trigger1 = ishelper(12002) value = 12001 ;----------------------------------- ;kobun fall [statedef 12001] type = a movetype= a physics = n anim = 12001 velset = 0,0 sprpriority = 3 [state 440, 2] type = velset trigger1 = time > 19 y = 1.5 [state 1003] type = playsnd trigger1 = time%20 = 0 trigger1 = time > 19 value = 5,5 channel = 5 [state 440, 2] type = varrandom trigger1 = 1 v = 0 range = 0,5 [state 440, 2] type = varrandom trigger1 = 1 v = 1 range = 14,16 [state 200, 2] type = hitdef trigger1 = time%5 = 0 trigger1 = var(2) < 3 attr = a, sp damage = 35,3 animtype = hard getpower = 33 givepower = 20,5 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 4,4 sparkno = s6025+var(0) guard.sparkno = s6000 sparkxy = 5,-50 hitsound = -1 guardsound = s0+(parent,var(49)),8 ground.type = low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -4 air.slidetime = 12 air.hittime = 12 air.velocity = -1,-3 down.velocity = -2,-3 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = -4.3 airguard.velocity = -4.3 [state 440, 2] type = playsnd trigger1 = movehit value = 5, var(1) channel = 4 ignorehitpause = 1 [state 440, 2] type = playsnd trigger1 = moveguarded value = 0+(parent,var(49)), 8 channel = 4 ignorehitpause = 1 [state 440, 2] type = varadd trigger1 = movecontact v = 2 value = 1 ignorehitpause = 1 [state 440, 2] type = movehitreset trigger1 = movecontact ignorehitpause = 1 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, ha, nt, st, ht ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, np, sp, hp, ap ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 12002 attr = sca, np, sp, hp, ap ignorehitpause = 1 [state 1003] type = playerpush trigger1 = 1 value = 0 [state 1003] type = changestate trigger1 = pos y >= -60 value = 12002 ;----------------------------------- ;phantoom! [statedef 12002] type = a movetype= a physics = n anim = 12002 velset = 0,1 sprpriority = 3 [state 1003] type = stopsnd trigger1 = time = 0 channel = 5 [state 183, 3] type = veladd trigger1 = time > 6 y = .5 [state 1003] type = changestate trigger1 = pos y >= 0 value = 12003 ;----------------------------------- ;phantoom! [statedef 12003] type = a movetype= a physics = n anim = 12003 velset = 0,0 sprpriority = 3 [state 1003] type = turn trigger1 = animelem = 7 [state 1003] type = velset trigger1 = animelem = 7 x = 6 [state 1003] type = destroyself trigger1 = FrontEdgeBodyDist < -70 value = 12005 ;----------------------------------- ;phantoom! [statedef 12004] type = a movetype= i physics = n anim = 12005 velset = 0,0 sprpriority = 3 [state 183, 3] type = explod trigger1 = time = 0 anim = 12003 id = 12005 name = "ghost" postype = p2 pos = Floor(enemynear, const(size.mid.pos.x)),-20 bindtime = -1 sprpriority = 3 removetime = -1 ownpal = 1 [state 12001] type = removeexplod trigger1 = time = 0 id = 12003 [state 12001] type = varset trigger1 = time = 0 v = 0 value = 0 [state 12001] type = varadd trigger1 = time > 200 v = 0 value = 1 [state 12001] type = modifyexplod trigger1 = time > 200 id = 12005 scale = (1-var(0)/30.00),1 [state 12001,b] type = removeexplod trigger1 = time = 230 trigger2 = enemynear, movetype != H trigger2 = time = 0 id = 12005 [state 12001,a] type = changestate trigger1 = enemynear, movetype != H trigger1 = time = 0 value = 12006 [state 1003] type = playerpush trigger1 = 1 value = 0 [state 12001] type = removeexplod trigger1 = time = 0 id = 12003 [state 1003] type = Destroyself trigger1 = time = 231 ;----------------------------------- ;phantoom! [statedef 12006] type = a movetype= i physics = n anim = 12005 velset = 0,0 sprpriority = 3 [state 183, 3] type = explod trigger1 = time = 0 anim = 12006 id = 12006 name = "ouch" pos = 0,0 bindtime = -1 sprpriority = 3 removetime = -1 ownpal = 1 [state 12001] type = modifyexplod trigger1 = time < 20 id = 12006 scale = (1-time/20.00),1 [state 12001] type = removeexplod trigger1 = time = 0 id = 12003 [state 12001] type = removeexplod trigger1 = time = 20 id = 12006 [state 1003] type = playerpush trigger1 = 1 value = 0 [state 1003] type = Destroyself trigger1 = time = 21 ;----------------------------------- ;phantoom! [statedef 12005] type = a movetype= i physics = n anim = 12004 velset = 0,0 sprpriority = 3 [state 12001] type = modifyexplod trigger1 = time < 20 id = 12003 scale = (1-time/20.00),1 [state 12001] type = removeexplod trigger1 = time = 20 id = 12003 [state 1003] type = playerpush trigger1 = 1 value = 0 [state 1003] type = Destroyself trigger1 = time = 21 ;--------------------------------------------------------------------------- ;Lunch Rush [statedef 4000] type = S movetype= a physics = S anim = 4000 ctrl = 0 velset = 0,0 [state -2] type = varadd trigger1 = time = 0 v = 41 value = -4 [state 4002, 1] type = explod trigger1 = animelem = 3 anim = 7000 id = 7000 postype = back pos = 0, 0 sprpriority = -3 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 [state 1003] type = removeexplod trigger1 = time = 0 ID = 10030 [state 820, 1] type = varset trigger1 = time = 0 v = 10 value = 0 [state 820, 1] type = playsnd trigger1 = animelem = 3 value = 1,1 channel = 0 [state 2000, 4] type = helper trigger1 = animelem = 3 trigger1 = numhelper(9002) = 0 stateno = 9002 id = 9002 name = "floor" pos = 0,0 postype = p1 bindtime = 0 supermovetime = 99999 ownpal = 1 [state 4002, 3.2] type = explod trigger1 = animelem = 3 trigger1 = Facing = -1 anim = 9003 id = 9003 postype = back pos = 1, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state 4002, 3.2] type = explod trigger1 = animelem = 3 trigger1 = Facing = 1 anim = 9003 id = 9003 postype = back pos = 0, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state haha] type = superpause trigger1 = animelem = 3 time = 39 pos = 26,-61 anim = s7001 sound = s4,0 unhittable = 3 poweradd = -1000 darken = 0 [state 4002, 1] type = explod trigger1 = animelem = 3 anim = 7000 id = 7000 postype = back pos = 0, 0 sprpriority = -3 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 [State 1000,1a] type = Explod trigger1 = time = 2 anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 183, 3] type = explod trigger1 = animelem = 4 anim = 11002 name = "pow" pos = 79,-87 bindtime = 1 sprpriority = 3 ownpal = 1 [state 183, 3] type = playsnd trigger1 = animelem = 4 value = 5, 8 [state 183, 3] type = playsnd trigger1 = time = 20 trigger1 = movehit value = 1, 2 channel = 0 [state 200, 2] type = hitdef trigger1 = time = 0 attr = c, na animtype = Up damage = 65,5 guarDFlag = ma pausetime = 12,12 sparkno = s6006 guard.sparkno = s6000 sparkxy = -30,-90 hitsound = s0+var(49),2 guardsound = s0+var(49),8 ground.type = low ground.slidetime = 12 air.hittime = 35 yaccel = .7 ground.velocity = -5,-26 air.velocity = -5,-26 p2stateno = 4010 [State 1000,1b] type = movehitreset trigger1 = time = 130 [State 1000,1b] type = changestate trigger1 = time = 100 trigger1 = movehit = 0 trigger2 = time = 230 value = 4001 ;--------------------------------------------------------------------------- ;Franelle e [statedef 4001] type = S movetype= I physics = S anim = 4001 ctrl = 0 velset = 0,0 [State 1000,1] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Franelle e [statedef 4010] type = a movetype= h physics = n anim = 5012+(200*var(40)) velset = 0,0 [state 6100, 1] type = screenbound trigger1 = 1 value = 0 movecamera = 1,0 [state 6100, 1] type = changestate trigger1 = hitshakeover value = 4011 ;--------------------------------------------------------- ; custom vs series hit Up - Fly Up [statedef 4011] type = a movetype= h physics = n anim = 5030+(200*var(40)) ctrl = 0 [state 6100, 1] type = screenbound trigger1 = 1 value = 0 movecamera = 1,0 [state 6101, 4] type = changeanim trigger1 = time = 0 trigger1 = selfanimexist(5035) trigger1 = anim != [5051,5059] ;not if in hit Up anim trigger1 = anim != 5090 ;not if hit off ground anim value = 5035+(200*var(40)) [state 6101, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 6101, 3] type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 6101, 6] type = changestate trigger1 = hitover trigger2 = vel y > 0 trigger2 = pos y >= 10 value = 4012 [statedef 4012] type = a movetype= h physics = n anim = 5060 ctrl = 0 [state 6100, 1] type = changeanim trigger1 = selfanimexist(5061) value = 5061+(200*var(40)) persustent = 0 [state 6100, 1] type = screenbound trigger1 = 1 value = 1 movecamera = 1,0 [state 6101, 3] type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 6101, 6] type = changestate trigger1 = pos Y >= 0 trigger 1 = time > 10 value = 4013 [statedef 4013] type = L movetype= h physics = n anim = 5170 velset = 0,0 ctrl = 0 [state 6101, 6] type = posset trigger1 = 1 y = 0 [state 6101, 6] type = changeanim trigger1 = animtime = 0 trigger1 = anim = 5170 value = 5110+(200*var(40)) [state 6101, 6] type = selfstate trigger1 = time = 200 value = 5120 ;--------------------------------------------------------------------------- ;partonelle [statedef 4100] type = a movetype= a physics = n anim = 4100 sprpriority = 2 ctrl = 0 velset = 0,0 [State 1000,1a] type = Explod trigger1 = time = 2 trigger1 = statetype != A anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state -2] type = varadd trigger1 = time = 0 v = 41 value = -4 [state 6102, 4] type = playsnd trigger1 = time = 1 value = 1,1 channel = 0 ;--------------------------------------------- [state 4002, 3.2] type = explod trigger1 = time = 1 trigger1 = Facing = -1 anim = 9003 id = 9003 postype = back pos = 1, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state 4002, 3.2] type = explod trigger1 = time = 1 trigger1 = Facing = 1 anim = 9003 id = 9003 postype = back pos = 0, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state haha] type = superpause trigger1 = time = 1 time = 39 pos = 26,-61 anim = s7001 sound = s4,0 unhittable = 3 poweradd = -1000 movetime = 39 darken = 0 [state 4002, 1] type = explod trigger1 = time = 1 anim = 7000 id = 7000 postype = back pos = 0, 0 sprpriority = -3 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 [state 2000, 4] type = helper trigger1 = numhelper(9002) = 0 stateno = 9002 id = 9002 name = "floor" pos = 0,0 postype = p1 bindtime = 0 supermovetime = 99999 ownpal = 1 ;[State 1000,1] type = Explod trigger1 = time = 2 anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 ;------------------------------------------------ [state 192, b] type = varset trigger1 = time = 0 v = 9 value = 0 [state 183, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------- [statedef 4200] type = s movetype= a physics = s anim = 4200 ctrl = 0 velset = 0,0 [state -2] type = varadd trigger1 = time = 0 v = 41 value = -4 [state 6102, 4] type = playsnd trigger1 = time = 2 value = 1,6 [state 4002, 3.2] type = explod trigger1 = time > 2 trigger1 = Facing = 1 anim = 9003 id = 9003 postype = back pos = 0, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state 4002, 3.2] type = explod trigger1 = time > 2 trigger1 = Facing = -1 anim = 9003 id = 9003 postype = back pos = 1, 0 sprpriority = -4 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 persistent = 0 [state 2000, 4] type = helper trigger1 = time > 2 trigger1 = numhelper(9002) = 0 stateno = 9002 id = 9002 name = "floor" pos = 0,0 postype = p1 supermovetime = 99999 bindtime = 0 ownpal = 1 [state haha] type = superpause trigger1 = time = 3 time = 39 pos = 26,-61 anim = s7001 sound = s4,0 unhittable = 3 poweradd = -1000 movetime = 39 darken = 0 [state 4002, 1] type = explod trigger1 = time = 3 anim = 7000 id = 7000 postype = back pos = 0, 0 sprpriority = -3 ownpal = 1 bindtime = -1 supermove = 1 removeongethit = 1 [State 1000,1] type = Explod trigger1 = time = 2 anim = 6011 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 183, 3] type = helper trigger1 = time = 60 stateno = 42000 id = 42000 name = "releaser" postype = p2 pos = 0,0 ownpal = 1 [state 6102, 4] type = playsnd trigger1 = animelem = 4 value = 1,13 channel = 0 [state 2000, 4] type = changeanim trigger1 = numhelper(42002) = 1 value = 4201 persistent = 0 [state 1003] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;kobun generator [statedef 42000] type = a movetype= a physics = n anim = 9999 velset = 0,0 ctrl = 0 sprpriority = 2 [state 1003] type = posset trigger1 = 1 y = 0 [state 1003] type = varrandom trigger1 = 1 v = 0 range = -35,35 [state 3001, parentvaradd] type = parentvaradd trigger1 = var(5) > 0 v = 18 value = 1 [state 3001, parentvaradd] type = varset trigger1 = var(5) > 0 v = 5 value = 0 [state 183, 3] type = helper trigger1 = time%4 = 0 trigger1 = time < 156 stateno = 42001 id = 42001 name = "kobun" pos = var(0),-(floor(screenpos y)) ownpal = 1 [state 183, 3] type = helper trigger1 = time = 156 trigger1 = random < 300 stateno = 42003 id = 42002 name = "gustaff2" pos = 0,-(floor(screenpos y)) ownpal = 1 [state 1003] type = Destroyself trigger1 = time = 190 trigger2 = parent, movetype = H trigger3 = time = 155 trigger3 = p2dist x != [-60,60] ;----------------------------------- ;kobun [statedef 42001] type = a movetype= a physics = n velset = 0,6 sprpriority = 3 [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = root, Fvar(0) ignorehitpause = 1 [state 12001] type = varrandom trigger1 = time = 0 v = 0 range = 0,4 [state 12001] type = veladd trigger1 = 1 y = .4 [state 1402, 1] type = changeanim trigger1 = time = 0 value = 42000+var(0) [state 12001] type = playsnd trigger1 = time = 0 trigger1 = random < 500 trigger1 = anim = 42000 value = 6,0 channel = 2 persistent = 0 [state 12001] type = playsnd trigger1 = time = 0 trigger1 = random < 500 trigger1 = anim = 42001 value = 6,6 channel = 1 persistent = 0 [state 12001] type = playsnd trigger1 = time = 0 trigger1 = random < 500 trigger1 = anim = 42002 value = 6,4 channel = 3 persistent = 0 [state 12001] type = playsnd trigger1 = time = 0 trigger1 = random < 500 trigger1 = anim = 42003 value = 6,3 channel = 5 persistent = 0 [state 200, 2] type = hitdef trigger1 = p2statetype != L trigger1 = time = 0 attr = a, hp damage = 13,1 givepower = 20,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,3 sparkno = s6006 guard.sparkno = s6000 sparkxy = p2dist x,0 hitsound = -1 numhits = 0 guardsound = -1 ground.type = low animtype = hard fall.animtype = hard ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,12 air.slidetime = 12 air.hittime = 12 air.velocity = 0,9 yaccel = 1 down.velocity = 0,0 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = 4.3 airguard.velocity = 1.3 p2stateno = 4215 fall = 1 fall.recover = 0 [state 200, 2] type = hitdef trigger1 = p2statetype != A trigger1 = time = 0 attr = a, hp damage = 13,1 givepower = 20,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,3 sparkno = s6006 guard.sparkno = s6000 sparkxy = p2dist x,0 hitsound = -1 numhits = 0 guardsound = -1 ground.type = low animtype = hard fall.animtype = hard ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,12 air.slidetime = 12 air.hittime = 12 air.velocity = 0,9 yaccel = 1 down.velocity = 0,0 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = 4.3 airguard.velocity = 1.3 p2stateno = 4210 fall = 1 fall.recover = 0 [state 221, parentvaradd] type = hitadd trigger1 = movehit value = 1 persistent = 0 [state 221, parentvaradd] type = playsnd trigger1 = movehit value = 0+(root,var(49)),6 channel = 4 persistent = 0 [state 221, parentvaradd] type = playsnd trigger1 = moveguarded value = 0+(root,var(49)),8 channel = 4 persistent = 0 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, ha, nt, st, ht ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, np, sp, hp, ap ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 12004 attr = sca, np, sp, hp, ap ignorehitpause = 1 [state 3001, parentvaradd] type = parentvaradd trigger1 = movehit v = 5 value = 1 persistent = 0 [state 1003] type = changestate trigger1 = pos Y >= 0 value = 42002 ;----------------------------------- ;phantoom! [statedef 42002] type = a movetype= a physics = n velset = 0,0 sprpriority = 2 [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = root, Fvar(0) ignorehitpause = 1 [state 1003] type = assertspecial trigger1 = 1 flag = invisible [state 1003] type = turn trigger1 = random < 500 trigger1 = time = 0 y = 0 [state 1003] type = posset trigger1 = time = 0 y = 0 [state 1003] type = changeanim trigger1 = time = 0 trigger1 = anim = 42001 value = 42008 [state 1003] type = changeanim trigger1 = time = 0 trigger1 = anim = 42000 || anim = 42004 value = 3004 [state 1003] type = changeanim trigger1 = time = 0 trigger1 = anim = 42002 || anim = 42003 value = 42009 [state 1003] type = changeanim trigger1 = time = 0 trigger1 = Numhelper(42002) = 1 value = 42009 [state 183, 3] type = explod trigger1 = time = 0 anim = anim id = 42002 pos = 0,0 velocity = 6,0 bindtime = 1 sprpriority = 3 removetime = 100 ownpal = 1 [state 1003] type = destroyself trigger1 = time = 1 ;----------------------------------- ;gustaff [statedef 42003] type = a movetype= a physics = n velset = 0,7 sprpriority = 3 [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = root, Fvar(0) ignorehitpause = 1 [state 12001] type = veladd trigger1 = 1 y = .5 [state 1402, 1] type = changeanim trigger1 = time = 0 value = 42005 [state 200, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype != L attr = a, hp damage = 100,5 givepower = 20,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,3 sparkno = s6006 guard.sparkno = s6000 sparkxy = p2dist x,0 hitsound = -1 numhits = 0 guardsound = -1 ground.type = low animtype = hard fall.animtype = hard ground.slidetime = 12 ground.hittime = 100 ground.velocity = 0,12 air.slidetime = 12 air.hittime = 12 air.velocity = 0,9 yaccel = 1 down.hittime = 100 down.velocity = 0,0 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = 4.3 airguard.velocity = 1.3 p2stateno = 4215 fall = 1 fall.recover = 0 [state 200, 2] type = hitdef trigger1 = time = 0 trigger1 = p2statetype != A attr = a, hp damage = 50,5 givepower = 20,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,3 sparkno = s6006 guard.sparkno = s6000 sparkxy = p2dist x,0 hitsound = -1 numhits = 0 guardsound = -1 ground.type = low animtype = hard fall.animtype = hard ground.slidetime = 12 ground.hittime = 100 ground.velocity = 0,12 air.slidetime = 12 air.hittime = 12 air.velocity = 0,9 yaccel = 1 down.hittime = 100 down.velocity = 0,0 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = 4.3 airguard.velocity = 1.3 p2stateno = 4210 fall = 1 fall.recover = 0 [state 221, parentvaradd] type = hitadd trigger1 = movehit value = 1 persistent = 0 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, ha, nt, st, ht ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, np, sp, hp, ap ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 12004 attr = sca, np, sp, hp, ap ignorehitpause = 1 [state 1003] type = changestate trigger1 = pos Y >= 0 value = 42004 ;----------------------------------- ; [statedef 42004] type = s movetype= a physics = s anim = 42006 ctrl = 0 velset = 0,0 [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = root, Fvar(0) ignorehitpause = 1 [state 6102, 4] type = posset trigger1 = time = 0 y = 0 [state 183, 3] type = explod trigger1 = time = 0 anim = 6032 id = 6032 pos = 0,0 bindtime = 1 sprpriority = 5 ownpal = 1 [state 200, 2] type = hitdef trigger1 = time = 0 attr = a, hp damage = 200,5 givepower = 20,10 guarDFlag = ma hitflag = mafd priority = 7 pausetime = 0,3 sparkno = s6006 guard.sparkno = s6000 sparkxy = p2dist x,0 hitsound = -1 numhits = 0 guardsound = s0+var(49),8 ground.type = low animtype = hard fall.animtype = hard ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,12 air.slidetime = 12 air.hittime = 12 air.velocity = 0,9 yaccel = 1 down.velocity = 0,0 guard.slidetime = 10 guard.hittime = 10 guard.ctrltime = 10 guard.velocity = 4.3 airguard.velocity = 1.3 p2stateno = 4207 fall = 1 fall.recover = 0 palfx.time = 60 palfx.color = 0 palfx.add = 100,0,-180 palfx.sinadd = 40,20,20,15 [state 1030, enDFromproj] type = playsnd trigger1 = time = 0 value = 5,21 [state 1030, enDFromproj] type = playsnd trigger1 = time = 0 value = 5,18 freqmul = .7 volume = 255 channel = 4 [state 1060, 8] type = explod trigger1 = time = 8 trigger1 = movehit anim = 6023 id = 6023 pos = Floor(enemynear, const(size.mid.pos.x)),-5 postype = p2 sprpriority = 3 bindtime = -1 ownpal = 1 ignorehitpause = 1 [state 6102, 4] type = destroyself trigger1 = animtime = 0 y = 0 ;----------------------------------- ;jeu de hassard [statedef 4207] type = l movetype= h physics = n [state 328, envshake] type = Fallenvshake trigger1 = time = 0 [state 328, 2] ;hit ground anim (normal) type = changeanim trigger1 = time = 0 value = 5170+var(40) [state 328, 4] type = hitfalldamage trigger1 = time = 0 [state 328, 5] type = posset trigger1 = time = 0 y = 0 [state 328, var] type = varset trigger1 = time = 0 trigger1 = gethitvar(fall.yvel) != 0 sysvar(1) = Floor(vel y) [state 328, 6] type = playsnd triggerall = prevstateno != [715,720] trigger1 = time = 0 && !sysvar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [state 328, 6] type = playsnd triggerall = prevstateno = 720 trigger1 = time = 0 && !sysvar(0) value = F7, 2 [state 328, 8] type = velset trigger1 = 1 x = 0 y = 0 [state 328, 9] type = changeanim persistent = 0 triggerall = anim = 5170+var(40) trigger1 = animtime = 0 trigger2 = sysvar(0) value = 5110+(200*var(40)) [state 328, 11] ;if just Died type = selfstate triggerall = !alive trigger1 = animtime = 0 trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground Frame trigger3 = anim = 5110+(200*var(40)) trigger4 = time = 20 value = 5150 [state 328, 12] type = varset trigger1 = sysvar(0) trigger1 = time = 0 sysvar(0) = 0 [state 328, 13] ;friction type = velmul trigger1 = 1 x = 0.85 [state 328,16] type = playerpush trigger1 = 1 value = 0 [state 328,17] type = nothitby trigger1 = time = 0 value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht time = 0 ignorehitpause = 1 [state 250,13] type = envshake trigger1 = time = 0 persistent = 0 time = 17 freq = 100 ampl = -4 [state 328,18] type = selfstate trigger1 = alive && time = 60 && (prevstateno != [700,709]) && prevstateno != 720 trigger2 = alive && time = 60 && prevstateno = [700,709] trigger3 = alive && time = 60 && prevstateno = 720 value = 5120 [statedef 4210] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim2 trigger1 = time = 0 value = 4210+var(40) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = Velset trigger1 = Time = 0 x = 0 [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5110, 14] type = selfstate trigger1 = !alive trigger1 = Time = 30 value = 5150 [State 5110, 14] type = selfstate trigger1 = alive trigger1 = Time = 30 value = 5120 [Statedef 4211] type = L movetype= H physics = N [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine [State 5110, 14] type = selfstate trigger1 = !alive trigger1 = Time = 30 value = 5150 [State 5110, 14] type = selfstate trigger1 = alive trigger1 = Time = 30 value = 5120 [statedef 4215] movetype= h physics = n velset = 0,0 ctrl = 0 [state 710,1] type = selfstate trigger1 = time = 0 && pos y >= 0 && command != "holddown" value = 5000 [state 710,2] type = selfstate trigger1 = time = 0 && pos y >= 0 && command = "holddown" value = 5010 [state 710,3] type = statetypeset trigger1 = time = 1 value = a [state 710,4] type = changeanim trigger1 = 1 value = 5012+(200*var(40)) [state 710,5] type = changestate trigger1 = hitshakeover value = 4216 ;--------------------------------------------------------------------------- ; aerial raved b [statedef 4216] type = a movetype= h physics = n ctrl = 0 [state 711, 1] type = veladd trigger1 = 1 y = 0.5 [state 711, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 711, 3] type = changestate trigger1 = animtime = 0 || time >= 10 value = 717 [state 711, 4] type = screenbound trigger1 = 1 value = 1 movecamera = 1,1 [state 711, 2] type = changeanim trigger1 = selfanimexist(5060) && anim != 5060+(200*var(40)) value = 5060+(200*var(40)) [state 711, 6] type = changestate trigger1 = pos y >= 10 && vel y > 0 value = 4217 ;--------------------------------------------------------------------------- ; aerial raved c [statedef 4217] type = a movetype= h physics = n ctrl = 0 [state 712, 1] type = veladd trigger1 = 1 y = 0.5 [state 712, 2] type = changeanim trigger1 = selfanimexist(5060) && anim != 5060+(200*var(40)) value = 5060+(200*var(40)) [state 711, 2] type = changeanim trigger1 = anim != 5060 trigger1 = selfanimexist(5061) && anim != 5061+(200*var(40)) value = 5061+(200*var(40)) [state 712, 3] type = screenbound trigger1 = 1 value = 1 movecamera = 1,1 [state 712, 3] type = changestate trigger1 = pos y >= 10 && vel y > 0 value = 4218 [statedef 4218] type = l movetype= h physics = n [state 328, 2] ;hit ground anim (normal) type = changeanim trigger1 = time = 0 value = 5170+var(40) [state 328, 4] type = hitfalldamage trigger1 = time = 0 [state 328, 5] type = posset trigger1 = time = 0 y = 0 [state 328, var] type = varset trigger1 = time = 0 trigger1 = gethitvar(fall.yvel) != 0 sysvar(1) = Floor(vel y) [state 328, 8] type = velset trigger1 = 1 x = 0 y = 0 [state 328, 9] type = changeanim persistent = 0 triggerall = anim = 5170+var(40) trigger1 = animtime = 0 trigger2 = sysvar(0) value = 5110+(200*var(40)) [state 328, 11] ;if just Died type = selfstate triggerall = !alive trigger1 = animtime = 0 trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground Frame trigger3 = anim = 5110+(200*var(40)) trigger4 = time = 20 value = 5150 [state 328, 12] type = varset trigger1 = sysvar(0) trigger1 = time = 0 sysvar(0) = 0 [state 328, 13] ;friction type = velmul trigger1 = 1 x = 0.85 [state 328,16] type = playerpush trigger1 = 1 value = 0 [state 328,17] type = nothitby trigger1 = time = 0 value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht time = 0 ignorehitpause = 1 [state 328,18] type = selfstate trigger1 = alive && time = 40 value = 5120 [state 328,18] type = selfstate trigger1 = !alive && time = 40 value = 5150 ;--------------------------------------------------------------------------- ; landing anim [statedef 460] type = a movetype= a physics = a ctrl = 1 ;ifelse(var(3)=1,1,0) [state hee] type = ctrlset trigger1 = var(3) = 0 value = 0 [state hee] type = changeanim trigger1 = time = 0 value = 460 [state 710,5] type = screenbound trigger1 = p2stateno = [715,717] trigger2 = p2stateno = 328 value = 0 movecamera = 0,0 [state 460, 7] type = veladd trigger1 = var(3) = 1 trigger1 = command = "holdback" trigger1 = vel x > -1.5 x = -.15 [state 460, 8] type = veladd trigger1 = var(3) = 1 trigger1 = command = "holdfwd" trigger1 = vel x < 3 x = .15 [state 460, 9] type = veladd trigger1 = var(3) = 1 y = -0.14 [state 460, 1] type = turn trigger1 = p2dist x < 0 trigger1 = var(3) = 1 ;--------------------------------------------------- ;floor [statedef 9002] type = a movetype= a physics = n ctrl = 0 anim = 9002 sprpriority = -8 [state 710,6] type = assertspecial trigger1 = 1 flag = nobg flag2 = nofg [state 710,6] type = posset trigger1 = time > 0 x = 0 y = 0 [state 4002, super bg] type = explod trigger1 = enemynear, numhelper(9002) = 0 trigger1 = numexplod(9003) = 0 trigger1 = time >= 0 anim = 9001 ownpal = 1 id = 9001 bindtime = 9999 removetime = -1 removeongethit = 1 postype = back pos = 0, 0 sprpriority = -9 persistent = 0 [state 710, 6] type = removeexplod trigger1 = parent, movetype != a ID = 9001 [state 710, 6] type = Destroyself trigger1 = parent, movetype != a ;--------------------------------------------------- ;floor [statedef 9003] type = a movetype= a physics = n ctrl = 0 anim = 9005 sprpriority = -8 [state 710,6] type = assertspecial trigger1 = 1 flag = nobg flag2 = nofg [state 710,6] type = posset trigger1 = time > 0 x = 0 y = 0 [state 4002, super bg] type = removeexplod trigger1 = numexplod(9001) = 1 trigger1 = time <= 2 ID = 9001 [state 4002, super bg] type = explod trigger1 = enemynear, numhelper(9002) = 0 trigger1 = numexplod(9003) = 0 trigger1 = time > 2 anim = 9004 ownpal = 0 id = 9001 bindtime = 9999 removetime = -1 removeongethit = 1 postype = back pos = 0, 0 sprpriority = -9 persistent = 0 [state 710, 6] type = removeexplod trigger1 = parent, movetype != a ID = 9001 [state 710, 6] type = Destroyself trigger1 = parent, movetype != a ;[state 710,6] ;type = posset ;trigger1 = 1 ;y = 0 ;x = 0 ;----------------------------------------------------- ; ko screen! [statedef 6000] type = a movetype= i physics = n anim = 9999 ctrl = 0 sprpriority = -21 [state 2130, 7] type = removeexplod trigger1 = 1 id = 9001 [state 2130, 7] type = playsnd trigger1 = time = 0 value = s4,1 [state 1211, exclamation] type = explod trigger1 = time = 0 anim = 8002 id = 8002 pos = 0,0 postype = back ;acing = ifelse((root, Facing = -1), -1, 1) sprpriority = -5 bindtime = -1 removetime = 150 supermovetime = 99999999999999 pausemovetime = -1 ignorehitpause = 1 persistent = 0 ;[state 1211, exclamation] ;type = explod ;trigger1 = time = 0 ;anim = 8002 ;id = 8002 ;pos = 0,0 ;postype = back ;facing = ifelse((root, Facing = 1), 1, -1) ;sprpriority = -3 ;bindtime = -1 ;removetime = 150 ;supermovetime = 99999999999999 ;pausemovetime = -1 ;ignorehitpause = 1 [state changestate!] type = Destroyself trigger1 = time = 5 trigger1 = roundstate = 0 [state changestate!] type = removeexplod trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 [state 2030, 0] type = assertspecial trigger1 = 1 && time <= 69 ;70;49 flag = nofg flag2 = nobardisplay ignorehitpause = 1 [state 3000, changing] type = parentvarset trigger1 = animtime = 0 || time >= 70;49 v = 21 value = 2 [state 3000, changing] type = parentvarset trigger1 = roundstate = 0 v = 2 value = 0 [state changestate!] type = Destroyself trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 ;--------------------------------------------------------------------------- ; ko screen! [statedef 7001] type = a movetype= i physics = n anim = 9999 ctrl = 0 sprpriority = -21 [state 2130, 7] type = removeexplod trigger1 = 1 id = 9001 [state 2130, 7] type = playsnd trigger1 = time = 0 value = s4,1 [state 1211, exclamation] type = explod trigger1 = time = 0 anim = 8003 id = 8002 pos = 0,0 postype = back ;acing = ifelse((root, Facing = -1), -1, 1) sprpriority = -5 bindtime = -1 removetime = 150 supermovetime = 99999999999999 pausemovetime = -1 ignorehitpause = 1 persistent = 0 ;[state 1211, exclamation] ;type = explod ;trigger1 = time = 0 ;anim = 8002 ;id = 8002 ;pos = 0,0 ;postype = back ;facing = ifelse((root, Facing = 1), 1, -1) ;sprpriority = -3 ;bindtime = -1 ;removetime = 150 ;supermovetime = 99999999999999 ;pausemovetime = -1 ;ignorehitpause = 1 [state changestate!] type = Destroyself trigger1 = time = 5 trigger1 = roundstate = 0 [state changestate!] type = removeexplod trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 [state 2030, 0] type = assertspecial trigger1 = 1 && time <= 69 ;70;49 flag = nofg flag2 = nobardisplay ignorehitpause = 1 [state 3000, changing] type = parentvarset trigger1 = animtime = 0 || time >= 70;49 v = 21 value = 2 [state 3000, changing] type = parentvarset trigger1 = roundstate = 0 v = 2 value = 0 [state changestate!] type = Destroyself trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 ;--------------------------------------------------------------------------- ; ko screen! [statedef 7002] type = a movetype= i physics = n anim = 9999 ctrl = 0 sprpriority = -21 [state 2130, 7] type = removeexplod trigger1 = 1 id = 9001 [state 2130, 7] type = playsnd trigger1 = time = 0 value = s4,1 [state 1211, exclamation] type = explod trigger1 = time = 0 anim = 8004 id = 8002 pos = 0,0 postype = back ;acing = ifelse((root, Facing = -1), -1, 1) sprpriority = -5 bindtime = -1 removetime = 150 supermovetime = 99999999999999 pausemovetime = -1 ignorehitpause = 1 persistent = 0 ;[state 1211, exclamation] ;type = explod ;trigger1 = time = 0 ;anim = 8002 ;id = 8002 ;pos = 0,0 ;postype = back ;facing = ifelse((root, Facing = 1), 1, -1) ;sprpriority = -3 ;bindtime = -1 ;removetime = 150 ;supermovetime = 99999999999999 ;pausemovetime = -1 ;ignorehitpause = 1 [state changestate!] type = Destroyself trigger1 = time = 5 trigger1 = roundstate = 0 [state changestate!] type = removeexplod trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 [state 2030, 0] type = assertspecial trigger1 = 1 && time <= 69 ;70;49 flag = nofg flag2 = nobardisplay ignorehitpause = 1 [state 3000, changing] type = parentvarset trigger1 = animtime = 0 || time >= 70;49 v = 21 value = 2 [state 3000, changing] type = parentvarset trigger1 = roundstate = 0 v = 2 value = 0 [state changestate!] type = Destroyself trigger1 = animtime = 0 || time >= 70;49 trigger1 = roundstate = 0 ;back off------------------------------------------------------------ ;guard push [statedef 160] type = s movetype= i physics = n poweradd= 0 velset = 10,0 ctrl = 0 anim = 160 sprpriority = 2 [state 160, velmul] type = velset trigger1 = time = 0 x = .7 [state 160, velset] type = velset trigger1 = time = 10 x = 0 [state 160, width] type = width trigger1 = 1 value = 10,0 ;change the amount of time you want the player to not be able to get hit [state 160, nothitby] type = nothitby trigger1 = 1 value = sca time = 1 [state 1010,1] type = playsnd trigger1 = time = 2 value = s0,8 volume = 255 [state 160, guard push helper] type = helper trigger1 = time = 0 helpertype = normal name = "guardpush" postype = p1 pos = -50,0 stateno = 163 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [state 1010,1] type = explod trigger1 = time = 2 anim = 6015 pos = 30, -40 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 160, changestate] type = changestate trigger1 = time = 20 value = 150 ctrl = 1 ;--------------------------------------------------------------------------- [statedef 161] type = c movetype= i physics = n poweradd= 0 velset = 10,0 ctrl = 0 anim = 161 sprpriority = 2 [state 161, velmul] type = velset trigger1 = time = 0 x = .7 [state 161, velset] type = velset trigger1 = time = 10 x = 0 [state 161, width] type = width trigger1 = 1 value = 10,0 [state 160, nothitby] type = nothitby trigger1 = 1 value = sca time = 1 [state 161, guard push helper] type = helper trigger1 = time = 0 helpertype = normal name = "guardpush" postype = p1 pos = -0,0 stateno = 163 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [state 1010,1] type = explod trigger1 = time = 2 anim = 6015 pos = 30, -30 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1010,1] type = playsnd trigger1 = time = 2 value = s0,8 volume = 255 [state 161, changestate] type = changestate trigger1 = time = 20 value = 155 ctrl = 1 ;--------------------------------------------------------------------------- [statedef 162] type = a movetype= i physics = n poweradd= 0 velset = 10,0 ctrl = 0 anim = 162 sprpriority = 2 [state 162, velmul] type = velset trigger1 = time = 0 x = .7 [state 162, velset] type = velset trigger1 = time = 10 x = 0 [state 162, width] type = width trigger1 = 1 value = 10,0 [state 160, nothitby] type = nothitby trigger1 = 1 value = sca time = 1 [state 162, guard push helper] type = helper trigger1 = time = 0 helpertype = normal name = "guardpush" postype = p1 pos = -0,0 stateno = 163 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [state 1010,1] type = explod trigger1 = time = 2 anim = 6015 pos = 30, -40 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [state 1010,1] type = playsnd trigger1 = time = 2 value = s0,8 volume = 255 [state 162, changestate] type = changestate trigger1 = time = 20 value = 155 ctrl = 1 ;--------------------------------------------------------------------------- ; guard push (helper) [statedef 163] type = s movetype= i physics = n poweradd= 0 ctrl = 0 anim = 900 sprpriority = -4 [state 163, playerpush] type = posset trigger1 = time = 0 y = 100 [state 163, playerpush] type = playerpush trigger1 = time >= 0 value = 1 [state 163, velset 1] type = velset trigger1 = time = [0,10] x = 30 [state 163, velset 2] type = velset trigger1 = time = [11,13] x = 20 [state 163, velset 2] type = velset trigger1 = time >= 14 x = 10 [state 163, nothitby] type = nothitby trigger1 = 1 value = sca time = 1 [state 163, Destroyself] type = Destroyself trigger1 = time >= 18 ;--------------------------------------------------------------------------- [statedef -2] [state -2, metal] type = varset trigger1 = enemynear, name = "WarMachine" trigger2 = enemynear, name = "iron-man" trigger3 = enemynear, name = "sentinel" trigger4 = enemynear, name = "cyber akuma" trigger5 = enemynear, name = "mech gouki" trigger6 = enemynear, name = "dr. Doom" trigger7 = enemynear, name = "Tron Bonne SXP" trigger8 = enemynear, name = "Neo Q" trigger9 = enemynear, name = "Q" var(49) =10 [state -2, metal] type = varset trigger1 = enemynear, name != "WarMachine" trigger1 = enemynear, name != "iron-man" trigger1 = enemynear, name != "sentinel" trigger1 = enemynear, name != "cyber akuma" trigger1 = enemynear, name != "mech gouki" trigger1 = enemynear, name != "doctor Doom" trigger1 = enemynear, name != "Tron Bonne SXP" trigger1 = enemynear, name != "Neo Q" trigger1 = enemynear, name != "Q" var(49) =0 [state 3000,A]; forward type = playsnd trigger1 = projhit40001 = 1 value = 0+var(49),6 channel = 4 [state -2] type = removeexplod trigger1 = stateno != [1100,1102] ID = 11000 [state -2] type = stopsnd trigger1 = prevstateno = 11 ;trigger1 = stateno != [0,450] ;trigger1 = stateno = [1000,4200] channel = 2 [state -2] type = stopsnd trigger1 = prevstateno = 11 channel = 6 [state -2] type = removeexplod trigger1 = stateno != [1000,1002] ID = 10000 [state kobun doko da] type = helper trigger1 = numhelper(3000) = 0 trigger1 = roundstate != 0 trigger1 = stateno != 190 name = "kobun" id = 3000 pos = -70, -4 stateno = 3000 size.shadowoffset = -6 supermovetime = 999999 pausemovetime = 999999 ownpal = 1 [state 100, 1] type = varset trigger1 = statetype != A v = 5 value = 0 [State -2, deactivate tag] type = VarSet triggerall = Var(51) ; Partner TAG mode activated trigger1 = roundstate > 2 trigger1 = Win || Lose v = 51 value = 0 ; NEW !! Tag active definer [State -2, def] type = VarSet trigger1 = teammode = simul trigger1 = roundstate < 1 trigger1 = time = [0,1] v = 51 value = 1 ;========================================================================== ; get rid of trailing anims when hit [state -2, 1] type = removeexplod trigger1 = movetype != a id = 9001 [state 210, 5] type = posset trigger1 = prevstateno = 100 trigger2 = prevstateno = 105 y = 0 ;-------------------------------------------------------------- ; combo hitcount [state -2, 1] type = varadd trigger1 = (hitpausetime = 1) && (p2movetype = h) && (movehit) ;trigger3 = (stateno = 801) && (time = 0) ;trigger4 = (stateno = 811) && (time = 0) v = 18 value = 1 ignorehitpause = 1 [state -2, 1] type = varset trigger1 = p2movetype != h v = 18 value = 0 [state -2] type = varset trigger1 = var(18) = 0 fvar(0) = 1; + (.25 * (var(41) > 0)) ignorehitpause = 1 [state -2] type = attackmulset trigger1 = 1 value = fvar(0) ignorehitpause = 1 [state -2] type = varset trigger1 = var(18) > 0 trigger1 = var(18) <= 4 fvar(0) = .80; + (.25 * (var(41) > 0)) ignorehitpause = 1 [state -2] type = varset trigger1 = var(18) > 4 trigger1 = var(18) <= 11 fvar(0) = .60; + (.25 * (var(41) > 0)) ignorehitpause = 1 [state -2] type = varset trigger1 = var(18) > 11 trigger1 = var(18) <= 19 fvar(0) = .45; + (.25 * (var(41) > 0)) ignorehitpause = 1 [state -2] type = varset trigger1 = var(18) > 19 trigger1 = var(18) <= 26 fvar(0) = .3; + (.25 * (var(41) > 0)) ignorehitpause = 1 [state -2] type = varset trigger1 = var(18) > 26 trigger1 = var(18) <= 1000 fvar(0) = .2; + (.25 * (var(41) > 0)) ignorehitpause = 1 ; get rid of trailing anims when hit [state -2, 1] type = afterimagetime trigger1 = movetype != a trigger2 = stateno = 2002 trigger3 = stateno = 100 trigger3 = stateno = 0 time = 1 ignorehitpause = 1 [state -2, hurt sound randomizer] type = varrandom trigger1 = 1 v = 7 range = 0,1 ;----------------------------------------- [state 5100,2] type = explod triggerall = var(42) triggerall = enemy,stateno != [120,159] trigger1 = numtarget trigger1 = enemynear,movetype = h trigger1 = enemynear,backedgedist <= 15 trigger1 = enemynear,statetype = a trigger1 = enemynear,vel x < 0 anim = 6016 pos = (enemy,const(size.mid.pos.x))-20,(target,const(size.mid.pos.y)) postype = p2 sprpriority = 3 bindtime = 1 facing = -1 removetime = -2 id = 6016 shadow = -1 ownpal = 1 ;removeongethit = 1 ;ignorehitpause = 1 ;vel = -2,0 ;accel = -0.1,0 [state 5100,2] type = explod triggerall = var(42) triggerall = enemy,stateno != [120,159] triggerall = numtarget trigger1 = enemynear,movetype = h trigger1 = enemynear,backedgedist < 15 trigger1 = enemynear,statetype = a trigger1 = enemynear,vel x < 0 anim = 6017 pos = (enemy,const(size.mid.pos.x))-20,(target,const(size.mid.pos.y)) postype = p2 sprpriority = -3 bindtime = 1 facing = -1 removetime = -2 id = 6016 shadow = -1 ownpal = 1 ;removeongethit = 1 ;ignorehitpause = 1 ;vel = -2,0 ;accel = -0.1,0 [state 5100,2] type = playsnd triggerall = var(42) triggerall = numenemy triggerall = enemy,stateno != [120,159] triggerall = numtarget trigger1 = stateno != 4003 trigger1 = enemynear,movetype = h trigger1 = enemynear,backedgedist < 15 trigger1 = enemynear,statetype = a trigger1 = enemynear,vel x < 0 persistent = 0 value = 0,29 [state 5100,2] type = explod trigger1 = numexplod(6012) = 0 trigger1 = enemynear, stateno = 9040 anim = 6012 ID = 6012 pos = -80,-15 postype = p2 sprpriority = 5 bindtime = 1 ownpal = 1 shadow = -1 [state 5100,2] type = explod trigger1 = numexplod(6013) = 0 trigger1 = enemynear, stateno = 9040 anim = 6013 ID = 6013 pos = -80,-15 postype = p2 sprpriority = -4 bindtime = 1 ownpal = 1 shadow = -1 [state 5100,2] type = playsnd trigger1 = enemynear, stateno = 9040 value = 0,32 [state 200, 3] type = varset triggerall = var(42) triggerall = numenemy trigger1 = enemynear,movetype = h trigger1 = enemynear,backedgedist < 15 trigger1 = enemynear,statetype = a trigger1 = enemynear,vel x < 0 v = 42 value = 0 [state -3, 2];combo hosei type = varset trigger1 = 1 v = 24 value = var(23) [state -3, 2];combo hosei type = varset trigger1 = 1 v = 23 value = hitcount ;*************** [state -3, 2];combo type = varset trigger1 = var(23)>var(24) v = 42 value = 1 [state 250,11] type = helper trigger1 = p2stateno = 328 trigger1 = !numhelper(60120) persistent = 0 stateno = 60120 ID = 60120 bindtime = 1 postype = p2 pos = 0,500 ;--------------------------------------- [state -2, ow sound] type = playsnd triggerall = alive && time = 1 trigger1 = stateno = 5001 || stateno = 5011 trigger1 = random < ifelse ((anim % 10) = 1, 400, 750) trigger2 = stateno = 5040 || stateno = 5050 trigger2 = random < 500 trigger3 = stateno = 5070 trigger4 = stateno = 5100 && random < 250 value = s2,var(7) channel = 0 [state 210, ko screen 1] type = helper triggerall = winko triggerall = numhelper(6000) = 0 triggerall = roundstate = 3 trigger1 = stateno = [4000, 4399] trigger2 = var(6) = 1 trigger3 = numhelper(41000) trigger4 = numhelper(42000) trigger5 = numhelper(43000) helpertype = normal name = "6000" id = (6000) pos = 0 , 0 bindtime = -1 postype = left stateno = 6000 keyctrl = 0 persistent = 0 ignorehitpause = 1 ownpal = 1 pausemovetime = 999999999999999999999 supermovetime = 999999999999999999999 [state 210, ko screen 1] type = helper triggerall = winko triggerall = numhelper(6000) = 0 triggerall = roundstate = 3 triggerall = stateno = [4700, 4799] trigger1 = hitdefattr = sca, ha, hp, ht trigger1 = movehit trigger2 = var(6) = 2 helpertype = normal name = "6000" id = (6000) pos = 0 , 0 bindtime = -1 postype = left stateno = 7002 keyctrl = 0 persistent = 0 ignorehitpause = 1 ownpal = 1 pausemovetime = 999999999999999999999 supermovetime = 999999999999999999999 [state -2] type = Displaytoclipboard trigger1 = time >= 0 text = "var(52) is %d,var(18) is %d" params = var(52), var(18) ignorehitpause = 1 ;================================================================================= [Statedef -3] ;---------------------------------------- [state 501, 4] type = targetstate triggerall = numtarget triggerall = p2movetype = h triggerall = movehit ;triggerall = target,hitfall = 0 triggerall = hitpausetime = 1 trigger1 = p2stateno = 5000 value = 9000 ignorehitpause = 1 [state 501, 4] type = targetstate triggerall = numtarget triggerall = p2movetype = h triggerall = movehit ;triggerall = target,hitfall = 0 triggerall = hitpausetime = 1 trigger1 = p2stateno = 5010 value = 9010 ignorehitpause = 1 [state 501, 4] type = targetstate triggerall = numtarget triggerall = p2movetype = h triggerall = movehit triggerall = target,hitfall = 0 triggerall = hitpausetime = 1 trigger1 = p2stateno = 5020 value = 9020 ignorehitpause = 1 [state -3, 2] type = targetstate trigger1 = p2movetype = h trigger1 = p2stateno = 5080 trigger1 = p2statetype = l trigger1 = hitpausetime = 1 trigger1 = movehit value = 9080 ignorehitpause = 1 [State -3, wait out of the stage] type = varset trigger1 = movetype = H trigger2 = pos Y = 0 && stateno != [40,50] v = 3 value = 0