;marvelous!----------------------------------------------------------------- ;--------------------------------------------------------------------------- ; aerial raved a [statedef 715] 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 = 716 ;--------------------------------------------------------------------------- ; aerial raved b [statedef 716] 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 = 328 ;--------------------------------------------------------------------------- ; aerial raved c [statedef 717] 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 = 328 ;------------------------------------------ ; custom vs series hit back - shaking [statedef 6010] type = a movetype= h physics = n anim = 5012 velset = 0,0 [state 6000, 1] type = changestate trigger1 = hitshakeover value = 6001 [state 6000, Ffb light] type = ForcefeeDBack trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [state 6000, Ffb medium] type = ForcefeeDBack trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [state 6000, Ffb hard] type = ForcefeeDBack trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; not aerial raved a [statedef 700] movetype= h physics = n velset = 0,0 ctrl = 0 [state 700,1] type = selfstate trigger1 = time = 0 && pos y >= 0 && command != "holddown" value = 5000 [state 700,2] type = selfstate trigger1 = time = 0 && pos y >= 0 && command = "holddown" value = 5010 [state 700, 3] type = statetypeset trigger1 = time = 1 value = a [state 700, 4] type = changeanim trigger1 = 1 value = 5012+(200*var(40)) [state 700, 5] type = changestate trigger1 = hitshakeover value = 701 ;--------------------------------------------------------------------------- ; not aerial raved b [statedef 701] type = a movetype= h physics = n ctrl = 0 [state 701, 1] type = veladd trigger1 = 1 y = 0.5 [state 701, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 701, 3] type = selfstate trigger1 = !alive && pos y >= 0 && vel y > 0 value = 5100 [state 701, 4] type = changestate trigger1 = animtime = 0 || time >= 10 value = 702 [state 701, 5] type = changestate trigger1 = alive && pos y >= 10 && vel y > 0 value = 9040 ;--------------------------------------------------------------------------- ; not aerial raved c [statedef 702] type = a movetype= h physics = n ctrl = 0 [state 702, 1] type = veladd trigger1 = 1 y = 0.5 [state 702, 2] type = changeanim trigger1 = time = 0 && selfanimexist(5061) value = 5061+(200*var(40)) [state 702, 3] type = changestate trigger1 = pos y >= 10 && vel y > 0 && alive value = 9040 [state 702, 4] type = selfstate trigger1 = pos y >= 0 && vel y > 0 && !alive value = 5100 ;--------------------------------------------------------------------------- ; not aerial raved D [statedef 703] type = a movetype= h physics = n anim = 5210 ctrl = 0 [state 703, 1] type = posfreeze trigger1 = time = 0 value = 4 [state 703, 2] type = velset trigger1 = time = 0 x = vel x / 2 y = -8 [state 703, 3] type = turn trigger1 = p2dist x < -10 && time = 0 persistent = 0 [state 703, 4] type = nothitby trigger1 = 1 value = sca time = 1 [state 703, 5] type = veladd trigger1 = 1 y = .6 [state 703, 6] type = selfstate trigger1 = pos y >= 0 && vel y > 0 value = 52 ctrl = 1 ; custom vs series hit Up - shaking [statedef 6100] 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 = 6101 ;--------------------------------------------------------- ; custom vs series hit Up - Fly Up [statedef 6101] 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 = 6102 ;--------------------------------------------------------- ; custom vs series hit Up - recover [statedef 6102] type = a movetype= h physics = n [state 6102, 1] type = changeanim trigger1 = animtime = 0 value = 5051+var(40) persistent = 0 [state 6102, 3] type = veladd trigger1 = 1 y = .42;gethitvar(yaccel) [state 6102, 4] type = selfstate triggerall = alive = 1 trigger1 = (time = 15) || (vel y >= 0) value = 5040 [state 6102, 4] type = selfstate triggerall = alive = 0 trigger1 = (time = 15) || (vel y >= 0) value = 5050 [state 6102, 5] type = selfstate trigger1 = vel y > 0 trigger1 = pos y >= ifelse((anim = [5051+var(40),5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;--------------------------------------------------------------------------- ; waiting off screen after aerial rave [statedef 710] type = s physics = s juggle = 0 velset = 0,0 ctrl = 0 anim = 0 poweradd = 0 sprpriority = 2 [state 710,1] type = nothitby trigger1 = 1 value = sca time = 2 ignorehitpause = 1 [state 710,2] type = assertspecial trigger1 = 1 flag = invisible [state 710,3] type = posset trigger1 = Facing = 1 x = -200 y = 0 [state 710,4] type = posset trigger1 = Facing = -1 x = 200 y = 0 [state 710,5] type = screenbound trigger1 = 1 value = 0 movecamera = 0,0 [state 250,11] type = explod trigger1 = p2stateno = 328 persistent = 0 anim = 6012 pos = -80,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = p2stateno = 328 && p2movetype = h persistent = 0 anim = 6013 pos = -80,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,13] type = envshake trigger1 = p2stateno = 328 persistent = 0 time = 15 freq = 70 ampl = -4 [state 250,15] type = playsnd trigger1 = p2stateno = 328 persistent = 0 value = 0,11 [state 710,6] type = changestate trigger1 = p2stateno = 328 trigger2 = time = 40 value = 100+(10*var(40)) ;--------------------------------------------------------------------------- ; tripped (shaking) [statedef 326] type = a movetype= h physics = n velset = 0,0 [state 326, 1] type = changeanim trigger1 = 1 value = 5070+(200*var(40)) [state 326, 2] type = changestate trigger1 = hitshakeover value = 327 [state 326, 3] type = ForcefeeDBack trigger1 = time = 0 time = 12 waveform = sinesquare ampl = 140 [state 326,4] type = nothitby trigger1 = 1 value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht time = 2 ignorehitpause = 1 [state 326,5] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- ; tripped (fall through air) [statedef 327] type = a movetype= h physics = n [state 327, 1] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 327, 2] ;acceleration type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 327, 3] ;hit ground trigger1 = vel y > 0 trigger1 = pos y >= 15 type = changestate value = 328 [state 327,4] type = nothitby trigger1 = 1 value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht time = 2 ignorehitpause = 1 [state 327,5] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- ; trip liedown [statedef 328] 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 && prevstateno = 720 persistent = 0 time = 15 freq = 70 ampl = -4 [state 328,18] type = selfstate trigger1 = alive && time = 20 && (prevstateno != [700,709]) && prevstateno != 720 trigger2 = alive && time = 20 && prevstateno = [700,709] trigger3 = alive && time = 20 && prevstateno = 720 value = 5120 ;--------------------------------------------------------------------------- ; hitg_shake [statedef 9000] type = s movetype= h physics = n velset = 0,0 [state 5000, 1] ;anim For hit_light to hit_hard type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) != [3,5] value = ifelse((gethitvar(groundtype) = 1),5000+(200*var(40)),5010+(200*var(40))) + gethitvar(animtype) [state 5000, 2] ;anim For hit_back type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) = [3,5] value = 5030+(200*var(40)) [state 5020, 3] ;anim For hit_up/hit_diagup (only if it exists) type = changeanim trigger1 = time = 0 trigger1 = (gethitvar(animtype) = [4,5]) && (selfanimexist(5047 + gethitvar(animtype))) value = 5051+var(40) [state 5000, 4] ;freeze anim type = changeanim trigger1 = time > 0 value = anim [state 5000, 5] ;state type gets set to aerial if getting hit Up type = statetypeset trigger1 = time = 0 trigger1 = gethitvar(yvel) != 0 && gethitvar(fall) trigger2 = pos y != 0 type = a [state 5000, 6] type = selfstate trigger1 = hitshakeover trigger1 = gethitvar(yvel) = 0 value = 5001 ;hitg_slide [state 5000, 7] type = changestate trigger1 = hitshakeover value = 9030 [state 5000, Ffb light] type = ForcefeeDBack trigger1 = anim = 5000+(200*var(40)) trigger2 = anim = 5010+(200*var(40)) persistent = 0 time = 6 waveform = square [state 5000, Ffb medium] type = ForcefeeDBack trigger1 = anim = 5001+(200*var(40)) trigger2 = anim = 5011+(200*var(40)) persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [state 5000, Ffb hard] type = ForcefeeDBack trigger1 = anim = 5012+(200*var(40)) trigger2 = anim = 5002+(200*var(40)) trigger3 = anim = 5030+(200*var(40)) persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; hitc_shake [statedef 9010] type = c movetype= h physics = n velset = 0,0 [state 5010, 1] ;anim For hit_light to hit_hard type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) != [3,5] value = 5020+(200*var(40)) + gethitvar(animtype) [state 5010, 2] ;anim For hit_back type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) = [3,5] value = 5030+(200*var(40)) [state 5020, 3] ;anim For hit_up/hit_diagup (only if it exists) type = changeanim trigger1 = time = 0 trigger1 = (gethitvar(animtype) = [4,5]) && (selfanimexist(5047 + gethitvar(animtype))) value = 5051+var(40) [state 5010, 4] ;freeze anim type = changeanim trigger1 = time > 0 value = anim [state 5010, 5] type = selfstate trigger1 = hitshakeover trigger1 = gethitvar(yvel) = 0 value = 5011 ;hitc_slide [state 5010, 6] type = changestate trigger1 = hitshakeover value = 9030 [state 5010, Ffb light] type = ForcefeeDBack trigger1 = anim = 5020+(200*var(40)) persistent = 0 time = 6 waveform = square [state 5010, Ffb medium] type = ForcefeeDBack trigger1 = anim = 5021+(200*var(40)) persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [state 5010, Ffb hard] type = ForcefeeDBack trigger1 = anim = 5022+(200*var(40)) persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; hita_shake [statedef 9020] type = a movetype= h physics = n velset = 0,0 [state 5020, 1] ;anim For hit_light to hit_hard type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) != [3,5] value = ifelse((gethitvar(airtype) = 1),5000+(200*var(40)),5010+(200*var(40))) + gethitvar(animtype) [state 5020, 2] ;anim For hit_back type = changeanim trigger1 = time = 0 trigger1 = gethitvar(animtype) = [3,5] value = 5030+(200*var(40)) [state 5020, 3] ;anim For hit_up/hit_diagup (only if it exists) type = changeanim trigger1 = time = 0 trigger1 = (gethitvar(animtype) = [4,5]) && (selfanimexist(5047 + gethitvar(animtype))) value = 5051+var(40) [state 5020, 4] ;freeze anim type = changeanim trigger1 = time > 0 value = anim [state 5020, 5] type = changestate trigger1 = hitshakeover value = 9030 [state 5020, Ffb light] type = ForcefeeDBack trigger1 = anim = 5000+(200*var(40)) trigger2 = anim = 5010+(200*var(40)) persistent = 0 time = 6 waveform = square [state 5020, Ffb medium] type = ForcefeeDBack trigger1 = anim = 5001+(200*var(40)) trigger2 = anim = 5011+(200*var(40)) persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [state 5020, Ffb hard] type = ForcefeeDBack trigger1 = anim = 5012+(200*var(40)) trigger2 = anim = 5002+(200*var(40)) trigger3 = anim = 5030+(200*var(40)) trigger4 = anim = [5051+var(40),5059+(200*var(40))] persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; hita_up (initial going Up) [statedef 9030] type = a movetype= h physics = n ctrl = 0 [state 5010, 4] ;freeze anim type = changeanim triggerall = vel Y < 0 trigger1 = anim = 5030+(200*var(40)) trigger1 = time > 0 trigger2 = anim = 5035+(200*var(40)) trigger2 = time > 0 value = anim [state 5035, 1] type = changeanim trigger1 = animtime = 0 trigger1 = selfanimexist(5035) trigger1 = anim != [5051+var(40),5059+(200*var(40))] ;not if in hit Up anim trigger1 = anim != 5090+(200*var(40)) ;not if hit off ground anim value = 5035+(200*var(40)) [state 5030, 1] type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 5030, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 5050, 2] ;coming Down anim type = changeanim trigger1 = vel y >= 0 value = 5060+(200*var(40)) persistent = 0 [state 711, 2] type = changeanim trigger1 = selfanimexist(5061) && anim != 5061+(200*var(40)) trigger1 = vel y >= 0 value = 5061+(200*var(40)) [state 5030, 3] type = selfstate triggerall = !hitfall trigger1 = hitover value = 5040 ;hita_recov [state 5030, 3] type = changestate triggerall = !hitfall trigger1 = vel y > 0 ;hit ground trigger1 = pos y >= 10 ;. value = 9040 ;hita_recov [state 5030, 4] type = selfstate triggerall = hitfall trigger1 = hitover trigger2 = vel y > 0 ;hit ground trigger2 = pos y >= 10 ;. value = 5050 ;hita_fall ;--------------------------------------------------------------------------- ; hita_recov (recovering in air, not Falling) [statedef 9040] type = a movetype= h physics = n [state 5100,2] type = playsnd trigger1 = Authorname = "Beximus" trigger1 = time = 0 value = 0,32 [state 5100, 4] type = posfreeze trigger1 = 1 value = 1 [state 5040, 2] type = velset trigger1 = time = 1 trigger1 = gethitvar(animtype) = 0 y = -4 [state 5040, 2] type = velset trigger1 = time = 1 trigger1 = gethitvar(animtype) = 1 y = -4.9 [state 5040, 2] type = velset trigger1 = time = 1 trigger1 = gethitvar(animtype) = 2 y = -5.3 [state 5040, 2] type = velset trigger1 = time = 1 trigger1 = gethitvar(animtype) > 2 y = -5.3 - (vel y/10.0) [state 5040, 2] type = selfstate trigger1 = time = 1 value = 5040 ;------------------------------------------------------------ ; [statedef 9080] type = l movetype= h physics = n [state 5080, 3] ;freeze type = changeanim trigger1 = 1 value = anim [state 5080, 4] type = selfstate trigger1 = hitshakeover trigger1 = gethitvar(yvel) = 0 value = 5081 ;hitl_slide [state 5080, 5] type = changestate trigger1 = hitshakeover trigger1 = gethitvar(yvel) != 0 value = 9081 ;hita_up ;--------------------------------------------------------------------------- ; hita_up (initial going Up) [statedef 9081] type = a movetype= h physics = n ctrl = 0 [state 5030, 1] type = veladd;gravity trigger1 = 1 y = gethitvar(yaccel) [state 5030, 2] type = hitvelset trigger1 = time = 0 x = 1 y = 1 [state 5030, 4] type = changestate triggerall = hitfall trigger1 = hitover trigger2 = vel y > 0 ;hit ground trigger2 = pos y >= 10 ;. value = 9082 ;hita_fall ;--------------------------------------------------------------------------- ; hita_fall (knocked Up, Falling) [statedef 9082] type = a movetype= h physics = n [state 5050, 1] ;change anim when Done with transition type = changeanim trigger1 = animtime = 0 trigger1 = anim = 5035 trigger2 = time = 0 ;if no transition anim trigger2 = anim != 5035 trigger2 = (anim != [5051+var(40), 5059+(200*var(40))]) && (anim != [5061+(200*var(40)), 5069+(200*var(40))]) trigger2 = anim != 5090 ;not if hit off ground anim value = 5050+(200*var(40)) [state 5050, 2] ;coming Down anim type = changeanim trigger1 = anim = [5050+(200*var(40)),5059+(200*var(40))] trigger1 = vel y >= ifelse(anim < 5052+(200*var(40)), 1, -2) trigger1 = selfanimexist(anim+10) value = anim+10 persistent = 0 [state 5050, 2] ;coming Down anim type = changeanim trigger1 = anim = 5051+var(40) trigger1 = animtime = 0 value = 5061+(200*var(40)) persistent = 0 [state 5050, 3] ;gravity type = veladd trigger1 = 1 y = gethitvar(yaccel) [state 5050, 6] type = changestate trigger1 = vel y > 0 trigger1 = pos y >= ifelse((anim = [5051+var(40),5059+(200*var(40))]) || (anim = [5061+(200*var(40)),5069+(200*var(40))]), 0, 25) value = 9083 ;hit_bounce ;--------------------------------------------------------------------------- ; hit_bounce (hit ground) [statedef 9083] 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, envshake] type = Fallenvshake trigger1 = time = 0 [state 5100, 2] ;hit ground anim (normal) type = changeanim triggerall = time = 0 trigger1 = (anim != [5051+var(40),5059+(200*var(40))]) && (anim != [5061+(200*var(40)),5069+(200*var(40))]) trigger2 = !selfanimexist(5100 + (anim % 10)) value = 5100+(200*var(40)) [state 5100, 3] ;hit ground anim (for hit Up) type = changeanim trigger1 = time = 0 trigger1 = (anim = [5051+var(40),5059+(200*var(40))]) || (anim = [5061+(200*var(40)),5069+(200*var(40))]) trigger1 = selfanimexist(5100 + (anim % 10)) value = 5100+(200*var(40)) + (anim % 10) [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 = velmul trigger1 = time = 0 x = 0.75 [state 5100, 7] type = selfstate trigger1 = time = 0 trigger1 = gethitvar(fall.yvel) = 0 value = 5120 ;hit_liedown ;--------------------------- [statedef 60120] type = a movetype= I physics = N ctrl = 0 anim = 9999 [state 250,11] type = explod trigger1 = p2stateno = 328 persistent = 0 anim = 6012 pos = -80,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = p2stateno = 328 && p2movetype = h persistent = 0 anim = 6013 pos = -80,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,13] type = envshake trigger1 = p2stateno = 328 persistent = 0 time = 15 freq = 70 ampl = -4 [state 250,15] type = playsnd trigger1 = p2stateno = 328 persistent = 0 value = 0,11 [state 250,15] type = destroyself trigger1 = p2stateno != 328