;-------------------------- ; Kobun standing [statedef 3000] type = s ctrl = 0 velset = 0,0 physics = n sprpriority = -4 [state 3000,2] type = varset trigger1 = time = 0 trigger1 = parent, movetype != H v = 1 value = 0 [state 3000,2] type = changestate trigger1 = parent, stateno = 190 value = 3190 [state 3000,2] type = varrandom trigger1 = 1 v = 0 range = 0,2 [state 3000,2] type = changeanim trigger1 = time = 0 value = 3000+var(0) [state 3000,2] type = turn trigger1 = Facing != parent, Facing [state 3000,3] type = velset trigger1 = 1 x = 0 [state 3000,1] type = posset trigger1 = 1 y = -4 [state 3000,5]; forward type = changestate trigger1 = parentdist x > 85 value = 3001 [state 3000,5]; backward type = changestate trigger1 = parentdist x < 0 value = 3002 [state 3000,5]; backward type = changestate trigger1 = parentdist x < 0 value = 3002 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 40 trigger1 = parent, var(3) = 1 value = 3040 [state 3000,5]; backward type = changestate trigger1 = parent, numhelper(11000) value = 3100 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4000 value = 34000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4100 trigger2 = parent, stateno = 4600 trigger3 = parent, stateno = 4700 value = 34100 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4200 value = 34200 [state 3000,5]; backward type = changestate trigger1 = parent, stateno != [120,159] trigger1 = parent, movetype = H value = 35000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4500 value = 34500 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4510 value = 34510 [state 1060, 8] type = changestate trigger1 = parent,stateno = 4512 trigger1 = FrontEdgeBodyDist < -70 value = 34512 ;kobun forward------------------------------- [statedef 3001] type = s ctrl = 0 physics = n sprpriority = -4 [state 3000,5]; forward type = changeanim trigger1 = vel x = 2.6 trigger1 = anim != 11010 value = 11010 [state 3000,5]; forward type = changeanim trigger1 = vel x = 4 trigger1 = anim != 3004 value = 3004 [state 3000,5]; forward type = velset trigger1 = parentdist x > 120 x = 4 [state 3000,5]; forward type = velset trigger1 = parentdist x < 121 x = 2.6 [state 3000,5]; forward type = changestate trigger1 = parentdist x < 70 value = 3000 [state 3000,5]; forward type = changestate trigger1 = parentdist x < 0 value = 3002 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 40 trigger1 = parent, var(3) = 1 value = 3040 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4000 value = 34000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4100 trigger2 = parent, stateno = 4600 trigger3 = parent, stateno = 4700 value = 34100 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4200 value = 34200 [state 3000,5]; backward type = changestate trigger1 = parent, stateno != [120,159] trigger1 = parent, movetype = H value = 35000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4510 value = 34510 [state 1060, 8] type = changestate trigger1 = parent,stateno = 4512 trigger1 = FrontEdgeDist < -30 value = 34512 ;kobun backward---------------------------- [statedef 3002] type = s ctrl = 0 velset = -2.4,0 physics = n sprpriority = -4 [state 3000,5]; forward type = changeanim trigger1 = vel x = -2.4 trigger1 = anim != 3003 value = 3003 [state 3000,5]; forward type = changeanim trigger1 = vel x = -4 trigger1 = anim != 3005 value = 3005 [state 3000,5]; forward type = velset trigger1 = parentdist x < -70 x = -4 [state 3000,5]; forward type = velset trigger1 = parentdist x = [70,0] x = -2.4 [state 3000,5]; forward type = changestate trigger1 = parentdist x > 67 value = 3000 [state 3000,5]; forward type = changestate trigger1 = parentdist x > 70 value = 3001 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 40 trigger1 = parent, var(3) = 1 value = 3040 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4000 value = 34000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4100 trigger2 = parent, stateno = 4600 trigger3 = parent, stateno = 4700 value = 34100 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4200 value = 34200 [state 3000,5]; backward type = changestate trigger1 = parent, stateno != [120,159] trigger1 = parent, movetype = H value = 35000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4510 value = 34510 [state 1060, 8] type = changestate trigger1 = parent,stateno = 4512 trigger1 = BackEdgeDist < -30 value = 34512 ;kobun jump------------------------------------------------ [statedef 3040] type = a ctrl = 0 physics = n sprpriority = -4 [state 3000,5]; forward type = changeanim trigger1 = time = 4 value = 3040 [state 50, 7] type = veladd trigger1 = time > 4 trigger1 = parentdist x < 0 x = -.15 [state 50, 8] type = veladd trigger1 = time > 4 trigger1 = parentdist x > 70 x = .15 [state 3000,5]; forward type = veladd trigger1 = time = 4 y = -13 [state 3000,5]; forward type = veladd trigger1 = time > 10 y = .3 [state 3000,5]; forward type = changestate trigger1 = time > 15 trigger1 = pos y >= -4 value = 3000 ;kobun forward------------------------------- [statedef 3100] type = s ctrl = 0 physics = n anim = 3100 sprpriority = -4 [state 3000,5]; forward type = veladd trigger1 = time = 9 y = -6 [state 3000,5]; forward type = veladd trigger1 = time > 9 y = .5 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 40 trigger1 = parent, var(3) = 1 value = 3040 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4000 value = 34000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4100 trigger2 = parent, stateno = 4600 trigger3 = parent, stateno = 4700 value = 34100 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4200 value = 34200 [state 3000,5]; backward type = changestate trigger1 = parent, stateno != [120,159] trigger1 = parent, movetype = H value = 35000 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4500 value = 34500 [state 3000,5]; backward type = changestate trigger1 = parent, stateno = 4510 value = 34510 [state 1060, 8] type = changestate trigger1 = parent,stateno = 4512 trigger1 = FrontEdgeBodyDist < -70 value = 34512 [state 3000,5]; forward type = changestate trigger1 = time > 9 trigger1 = pos y >= -4 value = 3000 ;kobun backward---------------------------- [statedef 3190] type = s ctrl = 0 velset = 0,0 anim = 3040 physics = n sprpriority = 4 [state 3000,5]; forward type = assertspecial trigger1 = 1 flag = invisible [state 3000,5]; forward type = posset trigger1 = time = 140 x = parent, pos x [state 3000,5]; forward type = posadd trigger1 = time = 140 x = 25 y = -30 [state 3000,5]; forward type = changestate trigger1 = time = 143 value = 3191 [statedef 3191] type = a physics = n ctrl = 0 velset = 0,0 anim = 3191 sprpriority = 4 [state 3000,5]; forward type = playsnd trigger1 = time = 0 value = 6,6 [state 3000,5]; forward type = veladd trigger1 = time = 0 x = 2 y = -4 [state 3000,5]; forward type = veladd trigger1 = 1 y = .3 [state 3000,5]; forward type = changestate trigger1 = pos y >= -4 value = 3000 [statedef 34000] type = s ctrl = 0 velset = 0,0 physics = n anim = 3004 sprpriority = -3 [state 3000,5]; forward type = turn trigger1 = pos x < 0 trigger1 = facing = -1 [state 3000,5]; forward type = turn trigger1 = pos x > 0 trigger1 = facing = 1 [state 3000,5]; forward type = posset trigger1 = time = 0 y = -4 [state 3000,5]; forward type = velset trigger1 = time = 0 x = 7 [state 3000,5]; forward type = changestate trigger1 = pos x = [-10,10] value = 34001 [statedef 34001] type = s ctrl = 0 velset = 0,0 physics = n anim = 34000 sprpriority = -3 [state 3000,5]; forward type = changestate trigger1 = parent, stateno = 4000 && parent, movehit value = 34002 [state 3000,5]; forward type = changestate trigger1 = time = 150 value = 3000 [statedef 34002] type = s ctrl = 0 velset = 0,0 physics = n anim = 34001 sprpriority = -3 [state 3000,2] type = turn trigger1 = Facing != parent, Facing [state 870, push block] type = varset trigger1 = time = 0 v = 0 value = 0 [state 870, push block] type = helper trigger1 = time%3 = 0 trigger1 = time > 50 id = 40000+var(0) name = "Hungry" pos = -400,4 postype = p1 stateno = 40000 helpertype = normal size.shadowoffset = -4 ownpal = 1 [state 870, push block] type = varadd trigger1 = time%3 = 0 trigger1 = time > 50 v = 0 value = 1 [state 3000,5]; forward type = changestate trigger1 = time >= 168 value = 34003 [statedef 34003] type = s movetype = I physics = n velset = 0,0 anim = 34002 sprpriority = -3 [state 3000,5]; forward type = changeanim trigger1 = time = 60 value = 34003 [state 3000,5]; forward type = changestate trigger1 = animtime = 0 trigger1 = anim = 34003 value = 3000 [statedef 40000] type = s movetype = a velset = 8,0 physics = n anim = 9999 sprpriority = 3 [state 3000,5]; forward type = posset trigger1 = time = 0 trigger1 = facing = 1 x = -170 y = 0 [state 3000,5]; forward type = posset trigger1 = time = 0 trigger1 = facing = -1 x = 170 y = 0 [state 3000,5]; forward type = varrandom trigger1 = time = 0 v = 0 range = 0,7 [state 3000,5]; forward type = varrandom trigger1 = 1 v = 1 range = 1,2 [state 1060, 8] type = changeanim trigger1 = time = 0 trigger1 = Ishelper(40030) = 0 value = 40000+(10*var(0)) [state 1060, 8] type = changeanim trigger1 = time = 0 trigger1 = Ishelper(40030) value = 40080 [state 210,3] type = projectile trigger1 = parentdist x <= 0 trigger1 = Ishelper(40030) = 0 offset = 0,0 projremove = 0 projid = 40001 projanim = 40000+(10*var(0))+var(1) projhitanim = -1 projsprpriority = 3 velocity = 8,0 projheightbound = -480, 0 projedgebound = 20 projscreenbound = 20 projstagebound = 20 attr = s, hp animtype = hard damage = 5 givepower = 20 guarDFlag = M hitflag = MFD pausetime = 0,6 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0,-15 hitsound = -1 guardsound = s0,8 ground.type = low ground.slidetime = 10 ground.hittime = 17 ground.velocity = -8,-12 down.velocity = 0,0 yaccel = .6 air.hittime = 30 fall = 1 fall.recover = 0 [state 210,3] type = projectile trigger1 = parentdist x <= 0 trigger1 = Ishelper(40030) offset = 0, 0 projid = 40001 projanim = 40081 projremove = 0 projsprpriority = 3 velocity = 8,0 projheightbound = -480, 0 projedgebound = 20 projscreenbound = 20 projstagebound = 20 attr = s, hp animtype = hard givepower = 20 damage = 8 guarDFlag = M hitflag = MFD pausetime = 0,6 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0,-15 hitsound = -1 guardsound = s0,8 ground.type = low ground.slidetime = 10 ground.hittime = 17 ground.velocity = -8,-12 down.velocity = 0,0 yaccel = .6 air.hittime = 30 fall = 1 fall.recover = 0 [state 230, 2] type = hitdef trigger1 = time = 0 attr = s, na animtype = hard givepower = 20 damage = 8 guarDFlag = MA hitflag = MADF pausetime = 0,6 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0,-15 hitsound = s0,3 guardsound = s0,8 ground.type = low ground.slidetime = 10 ground.hittime = 17 ground.velocity = -8,-12 down.velocity = 0,0 yaccel = .6 air.hittime = 30 fall = 1 fall.recover = 0 [state 1003] type = changeanim trigger1 = parentdist x <= 0 trigger1 = Ishelper(40030) = 0 value = 40000+(10*var(0))+var(1) [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40001 || anim = 40012 || anim = 40061 || anim = 40062 value = 6,8 channel = 5 [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40011 value = 6, 10 channel = 6 [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40051 value = 6, 11 channel = 6 [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40002 || anim = 40042 || anim = 40052 || anim = 40071 value = 6, 12 channel = 1 [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40021 || anim = 40032 value = 6, 9 channel = 2 [state 1003] type = playsnd trigger1 = random < 300 trigger1 = anim = 40022 || anim = 40031 || anim = 40041 value = 6, 13 channel = 3 [state 1003] type = destroyself trigger1 = parentdist x <= 0 [statedef 34100] type = s ctrl = 0 velset = 0,0 physics = n anim = 3004 sprpriority = -3 [state 3000,5]; forward type = posset trigger1 = time = 0 y = -4 [state 3000,5]; forward type = velset trigger1 = time = 0 x = 7 [state 3000,5]; forward type = velset trigger1 = parentdist x <= -60 trigger1 = facing = parent, facing x = 0 [state 3000,5]; forward type = velset trigger1 = parentdist x <= 70 trigger1 = facing != parent, facing x = 0 [state 3000,5]; forward type = turn trigger1 = vel x = 0 trigger1 = facing != parent, facing [state 3000,5]; forward type = changeanim trigger1 = vel x = 0 value = 41001 [state 3000,5]; forward type = changestate trigger1 = time = 50 trigger2 = parent, ID < partner, ID trigger2 = vel x = 0 trigger2 = parent,stateno = 4701 value = 34101 ;--------------------------------------- [statedef 34101] type = s movetype = A ctrl = 0 velset = 0,0 physics = n anim = 41000 sprpriority = -3 [state 3000,5]; forward type = varset trigger1 = time != 0 trigger1 = enemynear, numhelper(9002) v = 1 value = 39 persistent = 0 [state 3000,5]; forward type = varset trigger1 = time = 0 v = 2 value = 0 [state 3000,5]; forward type = varadd trigger1 = var(1) > 0 v = 1 value = -1 [state 3000,5]; forward type = varadd trigger1 = var(1) <= 0 v = 2 value = 1 [state 3000,5]; forward type = posfreeze trigger1 = var(1) > 0 [state 3000,5]; forward type = playsnd trigger1 = time = 0 value = 6, 2 [state 3000,5]; forward type = playsnd trigger1 = time = 0 value = 5, 3 freqmul = .8 [state 3000,5]; forward type = velset trigger1 = var(2) = 52 x = 5 [state 3000,5]; forward type = nothitby trigger1 = var(2) < 40 value = sca [state 50,5] type = explod trigger1 = time = 0 anim = 41001 id = 41001 postype = p1 pos = 0,0 ownpal = 1 bindtime = -1 removetime = -1 sprpriority = 5 persistent = 0 pausemovetime = 99999 supermovetime = 99999 removeongethit = 0 ignorehitpause = 0 [state 12001] type = varset trigger1 = time = 0 v = 0 value = 0 [state 12001] type = varadd triggerall = var(1) <= 0 trigger1 = var(2) > 9 trigger1 = var(2) < 31 v = 0 value = 1 [state 12001] type = playsnd trigger1 = time%12 = 0 trigger1 = var(2) >= 40 value = 5,6 channel = 3 [state 12001] type = modifyexplod trigger1 = var(1) <= 0 id = 41001 scale = (1+var(0)/20.00),(1+var(0)/20.00) [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = parent, Fvar(0) ignorehitpause = 1 [state 230, 2] type = hitdef trigger1 = p2statetype = L attr = s, ha animtype = up damage = 70,5 givepower = 20 guarDFlag = MA hitflag = MADF pausetime = 6,6 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0, (p2dist y + enemynear, const(size.mid.pos.y)) hitsound = s0+(parent,var(49)),6 guardsound = s0+(parent,var(49)),8 ground.type = low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -1,-12 air.velocity = -1,-12 down.velocity = -1,-12 yaccel = .6 air.hittime = 30 fall = 1 fall.recover = 0 [state 230, 2] type = hitdef trigger1 = time < 40 trigger1 = movecontact = 0 attr = s, ha animtype = up damage = 70,5 givepower = 20 guarDFlag = MA hitflag = MADF pausetime = 6,6 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0, (p2dist y + enemynear, const(size.mid.pos.y)) hitsound = s0+(parent,var(49)),6 guardsound = s0+(parent,var(49)),8 ground.type = low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -1,-12 air.velocity = -1,-12 down.velocity = -1,-12 yaccel = .6 air.hittime = 30 fall = 1 fall.recover = 0 p2stateno = 4010 [state 230, 2] type = hitdef triggerall = var(1) <= 0 trigger1 = time%6 = 0 trigger1 = time > 40 attr = s, ha animtype = hard fall.animtype = hard givepower = 20 damage = 30,5 guarDFlag = MA hitflag = MADF pausetime = 4,4 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0, (p2dist y + enemynear, const(size.mid.pos.y)) hitsound = -1 guardsound = -1 ground.type = low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -8 air.velocity = -5,-1 down.velocity = 0,0 yaccel = .6 air.hittime = 30 air.fall = 1 fall.recover = 0 [state 3001, parentvaradd] type = parentvaradd trigger1 = movehit trigger1 = time > 40 v = 18 value = 1 [state 12001] type = playsnd trigger1 = time > 40 trigger1 = movehit value = 0+(parent,var(49)),6 [state 12001] type = playsnd trigger1 = time > 40 trigger1 = moveguarded value = 0+(parent,var(49)),8 [state 12001] type = movehitreset trigger1 = time > 40 trigger1 = movecontact [state 12001] type = playerpush trigger1 = 1 value = 1 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, nt, st, ht, np ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, sp, hp, ha ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 34102 attr = sca, sp, hp, ha ignorehitpause = 1 [state 12001] type = width trigger1 = 1 player = 70,70 [state 12001] type = removeexplod trigger1 = var(2) >= 120 trigger2 = var(2) = 40 trigger2 = parent,stateno != [4100,4799] id = 41001 [state 12001] type = changestate trigger1 = var(2) >= 120 trigger2 = var(2) = 40 trigger2 = parent,stateno != [4100,4799] value = 34103 ;-==================================================== [statedef 34102] type = s movetype = A ctrl = 0 physics = n sprpriority = -3 [state 3000,5]; forward type = varset trigger1 = time != 0 trigger1 = enemynear, numhelper(9002) v = 1 value = 39 persistent = 0 [state 3000,5]; forward type = varadd trigger1 = var(1) > 0 v = 1 value = -1 [state 3000,5]; forward type = varadd trigger1 = var(1) <= 0 v = 2 value = 1 [state 3000,5]; forward type = posfreeze trigger1 = var(1) > 0 [state 3000,5]; forward type = varadd trigger1 = 1 v = 2 value = 1 [state 12001] type = varadd triggerall = var(1) <= 0 trigger1 = var(2) > 9 trigger1 = var(2) < 31 v = 0 value = 1 [state 12001] type = modifyexplod trigger1 = var(1) <= 0 id = 41001 scale = (1+var(0)/20.00),(1+var(0)/20.00) [state 3001, attackmulset] type = attackmulset trigger1 = 1 value = parent, Fvar(0) ignorehitpause = 1 [state 230, 2] type = hitdef triggerall = var(1) <= 0 trigger1 = time%6 = 0 trigger1 = time > 40 attr = s, ha animtype = hard fall.animtype = hard givepower = 20 damage = 30,5 guarDFlag = MA hitflag = MADF pausetime = 4,4 sparkno = s6006 guard.sparkno = s6000 sparkxy = 0, (p2dist y + enemynear, const(size.mid.pos.y)) hitsound = -1 guardsound = -1 ground.type = low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -8 air.velocity = -5,-1 down.velocity = 0,0 yaccel = .6 air.hittime = 30 air.fall = 1 fall.recover = 0 [state 3001, parentvaradd] type = parentvaradd trigger1 = movehit trigger1 = time > 40 v = 18 value = 1 [state 12001] type = playsnd trigger1 = movehit value = 0+(parent,var(49)),6 [state 12001] type = playsnd trigger1 = moveguarded value = 0+(parent,var(49)),8 [state 12001] type = movehitreset trigger1 = movecontact [state 12001] type = playerpush trigger1 = 1 value = 1 [state 1030, nothitby] type = nothitby trigger1 = time >= 0 time = 1 value = sca, na, sa, nt, st, ht, np ignorehitpause = 1 [state 1030, enDFromproj] type = hitby trigger1 = 1 value = sca, sp, hp, ha ignorehitpause = 1 [state 1030, enDFromproj] type = hitoverride trigger1 = 1 slot = 7 time = 1 stateno = 34102 attr = sca, sp, hp, ha ignorehitpause = 1 [state 12001] type = width trigger1 = 1 player = 70,70 [state 12001] type = removeexplod trigger1 = var(2) >= 120 id = 41001 [state 12001] type = changestate trigger1 = var(2) >= 120 value = 34103 ;----------------------------------------------------------- [statedef 34103] type = s ctrl = 0 velset = 0,0 physics = n anim = 9999 sprpriority = -3 [state 3000,5]; forward type = playsnd trigger1 = time = 20 value = 5, 0 freqmul = .9 [state 50,5] type = explod trigger1 = time = 0 anim = 41002 id = 41001 postype = p1 pos = 0,0 ownpal = 1 bindtime = -1 removetime = -1 sprpriority = 5 persistent = 0 pausemovetime = 99999 removeongethit = 0 ignorehitpause = 0 [state 12001] type = varadd trigger1 = time > 6 trigger1 = time < 28 v = 0 value = -1 [state 12001] type = modifyexplod trigger1 = time > 0 id = 41001 scale = (1+var(0)/20.00),(1+var(0)/20.00) [state 12001] type = removeexplod trigger1 = time = 52 id = 41001 [state 12001] type = changestate trigger1 = time = 52 value = 3000 [statedef 34200] type = s ctrl = 0 velset = 0,0 physics = n anim = 3004 sprpriority = -3 [state 3000,5]; forward type = posset trigger1 = time = 0 y = -4 [state 3000,5]; forward type = velset trigger1 = time = 0 x = 7 [state 3000,5]; forward type = velset trigger1 = parentdist x <= -60 trigger1 = facing = parent, facing x = 0 [state 3000,5]; forward type = velset trigger1 = parentdist x <= 70 trigger1 = facing != parent, facing x = 0 [state 3000,5]; forward type = turn trigger1 = vel x = 0 trigger1 = facing != parent, facing [state 3000,5]; forward type = changestate trigger1 = vel x = 0 value = 34201 [statedef 34201] type = s ctrl = 0 velset = 0,0 physics = n anim = 34200 sprpriority = -3 [state 3000,5]; forward type = playsnd trigger1 = time = 0 value = 6, 5 [state 3000,5]; forward type = changeanim trigger1 = time = 80 value = 34201 [state 3000,5]; forward type = changestate trigger1 = parent,stateno != 4200 value = 3000 ;-------------------------- ; Kobun standing [statedef 35000] type = s ctrl = 0 velset = 0,0 physics = n sprpriority = -4 [state 3000,3] type = varadd trigger1 = 1 v = 1 value = 1 [state 3000,2] type = changeanim trigger1 = var(1) < 30 value = 35000 persistent = 0 [state 3000,2] type = changeanim trigger1 = var(1) > 30 value = 35001 persistent = 0 [state 3000,2] type = turn trigger1 = parentdist x < 0 [state 3000,3] type = velset trigger1 = 1 x = 0 [state 3000,1] type = posset trigger1 = 1 y = -4 [state 3000,5]; forward type = changestate trigger1 = parentdist x > 110 value = 35001 [state 3000,5]; backward type = changestate trigger1 = parentdist x < -80 value = 35002 [state 3000,5]; forward type = changestate trigger1 = parent, movetype != H trigger1 = parent, stateno != [5000,5999] value = 3000 [state 3000,5]; forward type = changestate trigger1 = parent, stateno = [5150,5151] value = 35150 ;kobun forward------------------------------- [statedef 35001] type = s ctrl = 0 physics = n velset = 0,0 anim = 35002 sprpriority = -4 [state 3000,3] type = varadd trigger1 = 1 v = 1 value = 1 [state 3000,5]; forward type = velset trigger1 = time = 0 x = 3 [state 3000,5]; forward type = changestate trigger1 = parentdist x < 70 value = 35000 [state 3000,5]; forward type = changestate trigger1 = parent, movetype != H trigger1 = parent, stateno != [5000,5999] value = 3000 [state 1060, 8] type = changestate trigger1 = parent,stateno = 5150 value = 35150 ;kobun backward---------------------------- [statedef 35002] type = s ctrl = 0 velset = 0,0 anim = 35003 physics = n sprpriority = -4 [state 3000,3] type = varadd trigger1 = 1 v = 1 value = 1 [state 3000,5]; forward type = velset trigger1 = time = 0 x = -3 [state 3000,5]; forward type = changestate trigger1 = parentdist x > 20 value = 35000 [state 3000,5]; forward type = changestate trigger1 = parent, movetype != H trigger1 = parent, stateno != [5000,5999] value = 3000 ;kobun backward---------------------------- [statedef 35150] type = s ctrl = 0 velset = 0,0 physics = n sprpriority = -4 [state 3000,3] type = varadd trigger1 = 1 v = 1 value = 1 [state 3000,2] type = changeanim trigger1 = var(1) < 30 value = 35000 persistent = 0 [state 3000,2] type = changeanim trigger1 = var(1) > 30 value = 35001 persistent = 0 [state 3000,2] type = turn trigger1 = parentdist x < 0 [state 3000,2] type = changeanim trigger1 = time = 120 value = 35150 persistent = 0 [state 3000,5]; forward type = velset trigger1 = time = 120 x = 6 [state 1060, 8] type = changestate trigger1 = FrontEdgeBodyDist < -70 value = 34512 ;-------------------- [Statedef 34500] type = A movetype = I physics = N anim = 34500 sprpriority = 3 ctrl = 0 [State 4500, position] type = PosSet trigger1 = time = 0 x = -243*facing y = -90 [State 4500, velocity] type = VelSet trigger1 = Anim != 45000 x = 18 y = 4 [State 4500, invincibility] ; the character cannot be hit until he has fully entered on the stage type = NotHitBy trigger1 = BackEdgeBodyDist <= 0 value = SCA time = 2 [State 4500, invincibility] ; if partner was KOed, appear being invincible type = NotHitBy trigger1 = Partner, Life <= 0 value = SCA time = 6 [State 4500, screen bound] ; Prevents the camera from following the char type = ScreenBound trigger1 = 1 value = 0 [State 4500, changestate] ; the character attacks his opponent when : type = ChangeState triggerall = BackEdgeBodyDist >= 0 ; he is on the stage trigger1 = partner, life > 0 ; and his partner is alive trigger1 = !Win && !Lose value = 34501 [Statedef 34501] type = A movetype = A physics = N sprpriority = 3 ctrl = 0 [State 4500, velocity] type = playsnd trigger1 = time = 0 value = 6, 6 ; Tag attack LV3 ;[State 4502, LV3] ;type = changestate ;triggerall = selfanimexist (4100) ; <--- change this... ;trigger1 = power >= 2000 ;value = 4100 ; <--- and this for the super move! ; Tag attack LV2 ;[State 4501, LV2] ;type = changestate ;triggerall = selfanimexist (4100) ; <--- change this... ;trigger1 = power >= 1000 ;value = 4100 ; <--- and this for the lv.2 move! ; Tag attack LV1 [State 4501, LV1] type = ChangeState trigger1 = pos y >= 0 ; <--- change this... value = 34502 ; <--- and this for the lv.1 move! ;[State 4501, end state] ; cancel if: ;type = ChangeState ;trigger1 = Time = [0,1] ;value = 0 ;ctrl = 1 [Statedef 34502] type = S movetype = I physics = N anim = 3194 sprpriority = 3 ctrl = 0 velset = 0,0 [State 4520, 0] type = PosSet trigger1 = 1 y = 0 [State 4520, 10] type = ChangeState trigger1 = AnimTime = 0 value = 3000 [Statedef 34510] ; Define your own taunt here type = S movetype = I physics = S anim = 34510 sprpriority = -2 velset = 0,0 ctrl = 0 [State 4510, invincibility] ; the character cannot be hit since he is leaving type = NotHitBy trigger1 = 1 value = SCA [State 4510, ghost] ; Prevents the camera from following the char type = PlayerPush trigger1 = 1 value = 0 [State 4511, screen bound] type = playsnd trigger1 = time = 0 value = 6,1 [State 4511, screen bound] type = ScreenBound trigger1 = time > 15 value = 0 [State 4510, end state] type = ChangeState ;trigger1 = time = 1 trigger1 = animtime = 0 value = 34511 [Statedef 34511] type = S movetype = I physics = N anim = 3004 ; <- You can use the standard running animation or put another one sprpriority = 2 ctrl = 0 [State 4512, invincibility] type = varset trigger1 = time = 0 v = 52 value = 1 [State 4511, velocity] type = turn trigger1 = time = 0 [State 4511, velocity] type = VelSet trigger1 = time = [0,1] x = 12 y = 0 [State 4511, invincibility] type = NotHitBy trigger1 = 1 value = SCA [State 4511, ghost] type = PlayerPush trigger1 = 1 value = 0 [State 4511, screen bound] type = ScreenBound trigger1 = 1 value = 0 [State 4511, wait outside state] type = ChangeState trigger1 = FrontEdgeDist < -30 value = 34512 [Statedef 34512] type = S movetype = I physics = N anim = 0 velset = 0,0 ctrl = 0 [State 4512, turn] ; always face the same direction as partner type = turn trigger1 = facing != parent,facing [State 4512, position] ; always stay behind and at the same distance of the char on the stage type = posset trigger1 = 1 x = (partner, pos x) - 1000*facing [State 4500, changestate] ; the character attacks his opponent when : type = ChangeState ;triggerall = BackEdgeBodyDist >= 0 ; he is on the stage trigger1 = parent, stateno = 4700 value = 34700 [State 4512, turn] ; always face the same direction as partner type = changestate trigger1 = parent, stateno = 4500 value = 34500 [State 4512, turn] ; always face the same direction as partner type = changestate trigger1 = parent, stateno = 4520 value = 3000 [Statedef 34700] type = A movetype= a physics = N velset = 0,0 anim = 34500 ctrl = 0 [State 4500, screen bound] ; Prevents the camera from following the char type = ScreenBound trigger1 = 1 value = 0 [State 4500, position] type = Posset trigger1 = time = 0 trigger1 = facing = 1 x = (partner, pos x) - 257 y = -130 [State 4500, position] type = Posset trigger1 = time = 0 trigger1 = facing = -1 x = (partner, pos x) + 257 y = -130 [State 4500, position] type = Posadd trigger1 = 1 x = 16 [State 4500, velocity] type = VelSet trigger1 = time = 0 y = 3 [State 4500, velocity] type = Veladd trigger1 = 1 y = .7 ; Tag attack LV1 [State 4501, LV1] type = ChangeState trigger1 = pos y >= 0 value = 34100