;States for Tron Bonne's helpers, Megaman and Servbot ;------------------------------------------------------------------------ ;Megaman Jump Down 1 [Statedef 10000] type = A movetype= A physics = N anim = 10001 ctrl = 0 sprpriority = 4 [State 10000, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,1 [State 10000, 1] type = VelSet trigger1 = Time = 0 x = 5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 2 y = .66 [State 10000, 1] type = VelSet trigger1 = pos y >= 0 x = 0 y = 0 [State 10000, Landed] type = ChangeState trigger1 = pos y >= 0 value = 10002 ;------------------------------------------------------------------------ ;Megaman Jump Down 2 [Statedef 10001] type = A movetype= A physics = N anim = 10001 ctrl = 0 sprpriority = 4 [State 10001, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,1 [State 10001, 1] type = VelSet trigger1 = Time = 0 x = 5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 2 y = .66 [State 10000, 1] type = VelSet trigger1 = pos y >= 0 x = 0 y = 0 [State 10001, Landed] type = ChangeState trigger1 = pos y >= 0 value = 10003 ;---------------------------------------------------------------------- [Statedef 10002] ;QCF - Buster type = S ;S,A,C,L movetype = A ;I,A,H physics = N ;A,C,S,N anim = 10002 ctrl = 0 velset = 0,0 sprpriority = 3 [State 10001, Explod] type = Explod trigger1 = AnimElem = 3 anim = 10003 ID = 10003 pos = 0,-30 facing = 1 bindtime = 1 removetime = 5 scale = 1,1 sprpriority = 3 ontop = 1 ownpal = 1 persistent = 0 [State 10001, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10000, 2 [State 10001, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000, 0 [State 10001, Projectile] type = Projectile trigger1 = AnimElem = 3 ProjID = 10004 projanim = 10004 projhitanim = 10005 projremanim = 10004 projcancelanim = 10005 projscale = 1,1 projremove = 1 velocity = 6.25,0 remvelocity = 0,0 projhits = 1 projpriority = 2 projsprpriority = 5 offset = 0,-40 attr = S, SP ;Attribute: Standing, Normal Attack damage = 30 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = S2001 ;Spark anim no (Def: set above) sparkxy = 50, -20 ;X-offset for the "hit spark" rel. to p2, Y-offset for the spark rel. to p1 hitsound = S10, 1 ;Sound to play on hit guard.sparkno = S2002 guardsound = S10, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -3 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = Low ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, air.hittime = 8 persistent = 0 [State 10001, ChangeAnim] type = ChangeAnim trigger1 = AnimTime = 0 value = 10001 [State 10001, 1] type = VelSet trigger1 = Time = 25 x = -5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 40 y = .66 [State 10001, ChangeAnim] type = DestroySelf trigger1 = Anim = 10001 trigger1 = Backedgedist < -30 ;Megaman Random [Statedef 10003] ;QCB type = S ;S,A,C,L movetype = A ;I,A,H physics = N ;A,C,S,N anim = 10002 ctrl = 0 velset = 0,0 sprpriority = 3 [State 10003, Helper] type = Helper trigger1 = AnimElem = 3 helpertype = normal ;player name = "Blades" ID = 10006 stateno = 10004 pos = 20,-35 facing = 1 ownpal = 1 persistent = 0 [State 10001, ChangeAnim] type = ChangeAnim trigger1 = AnimTime = 0 value = 10001 [State 10001, 1] type = VelSet trigger1 = Time = 25 x = -5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 40 y = .66 [State 10001, ChangeAnim] type = DestroySelf trigger1 = Anim = 10001 trigger1 = Backedgedist < -30 ; Blades [Statedef 10004] type = A physics = N movetype = A sprpriority = 2 anim = 10006 [State 0, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,3 [State 253, 1] type = VelSet trigger1 = time = 1 x = 7 [State 253, Gravity] type = Gravity trigger1 = time >= 13 [State 253, 1] type = VelSet trigger1 = pos y >= 0 x = 0 y = 0 [State 253, 2] type = PlaySnd trigger1 = pos y >= 0 value = 10000, 4 persistent = 0 [State 10004, Explod] type = Explod trigger1 = pos y >= 0 anim = 10007 ID = 10007 pos = 0,0 facing = 1 bindtime = 1 removetime = -2 sprpriority = 4 ontop = 1 ownpal = 1 removeongethit = 0 persistent = 0 [State 10004, Helper] type = Helper trigger1 = pos y >= 0 helpertype = normal ;player name = "Wind" ID = 10005 stateno = 10005 pos = 0,-10 facing = 1 keyctrl = 0 ownpal = 1 persistent = 0 [State 10004, Helper] type = Helper trigger1 = time = 40 helpertype = normal ;player name = "Wind" ID = 10005 stateno = 10005 pos = 0,-50 facing = 1 keyctrl = 0 ownpal = 1 persistent = 0 [State 253, 7] type = destroyself trigger1 = time = 75 ; Wind [Statedef 10005] type = A physics = N movetype = A sprpriority = 5 anim = 10008 [State 10005, HitDef] type = HitDef trigger1 = Time = 0 attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = Hard ;light,medium,hard,back,up,diagup air.animtype = Hard priority = 3, Hit damage = 15 sparkno = S2001 guard.sparkno = S2002 sparkxy = 0,-40 hitsound = S10,1 guardsound = S10,3 pausetime = 5, 5 ground.type = High ;Low,Trip,None ground.velocity = -1, -4 guard.velocity = -1.5 air.velocity = -1,-3 [State 10005, HitDef] type = HitDef trigger1 = Time = 5 attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = diagup ;light,medium,hard,back,up,diagup air.animtype = diagup priority = 4, Hit damage = 15 sparkno = S2001 guard.sparkno = S2002 sparkxy = 0,-40 hitsound = S10,1 guardsound = S10,3 pausetime = 5, 5 ground.type = High ;Low,Trip,None ground.velocity = -4, -8 guard.velocity = -1.5 air.velocity = -3,-6 [State 10005, 7] type = destroyself trigger1 = animtime = 0 ;---------------------------------------------------------------------- ;------------------------------------------------------------------------ ;Megaman Jump Down 3 [Statedef 10007] type = A movetype= A physics = N anim = 10001 ctrl = 0 sprpriority = 4 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 1" ID = 10009 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 2" ID = 10010 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 3" ID = 10011 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 4" ID = 10012 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 5" ID = 10013 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 6" ID = 10014 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 7" ID = 10015 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10008, Helper] type = Helper trigger1 = Time = 1 helpertype = normal name = "Leaf 8" ID = 10016 stateno = 10009 facing = 1 ownpal = 1 ontop = 1 [State 10001, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,1 [State 10001, 1] type = VelSet trigger1 = Time = 0 x = 5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 2 y = .66 [State 10000, 1] type = VelSet trigger1 = pos y >= 0 x = 0 y = 0 [State 10001, Landed] type = ChangeState trigger1 = pos y >= 0 value = 10008 ;----------------------------------------------------------------------- [Statedef 10008] ;QCb - Leaf Shield type = S ;S,A,C,L movetype = A ;I,A,H physics = N ;A,C,S,N anim = 10002 ctrl = 0 velset = 0,0 sprpriority = 3 [State 10001, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000, 5 [State 10001, ChangeAnim] type = ChangeAnim trigger1 = AnimTime = 0 value = 10001 [State 10001, 1] type = VelSet trigger1 = Time = 25 x = -5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 40 y = .66 [State 10001, ChangeAnim] type = DestroySelf trigger1 = Anim = 10001 trigger1 = Backedgedist < -30 ;-------------------------------------------------------------------- [Statedef 10009] ;Leaves type = A movetype = A physics = N anim = 10009 ctrl = 0 sprpriority = 5 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10009) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = 10, -65 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10010) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = 30, -55 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10010) = 1 value = 10009 elem = 2 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10011) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = 42, -38 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10011) = 1 value = 10009 elem = 3 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10012) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = 30, -15 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10012) = 1 value = 10009 elem = 4 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10013) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = 4, 0 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10013) = 1 value = 10009 elem = 5 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10014) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = -20, -15 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10014) = 1 value = 10009 elem = 6 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10015) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = -32, -38 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10015) = 1 value = 10009 elem = 7 [State 10009, 1] type = Bindtoparent trigger1 = IsHelper(10016) = 1 trigger1 = Time >= 0 trigger1 = parent, pos y <= 0 && parent, vel y >= 0 pos = -12, -55 [State 10009, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 trigger1 = IsHelper(10016) = 1 value = 10009 elem = 8 [State 10009, VelSet] type = VelSet trigger1 = parent, Anim = 10002 trigger1 = parent, AnimElem = 3 x = 6.5 [State 10009, VelSet] type = VelSet trigger1 = movecontact x = 6.5 [State 10009, HitDef] type = HitDef trigger1 = parent, pos y >= 0 trigger1 = vel x >= 0 attr = A,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = Medium ;light,medium,hard,back,up,diagup air.animtype = Medium damage = 5 pausetime = 10, 10 sparkno = S2009 guard.sparkno = S2002 sparkxy = 0,0 hitsound = S10,5 guardsound = S10,3 ground.hittime = 5 ground.type = High ;Low,Trip,None air.type = High ground.velocity = 2,0 air.velocity = 2,.5 [State 10009, DestroySelf] type = DestroySelf trigger1 = numhelper(10001) = 0 || frontedgedist < 0 ;------------------------------------------------------------------------ ;Megaman Jump Down 4 [Statedef 10010] type = A movetype= A physics = N anim = 10001 ctrl = 0 sprpriority = 4 [State 10000, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,1 [State 10000, 1] type = VelSet trigger1 = Time = 0 x = 5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 2 y = .66 [State 10000, 1] type = VelSet trigger1 = pos y >= 0 x = 0 y = 0 [State 10000, Landed] type = ChangeState trigger1 = pos y >= 0 value = 10011 ;------------------------------------------------------------------------ [Statedef 10011] ;QCB - Drop RB type = S movetype= A physics = N anim = 10002 ctrl = 0 sprpriority = 4 [State 10000, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 10000,6 [State 10011, Helper] type = Helper trigger1 = Anim = 10002 trigger1 = AnimElem = 3 helpertype = normal ;player name = "Rock Ball" ID = 10017 stateno = 10012 pos = 40,-35 facing = 1 ownpal = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = AnimTime = 0 value = 10000 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Time = 30 trigger1 = helper(10017), pos y >= 0 value = 10010 [State 0, PlaySnd] type = PlaySnd trigger1 = Anim = 10010 trigger1 = AnimElem = 2 value = 10000,7 [State 10001, ChangeAnim] type = ChangeAnim trigger1 = Time = 100 value = 10001 [State 10001, 1] type = VelSet trigger1 = Time = 100 x = -5 y = -5 [State 10000, PosAdd] type = VelAdd trigger1 = Time >= 114 y = .66 [State 10001, ChangeAnim] type = DestroySelf trigger1 = Backedgedist < -25 ;-------------------------------------------------------------------- [Statedef 10012] ;Rock Ball type = A movetype = A physics = N anim = 10011 ctrl = 0 sprpriority = 5 [State 0, VelAdd] type = VelAdd trigger1 = Time = 0 y = 3.25 [State 0, VelSet] type = VelSet trigger1 = pos y >= 0 y = 0 [State 0, PosSet] type = PosSet trigger1 = vel y = 0 y = 0 [State 0, VelSet] type = VelSet trigger1 = parent, Anim = 10010 trigger1 = parent, AnimElem = 2 x = 6.5 y = -3.5 [State 0, VelSet] type = VelSet trigger1 = frontedgedist <= 0 x = -6.5 y = -3.5 [State 0, VelSet] type = VelSet trigger1 = screenpos y <= 0 x = -6.5 y = 3.5 [State 0, Explod] type = Explod trigger1 = vel x > 0 || vel x < 0 anim = 10012 ID = 10018 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = 20 sprpriority = 2 ontop = 0 ownpal = 1 persistent = 2 [State 10009, HitDef] type = HitDef trigger1 = Time = 1 attr = A,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = Medium ;light,medium,hard,back,up,diagup air.animtype = Medium damage = 35 pausetime = 10, 10 sparkno = S2001 guard.sparkno = S2002 sparkxy = 0,0 hitsound = S10,1 guardsound = S10,3 ground.hittime = 10 ground.type = High ;Low,Trip,None air.type = High ground.velocity = 5,0 air.velocity = 3,1 sprpriority = 5 [State 10009, DestroySelf] type = DestroySelf trigger1 = time = 200