;States for Tron Bonne by LegendaryXM90 [Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 60 airjuggle = 15 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 30 ;Player width (back, ground) ground.front = 30 ;Player width (front, ground) air.back = 30 ;Player width (back, air) air.front = 30 ;Player width (front, air) height = 50 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 1 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 3 ;Walk forward walk.back = -2.6 ;Walk backward run.fwd = 5.9, 0 ;Run forward (x, y) run.back = -5,-4.3 ;Hop backward (x, y) jump.neu = 0,-8.9 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ; var(3) - Used in Beacon Bomb, to check position of helpers to add life ; var(10) - Used in Super Jump ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 181, 2] type = PlaySnd trigger1 = time = 2 value = 0,9 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 191] type = S ctrl = 0 anim = 190 velset = 5,0 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] type = PosSet trigger1 = Time = 0 trigger1 = Facing = 1 x = -276 [State 191, 4] type = PosSet trigger1 = Time = 0 trigger1 = Facing = -1 x = 276 [state 191, 2] type = screenbound trigger1 = 1 value = 0 [state 191, 2] type = VelMul trigger1 = time > 38 x = .7 [state 191, 2] type = VelSet trigger1 = time = 49 x = 0 [State 191, Snd 1] type = PlaySnd trigger1 = AnimElem = 11 value = 0,5 volume = 255 [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195, 1] type = CtrlSet trigger1 = Time = 40 value = 1 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 195, Snd 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0,14 volume = 255 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 10 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, HitDef] type = HitDef trigger1 = Time = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 30 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = S2000 ;Spark anim no (Def: set above) sparkxy = -10, -50 ;X-offset for the "hit spark" rel. to p2, Y-offset for the spark rel. to p1 hitsound = S10, 0 ;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 = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = Low ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 8 ;Time before opponent regains control in air [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 3 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [State 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [State 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 11 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 Trigger4 = AnimElem = 9 attr = S, NA animtype = Medium damage = 25 guardflag = MA pausetime = 12,12 sparkno = S2001 sparkxy = -10,-40 hitsound = S10,1 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 210, 3] type = ChangeAnim trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0 trigger1 = movecontact ignorehitpause = 1 persistent = 0 value = 210 elem = 6 [State 210, 4] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Standing Fierce Punch [Statedef 220] type = S movetype = A physics = S juggle = 10 poweradd = 30 ctrl = 0 velset = 0,0 anim = 220 sprpriority = 2 [State 220, 1] type = PlaySnd trigger1 = time = 1 value = 0,23 [State 220, 1] type = PlaySnd trigger1 = AnimElem = 27 value = 0,19 [State 220, 2] type = PosAdd trigger1 = Time = 1 x = 1.5 [State 220, 3] type = HitDef trigger1 = Time = 0 trigger2 = Time = 30 attr = S, NA damage = 40 animtype = Diagup hitsound = S10, 2 guardsound = S10,3 sparkno = S2001 sparkxy = 0,-75 guard.sparkno = S2002 pausetime = 12, 12 guardflag = MA ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -6,-4 air.velocity = -3,-3 airguard.velocity = -1.9,-.8 airtype = High [State 220, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick ; CNS difficulty: easy [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 11 [State 240, Snd 2] type = PlaySnd trigger1 = Time = 3 value = 0, 25 [State 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 13 guardflag = MA pausetime = 12,12 sparkno = S2000 sparkxy = -10,-37 hitsound = S10,0 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -2.5,-3.5 [State 230, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 13 guardflag = MA pausetime = 12,12 sparkno = S2000 sparkxy = -10,-37 hitsound = S10,0 guard.sparkno = S2002 guardsound = S10,3 ground.type = Trip ground.slidetime = 10 ground.hittime = 11 ground.velocity = -1, -1.5 air.velocity = -2.5,-3.5 fall = 0 air.fall = 0 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong kick - Flames ; CNS difficulty: easy [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 1 [State 240, Snd 1] type = PlaySnd trigger1 = Time = 2 value = 0, 11 [State 240, Snd 2] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 36 [State 240, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 25 guardflag = MA pausetime = 12,12 sparkno = S2001 sparkxy = -10,-60 hitsound = 0, 36 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3 air.velocity = -2.2,-3.2 p2facing = 1 palfx.time = 20 palfx.add = 40,-70,-299 palfx.mul = 256,256,256 palfx.sinadd = 40,30,0,10 palfx.invertall = 1 palfx.color = 0 [State 241, Explod] type = Explod trigger1 = movehit anim = 242 ID = 242 pos = 10, -80 postype = p2 ;p2,front,back,left,right facing = 1 bindtime = 9999 removetime = -2 sprpriority = 6 ontop = 1 ownpal = 1 persistent = 0 [State 241, 2] type = Helper trigger1 = AnimElem = 2 name = "Flames" ID = 241 pos = 47,-62 postype = p1 stateno = 241 helpertype = normal keyctrl = 0 ownpal = 1 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Flames [Statedef 241] type = A physics = N sprpriority = 2 anim = 241 [State 241, Stay near player] Type = varset trigger1 = Time = 0 var(5) = ceil(RootDist X) [State 241, Stay Near Player] Type = Posadd trigger1 = RootDist X != var(5) x = ceil(RootDist X - var(5)) [State 241, 1] type = AngleSet trigger1 = 1 value = 25 [State 241, 2] type = AngleDraw trigger1 = 1 [State 241, Destroy] type = DestroySelf trigger1 = AnimElem = 12 trigger2 = root, stateno != 240 ;--------------------------------------------------------------------------- ;Standing Fierce Kick - Rock Pickup [Statedef 250] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2 [State 250, Snd 2] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 25 [State 250, HitDef] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 40 guardflag = MA pausetime = 10,10 hitflag = MAF priority = 3, Hit guard.sparkno = S2002 sparkno=S2001 sparkxy = 0,-48 hitsound = S10, 2 guardsound = S10, 3 guard.velocity = -5 ground.type = Low ground.slidetime = 15 ground.hittime = 40 airguard.velocity = -3.5,-3 p2facing=1 air.velocity = -0.5,-2 ground.velocity = -1.8,-7 fall.recovertime = 40 fall.recover = 1 animtype = Up [State 250, Rock Hold] type = changestate trigger1 = animtime = 0 value = 251 ;--------------------------------------------------------------------------- ; Rock Hold ; CNS difficulty: easy [Statedef 251] type = S movetype= A physics = S ctrl = 0 velset = 0,0 anim = 251 sprpriority = 2 [State 251, Rock Throw] type = changestate trigger1 = time > 120 || command != "hold_b" value = 252 ;--------------------------------------------------------------------------- ; Rock Throw ; CNS difficulty: easy [Statedef 252] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 252 sprpriority = 2 [State 252, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 12 [State 252, Rock] type = Helper trigger1 = AnimElem = 2 name = "Rock" ID = 253 pos = -35,-110 postype = p1 stateno = 253 helpertype = normal keyctrl = 0 ownpal = 1 [State 252, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Rock [Statedef 253] type = A physics = N movetype = A sprpriority = 2 anim = 253 [State 253, 1] type = VelSet trigger1 = time = 1 x = 9.25 y = -1 [State 253, Gravity] type = Gravity trigger1 = time >= 7 y = .35 [State 253, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 253, AngleDraw] type = AngleDraw trigger1 = 1 [State 253, AngleMul] type = AngleAdd trigger1 = Time > 0 value = -15 [State 253, 3] type = HitDef trigger1 = Time = 0 attr = S, NP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MA ;HLAFD+- guardflag = MA ;HLA animtype = Hard ;light,medium,hard,back,up,diagup air.animtype = light damage = 30 pausetime = 12, 12 sparkno = S2001 sparkxy = -10,-32 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ;Low,Trip,None ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -2.5,-3.5 air.type = High guard.velocity = 1 airguard.velocity = 1,0 sprpriority = 3 id = 253 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 254 ID = 254 pos = 20, 0 facing = 1 vfacing = 1 vel = 4, -3 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 255 ID = 255 pos = 10, 0 facing = 1 vfacing = 1 vel = -3, 5 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 256 ID = 256 pos = -40, 0 facing = 1 vfacing = 1 vel = -3, -5 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 257 ID = 257 pos = 25, 0 facing = 1 vfacing = 1 vel = 4, 1 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 258 ID = 258 pos = 15, 3 facing = 1 vfacing = 1 vel = -4, 1.5 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, Explod] type = Explod trigger1 = movecontact || pos y >= 0 anim = 259 ID = 259 pos = 35, 10 facing = 1 vfacing = 1 vel = 4, .5 bindtime = 1 removetime = 20 sprpriority = 4 ontop = 1 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 253, 7] type = destroyself trigger1 = movecontact || pos y >= 0 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouching light punch ; CNS difficulty: easy ; Description: Simple crouching attack. The HitDef's guardflag parameter ; is set to "L", meaning that the move can only be guarded low ; (crouching), and not by standing or jumping opponents. ; Like for all light attacks, it's a good idea to keep the slidetime ; and hittime parameters at a smaller number, so the opponent isn't ; stunned for too long. For all crouching attacks you have to ; remember to set the attr parameter to indicate that it is crouching ; attack. In this case, "C, NA" stands for "crouching, normal attack". ; The HitDef's priority is set at 3, instead of the default of 4, ; so this attack has a lower priority than most others, meaning ; KFM will get hit instead of trading hits with his opponent if ; their attack collision boxes (Clsn1) intersect each other's Clsn2 ; boxes at the same time. [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 15 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 3 [State 400, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = S2000 sparkxy = -10,-42 hitsound = S10,0 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy [Statedef 410] type = C movetype= A physics = C poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 26 [State 410, 2] type = Helper trigger1 = Time < 19 && !(Time%6) helpertype = Normal name = "Rings" anim = 411 stateno = 411 pos = 45,-35 postype = p1 facing = 1 ownpal = 1 ontop = 1 ID = 411 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------------------------------------------------------- ; Rings [Statedef 411] type = A physics = N movetype = A sprpriority = 5 anim = 411 [State 411, 2] type = Hitdef trigger1 = Time = 0 attr = S, SP damage = 15 animtype = Medium hitflag = MAF guardflag = M pausetime = 0,12 sparkno = S2001 sparkxy = 0,5 hitsound = S10,1 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 sprpriority = 5 ignorehitpause = 1 [State 411, VelSet] type = VelSet trigger1 = Time = 0 x = 3 y = 0 [State 411, 11] type = VarAdd trigger1 = Var(13) >= 0 var(13) = 1 ignorehitpause = 1 [State 411, 6] type = angledraw trigger1 = stateno = 411 ;These will make it more stable trigger1 = time <= 30 ; make it stop growing where wanted, ID = 411 scale = Var(13)/20.0,Var(13)/20.0 [State 411, DestroySelf] type = DestroySelf trigger1 = Time = 30 ;--------------------------------------------------------------------------- ;Crouching Fierce Punch [Statedef 420] type = C movetype = A juggle = 15 physics = C poweradd = 25 ctrl = 0 anim = 420 sprpriority = 2 [State 420, 2] type = PlaySnd trigger1 = Time = 4 value = 0,39 [State 420, Spark] type = Explod trigger1 = AnimElem = 4 id = 421 persistent = 0 anim = 421 pos = 50,0 postype = p1 sprpriority = 3 ignorehitpause = 0 [State 0, Explod] type = Explod trigger1 = movehit anim = 2007 ID = 2007 pos = 0,-50 postype = p2 ;p2,front,back,left,right facing = 1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 5 ontop = 1 ownpal = 1 removeongethit = 0 persistent = 0 [State 420, HitDef] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 40 guardflag = MA pausetime = 10,10 hitflag = M priority = 3, Hit guard.sparkno=40 sparkno=S2001 sparkxy = 0,-48 hitsound = S10, 2 guard.sparkno = S2002 guardsound = S10, 3 guard.velocity = -5 ground.type = Low ground.slidetime = 15 ground.hittime = 40 p2facing=1 ground.velocity = -1.5,-14 fall.recovertime = 40 fall.recover = 1 animtype = Up [State 420, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick ; CNS difficulty: easy [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 22 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 21 [State 430, 2] type = HitDef trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 trigger3 = AnimElem = 7 attr = C, NA damage = 15 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = S2000 sparkxy = -10,-8 hitsound = S10,0 guardsparkno = S2002 guardsound = S10,3 ground.type = Low ground.hittime = 10 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 ; CNS difficulty: easy ; Description: This move uses "Trip" for the "ground.type" parameter in ; its HitDef. It's a special type that puts the opponent in a tripped ; animation as he falls. Also, the hitflag parameter in the HitDef ; is set to "MAFD". The "D" indicates that a downed opponent can be ; hit by the attack. ; CNS レベル: 易 ; 詳細: [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 22 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 15 hitflag = MAFD guardflag = L pausetime = 12,12 animtype = Light sparkno = S2009 sparkxy = -5,-2 hitsound = S10,5 guard.sparkno = S2002 guardsound = S10,3 ground.type = Hard ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,0 air.velocity = -1.2,-2 guard.velocity = -5 [State 440, 3] type = HitDef trigger1 = Time = 12 attr = C, NA damage = 50 hitflag = MAFD guardflag = L pausetime = 12,12 animtype = Diagup sparkno = S2009 sparkxy = -5,-20 hitsound = S10,5 guard.sparkno = S2002 guardsound = S10,3 ground.type = Hard ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-6.5 air.velocity = -1.2,-2 guard.velocity = -5 fall = 0 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Fierce Kick [Statedef 450] type = C movetype= A physics = N poweradd= 70 ctrl = 0 anim = 450 sprpriority = 2 [State 450, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 22 [State 0, VelSet] type = VelSet trigger1 = Time = 2 x = 0.45 y = 0 [State 450, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = S2001 sparkxy = -5,-10 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 450, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch ; CNS difficulty: easy [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 3 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 7,8 sparkno = S2000 sparkxy = -10,-58 hitsound = S10,0 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 [State 600, TargetVelAdd] type = TargetVelAdd trigger1 = prevstateno = 55 trigger1 = movehit trigger1 = time >= 1 trigger1 = p2statetype = A y = -0.55 ID = -1 ignorehitpause = 1 [State 600, 3] type = ChangeAnim trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 37 [State 610, 3] type = PlaySnd trigger1 = movehit value = 0, 38 persistent = 0 ignorehitpause = 1 [State 610, 4] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S2001 sparkxy = -10,-55 hitsound = S10,1 guard.sparkno = S2002 guardsound = S10,3 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 palfx.time = 15 palfx.add = 0,20,256 palfx.mul = 120,244,150 palfx.sinadd = 85,55,110,10 palfx.invertall = 1 palfx.color = 0 [State 610, TargetVelAdd] type = Null trigger1 = prevstateno = 600 trigger1 = movehit trigger1 = time >= 0 y = -0.25 ID = -1 ignorehitpause = 1 [State 610, 5] type = ChangeAnim trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- ;Jump Fierce Punch ; CNS difficulty: easy [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 620 sprpriority = 2 [State 620, 1] type = PlaySnd trigger1 = time = 1 value = 0,23 [State 620, 4] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 7 trigger4 = AnimElem = 8 attr = A, NA damage = 80 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S2001 sparkxy = -10,-55 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 animtype = Hard ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -5, 8 fall = 1 [State 620, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = pos y <= -250 value = 0,40 persistent = 0 [State 620, CtrlSet] type = CtrlSet trigger1 = movehit trigger1 = pos y <= -250 value = 0 [State 620, PlaySnd] type = ScreenBound trigger1 = movehit trigger1 = pos y <= -250 value = 0 ignorehitpause = 1 [State 620, VelSet] type = VelSet trigger1 = movehit trigger1 = pos y <= -250 x = 0 y = 0 [State 620, PosSet] type = PosSet trigger1 = movehit trigger1 = pos y <= -250 trigger1 = facing = 1 trigger1 = target, pos y >= 0 trigger1 = Time = 45 x = -200 y = 0 [State 620, PosSet] type = PosSet trigger1 = movehit trigger1 = Facing = -1 trigger1 = pos y <= -250 trigger1 = target, pos y >= 0 trigger1 = Time = 45 x = 200 y = 0 [State 620, ChangeState] type = ChangeState trigger1 = Time = 45 trigger1 = pos x >= -200 && pos y >= 0 trigger1 = target, pos y >= 0 value = 100 ctrl = 0 [State 620, 4] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Statetype = A value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- ;Jump Light Kick ; CNS difficulty: easy [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 20 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 21 [State 630, 2] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 sparkno = S2000 sparkxy = -5,-30 hitsound = S10,0 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 630, 3] type = ChangeAnim trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- ;Jump Strong Kick ; CNS difficulty: easy [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 20 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S2001 sparkxy = -10,-40 hitsound = S10,1 guard.sparkno = S2002 guardsound = S10,3 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [State 600, TargetVelAdd] type = TargetVelAdd trigger1 = movehit trigger1 = time >= 1 trigger1 = p2statetype = A y = -0.3 ID = -1 ignorehitpause = 1 [State 640, 4] type = ChangeAnim trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- ;Jump Fierce Kick ; CNS difficulty: easy [Statedef 650] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 650 sprpriority = 2 [State 650, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 20 [State 650, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S2001 sparkxy = -10,-40 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 animtype = Hard ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -4.75, 17.5 air.fall = 1 down.bounce = 0 fall.recover = 0 fall.xvelocity = 0 fall.yvelocity = 0 [State 650, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = pos y <= -250 value = 0,40 persistent = 0 [State 650, CtrlSet] type = CtrlSet trigger1 = movehit trigger1 = pos y <= -250 value = 0 [State 650, PlaySnd] type = ScreenBound trigger1 = movehit trigger1 = pos y <= -250 value = 0 ignorehitpause = 1 [State 650, VelSet] type = VelSet trigger1 = movehit trigger1 = pos y <= -250 x = 0 y = 0 [State 650, PosSet] type = PosSet trigger1 = movehit trigger1 = pos y <= -250 trigger1 = facing = 1 trigger1 = target, pos y >= 0 trigger1 = Time = 35 x = -200 y = 0 [State 650, PosSet] type = PosSet trigger1 = movehit trigger1 = Facing = -1 trigger1 = pos y <= -250 trigger1 = target, pos y >= 0 trigger1 = Time = 35 x = 200 y = 0 [State 650, ChangeState] type = ChangeState trigger1 = Time = 35 trigger1 = pos x >= -200 && pos y >= 0 trigger1 = target, pos y >= 0 value = 100 ctrl = 0 [State 650, 4] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Statetype = A value = 41 elem = 5 persistent = 0 ;--------------------------------------------------------------------------- [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 810 p2stateno = 820 fall = 1 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------- [Statedef 810] type = S movetype= A physics = N anim = 810 poweradd = 60 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0,12 [State 810, SprPriority] type = SprPriority trigger1 = AnimElem = 1 value = 1 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 62, 2 [State 810, SprPriority] type = SprPriority trigger1 = AnimElem = 2 value = 1 [State 810, Bind 2] type = TargetBind trigger1 = AnimElem = 2 pos = -20, -60 [State 810, Bind 3] type = TargetBind trigger1 = AnimElem = 3 pos = -36, -56 [State 810, SprPriority] type = SprPriority trigger1 = AnimElem = 4 value = -1 [State 810, Bind 4] type = TargetBind trigger1 = AnimElem = 4 pos = 60, -140 [State 810, Hurt] type = TargetLifeAdd trigger1 = AnimElem = 4 value = -78 [State 810, Throw] type = TargetState trigger1 = AnimElem = 4 value = 821 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------- [Statedef 820] type = A movetype = H physics = N velset = 0,0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 ;---------------------------------------------------------------------- [Statedef 821] type = A movetype = H physics = N velset = -8,-5 poweradd = 40 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ; Bonne Strike [Statedef 1000] type = S movetype= A physics = N juggle = 2 poweradd= 110 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 11 [State 1000, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 23 [State 1000, Explod] type = Explod trigger1 = Time = 1 anim = 2006 ID = 2006 pos = -10, 0 postype = p1 ;p2,front,back,left,right facing = 1 scale = .5,.5 ownpal = 1 sprpriority = 5 [State 1000, VelSet0] type = VelSet trigger1 = Time = 1 x = 2 [State 1000, VelMul1] type = VelMul trigger1 = Time >= 3 trigger1 = Time < 25 x = 1.0895 [State 1000, StateTypeSet] type = StateTypeSet trigger1 = Time = 25 physics = S ;A,C,S,N [State 1000, 7] ;Opponent near type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 attr = S, SA animtype = Medium damage = 15 priority = 5 guardflag = MA pausetime = 3,6 sparkno = S2001 sparkxy = -10,-60 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.hittime = 15 ground.velocity = -4,0 air.velocity = -2,-1 [State 1000, 7] ;Opponent near type = HitDef trigger1 = AnimElem = 11 attr = S, SA animtype = DiagUp damage = 15 priority = 5 guardflag = MA pausetime = 7,5 sparkno = S2001 sparkxy = -10,-60 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.slidetime = 5 ground.hittime = 15 ground.velocity = -8,-4.5 air.velocity = -7,-5 [State 1000, Explod] type = Explod trigger1 = AnimElem = 3 anim = 1001 ID = 1001 pos = -30, -33 postype = p1 ;p2,front,back,left,right bindtime = 60 scale = .6,.6 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 1000, 9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Air Bonne Strike [Statedef 1010] type = A movetype= A physics = N juggle = 2 poweradd= 110 velset = 0,0 anim = 1010 ctrl = 0 sprpriority = 2 [State 1010, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 11 [State 1010, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 23 [State 1010, Gravity] type = Gravity trigger1 = Time >= 69 [State 1000, VelSet0] type = VelSet trigger1 = Time = 1 x = 2 [State 1000, VelMul1] type = VelMul trigger1 = Time >= 3 trigger1 = Time <= 22 x = 1.0895 [State 1000, StateTypeSet] type = VelAdd trigger1 = Time >= 22 trigger1 = Time <= 60 x = -.33 [State 1001, VelSet] type = VelSet trigger1 = vel x <= 0 x = 0 [State 1000, 7] ;Opponent near type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 attr = A, SA animtype = Medium damage = 15 priority = 5 guardflag = MA pausetime = 1,5 sparkno = S2001 sparkxy = -10,-60 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.slidetime = 5 ground.hittime = 15 ground.velocity = -4,0 air.velocity = -2,-1 [State 1000, 7] ;Opponent near type = HitDef trigger1 = AnimElem = 11 attr = A, SA animtype = DiagUp damage = 15 priority = 5 guardflag = MA pausetime = 7,5 sparkno = S2001 sparkxy = -10,-60 hitsound = S10,2 guard.sparkno = S2002 guardsound = S10,3 ground.type = Low ground.slidetime = 5 ground.hittime = 15 ground.velocity = -8,-4.5 air.velocity = -7,-5 [State 1010, Explod] type = Explod triggerall = stateno = 1010 trigger1 = AnimElem = 3 anim = 1001 ID = 1001 pos = -30, -43 postype = p1 ;p2,front,back,left,right bindtime = 60 scale = .6,.6 removetime = -2 sprpriority = 1 ontop = 1 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 1010, DestroySelf] type = DestroySelf triggerall = stateno = 1010 trigger1 = animelem = 14 [State 1010, 4] type = ChangeAnim trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 [State 1010, 5] type = VelSet trigger1 = Anim = 41 x = 0 [State 1010, 6] type = ChangeState trigger1 = Pos y > 0 value = 52 ;elem = 5 ;persistent = 0 ;--------------------------------------------------------------------------- ; Beacon Bomb ; CNS difficulty: advanced [Statedef 1020] type = S movetype= A physics = S juggle = 6 poweradd= 20 velset = 0,0 anim = 1020 ctrl = 0 sprpriority = 2 [State 1020, 1] type = PlaySnd trigger1 = time = 1 value = 0,13 [State 1020, Explod] type = Explod trigger1 = Time = 1 anim = 2006 ID = 2006 pos = -10, 0 postype = p1 ;p2,front,back,left,right facing = 1 scale = .5,.5 ownpal = 1 sprpriority = 5 [State 1020, Explod] type = Explod trigger1 = AnimElem = 6 anim = 1021 ID = 1021 pos = 95,-45 postype = p1 ;p2,front,back,left,right facing = 1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 2 ontop = 1 ownpal = 1 removeongethit = 1 [State 1020, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 10 id = 1021 [State 1020, Explod] type = Explod trigger1 = AnimElem = 10 anim = 1022 ID = 1022 pos = 85,-90 postype = p1 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 removeongethit = 0 [State 1020, 3] type = Helper trigger1 = AnimElem = 10 helpertype = normal name = "InvisibleProjectile" ID = 1024 stateno = 1024 pos = 75,-80 postype = p1 ;p2,front,back,left,right facing = 1 persistent = 0 [State 1020, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ; Invisible Projectile [Statedef 1024] type = A physics = N movetype = A sprpriority = 2 anim = 1024 [State 1024, x] type = VelSet trigger1 = Time = 1 x = 12 [State 1024, 1] type = Hitdef trigger1 = Time = 1 attr = S, SP damage = 20 hitflag = MA guardflag = MA hitsound = S0, 27 sparkno = S2001 sparkxy = -10,-0 guard.sparkno = S2002 guardsound = S10, 3 ground.type = Low ground.velocity = 0 air.velocity = 0,0 [State 1020, 3] type = VelSet trigger1 = movehit x = 0 [State 1020, 4] Type = Targetstate trigger1 = numtarget(-1) trigger1 = movehit value = 5300 [State 1020, Explod] type = Explod trigger1 = movehit anim = 1028 ID = 1028 pos = 0,-60 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 1 removeongethit = 0 [State 1020, Explod] type = Explod trigger1 = movehit anim = 1029 ID = 1029 pos = -10,-60 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 removeongethit = 0 [State 1020, PosAdd] type = PosAdd trigger1 = movehit x = p2dist x [State 1020, TargetBind] type = TargetBind trigger1 = movehit time = 200 ID = -1 pos = 10,80 [State 1020, 3] type = Helper trigger1 = movehit helpertype = normal name = "FlyingServbot1" ID = 1023 stateno = 1023 pos = -210,-140 postype = p2 ;p2,front,back,left,right facing = 1 persistent = 0 [State 1020, 3] type = Helper trigger1 = movehit helpertype = normal name = "FlyingServbot2" ID = 1026 stateno = 1026 pos = 210,-140 postype = p2 ;p2,front,back,left,right facing = -1 persistent = 0 [State 1020, DestroySelf] type = DestroySelf trigger1 = Time = 200 trigger2 = p2movetype = H && time >= 20 ;---------------------------------------------------------------------------- ; Flying Servbot 1 [Statedef 1023] type = A physics = A movetype = A sprpriority = 2 anim = 1023 [State 1023, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 17 [State 1023, 2] type = VelSet trigger1 = time = 1 x = 10 [State 1023, 4] type = ChangeState trigger1 = parentdist X < 0 && parentdist Y < 0 value = 1025 ;---------------------------------------------------------------------------- ; Flying Servbot 2 [Statedef 1026] type = A physics = A movetype = A sprpriority = 2 anim = 1023 [State 1023, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 17 [State 1023, 2] type = VelSet trigger1 = time = 1 x = 10 [State 1023, 4] type = ChangeState trigger1 = parentdist X < 0 && parentdist Y < 0 value = 1027 ;---------------------------------------------------------------------------- ; Grabbing Servbot 1 [Statedef 1025] type = A physics = N movetype = A sprpriority = 2 anim = 1025 velset = 0,0 [State 1025, BindToParent] type = BindToParent trigger1 = Time = 0 time = 195 pos = 20,20 [State 1025, 2] type = ChangeState trigger1 = Time >= 195 value = 1030 [State 1025, 2] type = ChangeState trigger1 = p2movetype = H value = 1031 ;---------------------------------------------------------------------------- ; Grabbing Servbot 2 [Statedef 1027] type = A physics = N movetype = A sprpriority = 2 anim = 1025 velset = 0,0 [State 1027, BindToParent] type = BindToParent trigger1 = Time = 0 time = 195 pos = -20,20 [State 1027, 2] type = ChangeState trigger1 = Time >= 195 value = 1030 [State 1025, 2] type = ChangeState trigger1 = p2movetype = H value = 1031 ;---------------------------------------------------------------------------- ; Jewel Run [Statedef 1030] type = A physics = N movetype = I sprpriority = 2 anim = 1030 [State 1030, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 0,31 [State 1030, 1] type = VelSet trigger1 = Time = 1 y = 4 [State 1030, 2] type = VelSet trigger1 = Pos y = 0 x = 4 y = 0 [state 1030, 3] type = turn trigger1 = time = 0 trigger1 = rootdist x < 0 [State 1030, VarAdd] type = VarSet trigger1 = var(3) > 0 ;&& (var(3) = 1) v = 3 value = 0 [state 1030, 4] type = VarSet trigger1 = (rootdist x =[-40,40]) && (rootdist y = [0,0]) && (var(3) != 1) var(3) = 1 persistent = 0 [State 1030, 6] type = ChangeAnim trigger1 = rootdist x = [-40,40] trigger1 = rootdist y = [0,0] value = 1037 [State 1030, Turn] type = Turn trigger1 = Anim = 1037 persistent = 0 [State 1030, VS] type = VelSet trigger1 = Anim = 1037 x = -4 [State 1030, 7] type = DestroySelf trigger1 = backedgedist < -5 ;---------------------------------------------------------------------------- ; No Jewel [Statedef 1031] type = A physics = N movetype = I sprpriority = 2 anim = 1031 [State 1031, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 0,31 [State 1031, 1] type = VelSet trigger1 = Time = 0 y = 4 [State 1031, 2] type = VelSet trigger1 = Pos y = 0 x = 4 y = 0 [state 1031, 3] type = turn trigger1 = time = 0 trigger1 = rootdist x < 0 [State 1031, 4] type = DestroySelf trigger1 = frontedgedist < -5 ;---------------------------------------------------------------------------- ; Servbot Launch [Statedef 1035] type = S movetype= A physics = S juggle = 15 poweradd= 20 velset = 0,0 anim = 1035 ctrl = 0 sprpriority = 2 [State 1035, 1] type = PlaySnd trigger1 = Time = 1 value = 0,12 [State 1035, 2] type = PlaySnd trigger1 = AnimElem = 6 value = 0,34 [State 1035, Explod] type = Explod trigger1 = Time = 1 anim = 2006 ID = 2006 pos = -10, 0 postype = p1 ;p2,front,back,left,right facing = 1 scale = .5,.5 ownpal = 1 sprpriority = 5 [State 1035, 3] type = Explod trigger1 = AnimElemTime(5) = 6 anim = 1038 ID = 1038 pos = 65,-115 postype = p1 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 removeongethit = 1 [State 1035, 4] type = Helper trigger1 = AnimElemTime(5) = 7 helpertype = normal name = "LaunchedServbot" ID = 1036 stateno = 1036 pos = 40,-98 postype = p1 ;p2,front,back,left,right facing = 1 [State 1035, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ; Launched Servbot [Statedef 1036] type = A physics = N movetype = A sprpriority = 2 anim = 1036 [State 1036, 1] type = VelSet trigger1 = time = 1 x = 8 y = -6 [State 1036, 2] type = VelSet trigger1 = time >= 20 x = 0 y = 2.5 [State 1036, 3] type = VelSet trigger1 = time >= 60 x = 0 y = 1 [State 1036, 4] type = VelSet trigger1 = time >= 100 x = 0 y = 5 [State 1036, 5] type = HitDef trigger1 = Time = 0 attr = S, NP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MA ;HLAFD+- guardflag = MA ;HLA animtype = Hard ;light,medium,hard,back,up,diagup air.animtype = light damage = 10 pausetime = 12, 12 sparkno = S2001 sparkxy = -10,-32 hitsound = S10,1 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ;Low,Trip,None ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -.3,-3 air.type = High guard.velocity = 1 airguard.velocity = 4,4 [State 1036, 6] type = HitDef trigger1 = AnimElem = 16 trigger2 = AnimElem = 17 trigger3 = AnimElem = 18 trigger4 = AnimElem = 19 attr = S, NP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MA ;HLAFD+- guardflag = MA ;HLA animtype = Light ;light,medium,hard,back,up,diagup air.animtype = Light damage = 25 pausetime = 12, 12 sparkno = S2009 sparkxy = -10,-32 hitsound = S10,5 guard.sparkno = S2002 guardsound = S10,3 ground.type = High ;Low,Trip,None ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -1,-2 air.type = Low guard.velocity = 1 airguard.velocity = 1,1 [State 1036, 7] type = velset trigger1 = pos y > 0 y = 0 x = 0 [State 1036, 8] type = Changeanim trigger1 = AnimTime = 0 value = 1037 [State 1036, 9] type = VelSet trigger1 = Anim = 1037 x = -6 [State 1036, 10] type = destroyself trigger1 = backedgedist < -5 ;--------------------------------------------------------------------------- ; Lunch Rush [Statedef 3000] type = S movetype= A physics = S velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 3 pos = 0, -80 anim = S2005 sound = S0, 32 poweradd = -1000 [State 3000, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 15 [State 3000, Helper] type = Helper trigger1 = time = 0 helpertype = normal name = "9500" ID = 9500 stateno = 9500 pos = 0,999 postype = p1 facing = 1 ownpal = 1 pausetime = 999 supermovetime = 9999 persistent = 0 [State 3000, Explod] type = Explod trigger1 = Time = 1 anim = 2006 ID = 2006 pos = -10, 0 postype = p1 ;p2,front,back,left,right facing = 1 scale = .5,.5 ownpal = 1 supermovetime = 9999 bindtime = 9999 sprpriority = 5 [State 3000, LEFT] type = explod trigger1 = Time = 10 anim = 6000 id = 6000 postype = left pos = 0,-3 bindtime = -1 scale = 0.642,1 sprpriority = -4 removeongethit = 1 removetime = 200 ownpal = 1 [State 3000, RIGHT] type = explod trigger1 = Time = 10 anim = 6001 id = 6001 postype = right pos = 0,-3 bindtime = -1 scale = 0.642,1 sprpriority = -4 removeongethit = 1 removetime = 200 ownpal = 1 [State 3000] type = RemoveExplod trigger1 = AnimTime = 0 id = 6000 [State 3000] type = RemoveExplod trigger1 = AnimTime = 0 id = 6001 [State 3000, Explod] type = Explod trigger1 = AnimElem = 5 anim = 1022 ID = 1022 pos = 85,-90 postype = p1 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 removeongethit = 0 [State 3000, 3] type = HitDef trigger1 = Time = 0 attr = S, HA damage = 10 animtype = Diagup hitsound = S10, 2 guardsound = S10,3 sparkno = S2001 sparkxy = 0,-75 guard.sparkno = S2002 pausetime = 15, 12 guardflag = MA ground.type = High ground.hittime = 12 ground.velocity = -1,-16 air.velocity = -1,-16 airguard.velocity = -1.9,-.8 airtype = High down.bounce = 0 fall.recover = 0 fall = 1 fall.xvelocity = 0 fall.yvelocity = 0 [State 3000, X] type = ChangeAnim trigger1 = !movehit trigger1 = AnimElemTime(5) = 100 value = 3000 elem = 7 [State 3000, PlaySnd] type = PlaySnd trigger1 = AnimElem = 6 value = 0,18 [State 3000, Projectile] type = Projectile triggerall = movehit trigger1 = Time >= 40 trigger1 = Time <= 200 ProjID = 3001 projanim = 3001+(random%14) projhitanim = -1 projremanim = -1 projremove = 0 projremovetime = -1 velocity = 6,0 remvelocity = 5,0 projedgebound = 201 projstagebound = 201 projpriority = 5 projsprpriority = 3+(random%2) offset = -200,0 postype = back ;p2,front,back,left,right attr = S,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAFD ;HLAFD+- guardflag = MA ;HLA animtype = Medium ;light,medium,hard,back,up,diagup air.animtype = Medium damage = 7 sparkno = S2001 guard.sparkno = S2002 sparkxy = 0,-5 hitsound = S10,1 guardsound = S10,3 pausetime = 0,10 ground.type = High ;Low,Trip,None ground.velocity = 1,0 air.velocity = 1,.35 down.velocity = 1, 0 sprpriority = 3 persistent = 5 [State 3000, Projectile] type = Projectile triggerall = movehit trigger1 = Time = 200 ProjID = 3002 projanim = 3001+(random%7) projhitanim = -1 projremanim = -1 projremove = 0 projremovetime = -1 velocity = 6,0 remvelocity = 5,0 projedgebound = 201 projstagebound = 201 projpriority = 5 projsprpriority = 3+(random%2) offset = -200,0 postype = back ;p2,front,back,left,right attr = S,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAFD ;HLAFD+- guardflag = MA ;HLA animtype = Medium ;light,medium,hard,back,up,diagup air.animtype = Medium damage = 7 sparkno = S2001 guard.sparkno = S2002 sparkxy = 0,-5 hitsound = S10,1 guardsound = S10,3 pausetime = 0,10 ground.type = High ;Low,Trip,None ground.velocity = -3,-15 air.velocity = -3,-15 down.velocity = -3, -15 [State 3000, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = Time = 40-(random%3) value = 0,31 volume = 20 [State 3000, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = Time = 60-(random%3) value = 0,31 volume = 30 [State 3000, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = Time = 80-(random%3) value = 0,31 volume = 50 [State 3000, PlaySnd] type = PlaySnd trigger1 = movehit trigger1 = Time >= 100 trigger1 = Time <= 200 value = 0,31 volume = 150 persistent = 15+(random%2) [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; King Servbot [Statedef 3100] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3100 ctrl = 0 sprpriority = 2 [State 3100, Super A] type = SuperPause trigger1 = AnimElem = 2, 1 pos = 0, -80 anim = S2005 sound = S0, 32 poweradd = -1000 [State 3100, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 15 [State 3100, Helper] type = Helper trigger1 = time = 0 helpertype = normal name = "9500" ID = 9500 stateno = 9500 pos = 0,999 postype = p1 facing = 1 ownpal = 1 pausetime = 999 supermovetime = 9999 persistent = 0 [State 3100, Explod] type = Explod trigger1 = Time = 1 anim = 2006 ID = 2006 pos = -10, 0 postype = p1 ;p2,front,back,left,right facing = 1 scale = .5,.5 ownpal = 1 supermovetime = 9999 bindtime = 9999 sprpriority = 5 [State 3100, LEFT] type = explod trigger1 = Time = 10 anim = 6000 id = 6000 postype = left pos = 0,-3 bindtime = -1 scale = 0.642,1 sprpriority = -4 removeongethit = 1 removetime = 185 ownpal = 1 [State 3100, RIGHT] type = explod trigger1 = Time = 10 anim = 6001 id = 6001 postype = right pos = 0,-3 bindtime = -1 scale = 0.642,1 sprpriority = -4 removeongethit = 1 removetime = 185 ownpal = 1 [State 3100, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ;player name = "King Servbot" ID = 3150 stateno = 3150 pos = 80,0 postype = p1 ;p2,front,back,left,right facing = 1 scale = 2,2 keyctrl = 0 ownpal = 0 supermove = 99999 pausemove = 99999 size.xscale = 1.5 size.yscale = 1.5 [State 3100, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ; King Servbot [Statedef 3150] type = S physics = N movetype = A sprpriority = 5 velset = 0,0 anim = 3150 [State 0, VelSet] type = VelSet trigger1 = Time = 70 x = 2 [State 3150, VelSet] type = VelSet trigger1 = movecontact trigger1 = Time >= 78 x = .15 [State 3150, PlaySnd] type = PlaySnd trigger1 = Time = 32 trigger2 = Time = 208 value = 0, 29 [State 3150, PlaySnd] type = PlaySnd trigger1 = AnimElem = 14 trigger2 = AnimElem = 18 trigger3 = AnimElem = 22 trigger4 = AnimElem = 25 trigger5 = AnimElem = 29 trigger6 = AnimElem = 33 trigger7 = AnimElem = 37 trigger8 = AnimElem = 42 value = S0,30 volume = 0 [State 1024, 1] type = Hitdef trigger1 = AnimElem = 6 attr = S, HA hitflag = MAF guardflag = MLA animtype = Diagup air.animtype = Diagup damage = 20 pausetime = 5,10 priority = 4, Hit guardflag = MA numhits = 1 hitsound = S10, 2 sparkno = S2001 sparkxy = -10,-30 guard.sparkno = S2002 guardsound = S10, 3 ground.type = High ground.hittime = 10 ground.velocity = -1.5,-6 air.velocity = -3,2 [State 1024, 1] type = Hitdef trigger1 = AnimElem = 14 trigger2 = AnimElem = 18 trigger3 = AnimElem = 22 trigger4 = AnimElem = 25 trigger5 = AnimElem = 29 trigger6 = AnimElem = 33 trigger7 = AnimElem = 37 trigger8 = AnimElem = 42 attr = S, HA hitflag = MAF guardflag = MLA animtype = Hard air.animtype = Hard damage = 30 pausetime = 0,5 priority = 4, Hit guardflag = MA hitsound = S10, 2 sparkno = S2001 sparkxy = -10,-30 guardsparkno = S2002 guardsound = S10, 3 ground.type = Low ground.hittime = 30 ground.velocity = .25, 0 air.velocity = -.15,-1.5 [State 1020, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- [Statedef 5300] type = S physics = N movetype = I anim = 5300 velset = 0,0 [State 5300, CtrlSet] type = SelfState trigger1 = Time = 200 trigger1 = statetype = S value = 0 ctrl = 1 [State 5300, CtrlSet] type = SelfState trigger1 = Time = 200 trigger1 = statetype = A value = 51 ;--------------------------------------------------------------------------- ; Super Portrait [Statedef 9500] type = S movetype = I physics = S sprpriority = -2 anim = 9500 [State 3001, 1] type = explod trigger1 = time = 0 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .9, .9 supermove = 9999999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 1 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .85,.85 supermove = 9999999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time =2 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .8, .8 supermove = 99999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 3 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .75, .75 supermove = 999999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 4 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .7, .7 supermove = 999999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 5 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .65,.65 supermove = 999999999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 6 anim = 9500 postype = back sprpriority = -2 removeongethit = 1 removetime = 1 scale = .6, .6 supermove =99999 ownpal = 1 [State 3001, 1] type = explod trigger1 = time = 7 anim = 9500 pos = 0, -2 postype = back sprpriority = -2 removeongethit = 1 removetime = 45 supermovetime = 99999 scale = .5, .5 vel = -0.15,0 ownpal = 1 [State 9500,Destory self] type = DestroySelf trigger1 = parent,stateno!=3000 trigger1 = parent,stateno!=3100 trigger2 = Winko ;--------------------------------------------------------------------------- ;Call Megaman [StateDef 9998] ctrl = 0 anim = 9998 type = S movetype = I physics = S velset = 0, 0 [State 9998, Sooey] type = Helper trigger1 = !NumHelper(10000) trigger1 = !NumHelper(10001) trigger1 = Time = 10 name = "Megaman - Blast" ID = 10000 pos = -20, -100 postype = back StateNo = 10000 persistent = 0 [State 9998, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,8 [State 9998, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 0,26 [State 9998, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Call Megaman [StateDef 9999] ctrl = 0 anim = 9999 physics = S movetype = I type = S velset = 0, 0 [State 9998, Sooey] type = Helper trigger1 = Time = 10 name = "Megaman - Random" ID = 10001 pos = -20, -100 postype = back StateNo = IfElse(Random<333, 10001, IfElse(Random<500, 10007, 10010)) persistent = 0 [State 9999, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,8 [State 9999, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 0,26 [State 9999, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [state -2, DTC] type = displaytoclipboard trigger1 = numhelper(1026) text = "var3 : %d, pos : %f" params = helper(1026),var(3), helper(1026),pos X - pos X ignorehitpause = 1 [state -2, LA] type = lifeadd trigger1 = numhelper(1023) || numhelper(1026) trigger1 = helper(1023), var(3) = 1 || helper(1026), var(3) = 1 value = 50 absolute = 1 ; -[ Super Jump Control ]- [State -2] type = VarSet trigger1 = StateType != A var(0) = 0 [State -2] type = ChangeAnim triggerall = stateno = 5040 || stateno = 5200 trigger1 = AnimTime = 0 value = 41 elem = 5 persistent = 0 [State -2] type = RemoveExplod trigger1 = Anim = 3000 || 3001 trigger1 = AnimTime = 0 id = 6000 [State -2] type = RemoveExplod trigger1 = Anim = 3000 || 3001 trigger1 = AnimTime = 0 id = 6001 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 0, 19