; Chomper Special States ;--------------------------------------------------------------------------- ; Chomp Attack [Statedef 200] type = S movetype = A physics = S velset = 10,0 anim = 0 ctrl = 0 [State 200, 0] type = ChangeAnim trigger1 = AnimElem = 1, > 2 trigger1 = AnimElem = 2, < 0 value = 0 elem = 2 [State 200, 0] type = ChangeAnim trigger1 = AnimElem = 2, > 4 trigger1 = AnimElem = 3, < 0 value = 0 elem = 4 [State 200, MakeDust] type = MakeDust trigger1 = Vel X != 0 pos = 0,0 spacing = 2 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 2,10 channel = 1 [State 200, EnvShake] type = EnvShake trigger1 = AnimElem = 4 time = 5 freq = 100 ampl = -5 phase = 10 [State 200, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 80, 0 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 11 sparkxy = 0, -50 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10 airguard.velocity = -5,-1 air.type = Low air.velocity = -5,-1 air.hittime = 10 kill = var(10) [State 200, 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Dash Attack [Statedef 210] type = A movetype = A physics = N velset = -10,0 anim = 0 ctrl = 0 [State 210, 0] type = ChangeAnim trigger1 = Time < 10 value = 0 elem = 4 [State 210, 0] type = ChangeAnim trigger1 = Time >= 10 value = 0 elem = 2 [State 210, 1] type = MakeDust trigger1 = Time < 10 pos = 0,0 spacing = 2 [State 210, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 10,3 channel = 0 [State 210, 2] type = VelSet trigger1 = Time = 10 x = 20 y = -4 [State 210, 2] type = HitDef trigger1 = Time = 10 attr = A, NA damage = 100, 0 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, -50 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -20,-2 airguard.velocity = -10,-1 air.type = Low air.velocity = -20,-2 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 210, 2] type = VelAdd trigger1 = Time > 10 y = .4 [State 210, 3] type = VelSet trigger1 = Time > 20 trigger1 = Pos Y >= 0 y = 0 [State 210, 4] type = ChangeState trigger1 = MoveContact value = 211 [State 210, 4] type = ChangeState trigger1 = Time > 20 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Dash Attack Bounce [Statedef 211] type = A movetype = A physics = N velset = -2,-4 anim = 0 ctrl = 0 [State 210, 0] type = ChangeAnim trigger1 = Vel Y < 0 value = 0 elem = 2 [State 210, 0] type = ChangeAnim trigger1 = Vel Y > 0 value = 0 elem = 3 [State 210, 2] type = VelAdd trigger1 = 1 y = .4 [State 210, 3] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 210, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Rolling Attack [Statedef 220] type = S movetype = A physics = N velset = -10,0 anim = 0 ctrl = 0 [State 220, ScreenBound] type = ScreenBound trigger1 = BackEdgeDist <= 0 value = 0 movecamera = 0,0 [State 220, 0] type = MakeDust trigger1 = Time < 20 pos = 0,0 spacing = 2 [State 220, 0] type = ChangeAnim trigger1 = Time < 10 value = 0 elem = 2 [State 220, 0] type = ChangeAnim trigger1 = Time >= 20 value = 0 elem = 4 [State 220, Push] type = PlayerPush trigger1 = 1 value = 0 [State 220, 0] type = VelAdd trigger1 = Time >= 10 trigger1 = Vel X < 20 x = 1 [State 220, Air] type = HitDef trigger1 = Time > 20 trigger1 = TimeMod = 4,0 trigger1 = Enemy, StateType = A trigger1 = Enemy, StateType != L attr = S, NA damage = 100, 0 animtype = Medium hitflag = A guardflag = A priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, -80 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -20,-10 airguard.velocity = -10,-5 air.type = Low air.velocity = -20,-10 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 220, Ground] type = HitDef trigger1 = Time > 20 trigger1 = TimeMod = 4,0 trigger1 = Enemy, StateType != A trigger1 = Enemy, StateType != L attr = S, NA damage = 100, 0 animtype = Medium hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, -50 hitsound = S2, 0 guardsound = S3, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10,20 airguard.velocity = -3,-3 air.type = Trip air.velocity = -6,-6 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 220, Down] type = HitDef trigger1 = Time > 20 trigger1 = TimeMod = 5,0 trigger1 = Enemy, StateType != A trigger1 = Enemy, StateType = L attr = S, NA damage = 100, 0 animtype = Medium hitflag = MAFD priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, -10 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10,20 airguard.velocity = -10,-5 air.type = Low down.velocity = 10,0 air.velocity = -20,-10 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 220, 0] type = AngleSet trigger1 = Time = 20 value = 0 [State 220, 1] type = AngleAdd trigger1 = Time > 20 value = -22.5 [State 220, 2] type = AngleDraw trigger1 = Time >= 20 [State 220, 3] type = ChangeState triggerall = Time > 40 triggerall = Vel X >= 20 trigger1 = FrontEdgeBodyDist <= 20 value = 221 [State 220, 4] type = ChangeState trigger1 = Time >= 100 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Rolling Attack - Hit Wall [Statedef 221] type = S movetype = A physics = N velset = -2,-4 anim = 0 ctrl = 0 [State 220, 0] type = ChangeAnim trigger1 = Vel Y < 0 value = 0 elem = 2 [State 220, 0] type = ChangeAnim trigger1 = Vel Y > 0 value = 0 elem = 4 [State 220, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 220, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,5 channel = 0 [State 220, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 220, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 220, Spark] type = Explod trigger1 = Time = 0 anim = F70 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 220, Spark] type = Explod trigger1 = Time = 0 anim = F71 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 220, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 220, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 220, 0] type = VelAdd trigger1 = 1 y = .2 [State 220, 0] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 220, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Jump Slam Attack [Statedef 230] type = A movetype = A physics = N velset = (P2Dist X)/15,-20 anim = 0 ctrl = 0 [State 230, Push] type = PlayerPush trigger1 = 1 value = 0 [State 230, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 230, 0] type = VelAdd trigger1 = Vel Y <= 0 y = 1 [State 230, 0] type = VelAdd trigger1 = Vel Y > 0 y = 2 [State 230, VelMul] type = VelMul trigger1 = Time > 0 x = .95 [State 230, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 230, 2] type = HitDef trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 trigger1 = P2StateType != L attr = S, NA damage = 100, 0 animtype = Medium hitflag = MA priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,Vel Y + 10 airguard.velocity = 0,Vel Y + 10 air.type = Trip air.velocity = 0,Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 230, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 252 ;--------------------------------------------------------------------------- ; Wall Slam [Statedef 240] type = S movetype = A physics = N velset = -10,0 anim = 0 ctrl = 0 [State 240, 0] type = ChangeAnim trigger1 = Time < 10 value = 0 elem = 4 [State 240, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 10,3 channel = 0 [State 240, 0] type = ChangeAnim trigger1 = Time >= 10 value = 0 elem = 2 [State 240, 1] type = MakeDust trigger1 = Time < 10 pos = 0,0 spacing = 2 [State 240, 0] type = VelSet trigger1 = Time > 10 x = 20 [State 240, Push] type = PlayerPush trigger1 = Time > 10 value = 0 [State 240, 2] type = HitDef trigger1 = Time > 10 trigger1 = MoveContact = 0 attr = S, NA damage = 100, 0 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 0 guard.pausetime = 5, 5 sparkno = 2 sparkxy = 0, -50 hitsound = S2, 0 guardsound = S3, 0 airguard.velocity = -10,-5 p2stateno = 245 p2facing = 1 kill = var(10) [State 240, 0] type = ChangeState trigger1 = MoveContact trigger1 = MoveHit = 0 value = 211 [State 240, 0] type = TargetBind trigger1 = MoveHit pos = 40, 0 time = 1 [State 240, 3] type = ChangeState triggerall = Vel X > 0 triggerall = Time > 20 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 241 [State 240, 4] type = ChangeState trigger1 = Time >= 100 trigger1 = MoveContact = 0 trigger1 = MoveHit = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Slam to Wall [Statedef 241] type = S movetype = A physics = N velset = 0,0 anim = 0 ctrl = 0 [State 240, Push] type = PlayerPush trigger1 = Time < 5 value = 0 [State 240, 0] type = ChangeAnim trigger1 = Vel Y < 0 value = 0 elem = 2 [State 240, 0] type = ChangeAnim trigger1 = Time <= 0 trigger2 = Vel Y > 0 value = 0 elem = 3 [State 240, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,5 channel = 0 [State 240, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 240, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 240, Spark] type = Explod trigger1 = Time = 0 anim = F70 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 240, Spark] type = Explod trigger1 = Time = 0 anim = F71 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 240, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 40,-60 postype = p1 facing = -1 sprpriority = 3 [State 240, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 240, 2] type = HitDef trigger1 = NumTarget > 0 trigger1 = Time = 0 attr = S, NA damage = 100, 0 animtype = Medium hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, -50 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,-6 airguard.velocity = -3,-3 air.type = Low fall.animtype = Medium air.velocity = -5,-5 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 240, 0] type = VelSet trigger1 = Time = 2 x = -2 y = -4 [State 240, 0] type = VelAdd trigger1 = Time > 0 y = .2 [State 240, 0] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 240, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 245] type = S movetype = H physics = N velset = 0,0 [State 245, Anim] type = ChangeAnim trigger1 = 1 value = 5001 elem = 1 ;--------------------------------------------------------------------------- ; Dive Attack Start [Statedef 250] type = A movetype = A physics = N velset = -1,-5 anim = 0 ctrl = 0 [State 250, 0] type = VelAdd trigger1 = 1 y = .4 [State 250, 1] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 250, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 251 ;--------------------------------------------------------------------------- ; Dive Attack Jump Up [Statedef 251] type = A movetype = A physics = N velset = 2,-30 ctrl = 0 [State 250, 0] type = PosSet trigger1 = Time = 0 y = 0 [State 250, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 1 [State 250, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 250, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 250, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 250, Push] type = PlayerPush trigger1 = 1 value = 0 [State 250, 0] type = VelAdd trigger1 = 1 y = 1 [State 250, 0] type = VelAdd trigger1 = Command = "holdback" trigger1 = Vel X > -5 x = -.5 [State 250, 0] type = VelAdd trigger1 = Command = "holdfwd" trigger1 = Vel X < 5 x = .5 [State 250, 2] type = HitDef trigger1 = Time > 10 trigger1 = MoveContact = 0 trigger1 = P2StateType != L attr = S, NA damage = 100, 0 animtype = Medium hitflag = MA priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,Vel Y airguard.velocity = 0,Vel Y air.type = Trip air.velocity = 0,Vel Y air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 250, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 252 ;--------------------------------------------------------------------------- ; Dive Bounce [Statedef 252] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 250, Push] type = PlayerPush trigger1 = Time < 10 value = 0 [State 250, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 250, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 250, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 250, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 250, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 250, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 250, 0] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2StateType = L attr = S, NA damage = 100, 0 animtype = Medium hitflag = FD priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = Low down.hittime = 40 down.velocity = 0,0 air.velocity = 0,0 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) [State 250, 2] type = VelSet trigger1 = Time = 2 x = -2 y = -4 [State 250, 1] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 10 trigger1 = Pos Y != 0 y = .2 [State 250, 2] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 250, 3] type = PosSet trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 y = 0 [State 250, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Floor Pound Jump [Statedef 260] type = A movetype = A physics = N velset = 0,-10 anim = 0 ctrl = 0 [State 260, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 260, 0] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 0 y = .5 [State 260, 0] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y >= 0 y = 2 [State 260, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 260, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 261 ;--------------------------------------------------------------------------- ; Pound the Floor [Statedef 261] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 260, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 260, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 260, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 260, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 260, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 260, EnvShake] type = EnvShake trigger1 = Time = 0 time = 30 freq = 100 ampl = -5 phase = 10 [State 260, 3] type = PosSet trigger1 = Pos Y >= 0 y = 0 [State 260, Pound] type = Helper triggerall = NumHelper(265) = 0 trigger1 = Time = 0 stateno = 265 name = "Pound" id = 265 pos = 0, 0 ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 [State 260, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Attack from Above [Statedef 270] type = A movetype = A physics = N velset = (P2Dist X)/20,-10 anim = 0 ctrl = 0 [State 270, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 270, Push] type = PlayerPush trigger1 = 1 value = 0 [State 270, Angle] type = AngleDraw trigger1 = 1 [State 270, Angle] type = AngleSet trigger1 = Time = 0 value = 0 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,3 channel = 0 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 270, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 270, Angle] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = -10 [State 270, 2] type = VelAdd trigger1 = Time > 10 trigger1 = Time < 20 y = 1 [State 270, Angle] type = AngleSet trigger1 = Time = 20 value = -90 [State 270, 2] type = null ;PosAdd trigger1 = P2Dist X > 10 trigger1 = Time = 20 x = P2Dist X [State 270, 2] type = VelSet trigger1 = Time = 20 x = 0 y = 0 [State 270, 2] type = VelAdd trigger1 = Time > 20 y = 2 [State 270, 0] type = ChangeAnim trigger1 = Time >= 20 value = 0 elem = 2 [State 270, 2] type = HitDef trigger1 = Time > 20 trigger1 = Vel Y > 0 trigger1 = Enemy, StateType = A trigger1 = MoveContact = 0 attr = S, NA damage = 100, 0 animtype = Medium hitflag = A priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = Trip air.velocity = 0,0 air.hittime = 10 kill = 0 [State 270, 0] type = TargetBind trigger1 = MoveContact trigger1 = Enemy, StateType = A pos = 0, 0 time = 1 [State 270, 4] type = ChangeState triggerall = Enemy, StateType = L trigger1 = Time > 20 trigger1 = Pos Y >= 0 value = 272 [State 270, 4] type = ChangeState triggerall = Enemy, StateType != L trigger1 = Time > 20 trigger1 = Pos Y >= 0 value = 271 ;--------------------------------------------------------------------------- ; Attack Land [Statedef 271] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 270, Push] type = PlayerPush trigger1 = 1 value = 0 [State 270, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 270, Angle] type = AngleDraw trigger1 = 1 [State 270, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 2,10 channel = 1 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 270, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 270, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 270, EnvShake] type = EnvShake trigger1 = Time = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 270, 2] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 attr = S, NA damage = 100, 0 animtype = Medium hitflag = MAF priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, -40 hitsound = S2, 100 guardsound = S3, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = Trip air.velocity = 0,0 air.hittime = 10 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 270, 0] type = TargetBind trigger1 = MoveContact pos = 0, 0 time = 1 [State 270, Angle] type = AngleAdd trigger1 = Time > 10 trigger1 = Time < 20 value = 10 [State 270, 4] type = ChangeState trigger1 = Time > 0 trigger1 = MoveHit = 0 value = 272 [State 270, 4] type = ChangeState trigger1 = MoveHit trigger1 = Time > 20 value = 810 [State 270, 4] type = ChangeState trigger1 = MoveHit = 0 trigger1 = Time > 20 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Land Jump [Statedef 272] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 270, PlaySnd] type = PlaySnd triggerall = PrevStateNo != 271 trigger1 = Time = 0 value = 2,10 channel = 1 [State 270, GameMakeAnim] type = GameMakeAnim triggerall = PrevStateNo != 271 trigger1 = Time = 0 value = 60 pos = 0, 0 [State 270, GameMakeAnim] type = GameMakeAnim triggerall = PrevStateNo != 271 trigger1 = Time = 0 value = 61 pos = 0, 0 [State 270, EnvShake] type = EnvShake triggerall = PrevStateNo != 271 trigger1 = Time = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 270, 0] type = ChangeAnim trigger1 = Time <= 0 value = 0 elem = 4 [State 270, Push] type = PlayerPush trigger1 = Time < 10 value = 0 [State 270, 0] type = AngleDraw trigger1 = Time < 10 [State 270, 0] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = 10 [State 270, 2] type = HitDef trigger1 = Time < 2 trigger1 = MoveContact trigger1 = Command = "a" trigger1 = P2Dist X < 40 trigger1 = P2Dist X > -40 ignorehitpause = 1 attr = S, NT damage = 0, 0 animtype = Medium hitflag = FD+ priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = -10, 0 hitsound = S2, 100 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 down.velocity = 0,0 air.type = Low air.velocity = 0,0 air.hittime = 10 p2facing = 1 air.fall = 1 p1stateno = 832 p2stateno = 836 numhits = 0 snap = 0,0 fall = 1 kill = 0 [State 270, 2] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2Dist X < 40 trigger1 = P2Dist X > -40 attr = S, NA damage = 100, 0 animtype = Medium hitflag = FD priority = 3, Hit pausetime = 20, 20 sparkno = 2 sparkxy = -10, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 down.velocity = 0,0 air.type = Low air.velocity = 0,0 air.hittime = 10 air.fall = 1 fall = 1 kill = Var(10) [State 270, 0] type = ChangeAnim trigger1 = Time = 1 value = 0 [State 270, 2] type = VelSet trigger1 = Time = 2 x = -2 y = -4 [State 270, 1] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 10 trigger1 = Pos Y != 0 y = .2 [State 270, 2] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 270, 3] type = PosSet trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 y = 0 [State 270, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Grab Attempt [Statedef 800] type = S movetype = A physics = S velset = 5,0 anim = 0 ctrl = 0 [State 800, 0] type = ChangeAnim trigger1 = AnimElem = 1, > 2 trigger1 = AnimElem = 2, < 0 value = 0 elem = 2 [State 800, 0] type = ChangeAnim trigger1 = AnimElem = 2, > 2 trigger1 = AnimElem = 3, < 0 value = 0 elem = 4 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 3,0 channel = 5 [State 800, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAF priority = 3, Hit sparkno = 1 sparkxy = -20, -50 hitsound = S2, 1 p1stateno = 812 p2stateno = 817 p2facing = 1 numhits = 0 kill = 0 [State 800, 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Suck Into Mouth [Statedef 801] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 800, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 0 range = 0, 1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,Var(0) channel = 0 [State 800, 0] type = Width trigger1 = 1 value = -40,0 [State 800, 0] type = ChangeAnim trigger1 = Time > 0 value = 0 elem = 2 [State 800, 1] type = PosAdd trigger1 = TimeMod = 1,0 x = -1 [State 800, 1] type = PosAdd trigger1 = TimeMod = 2,0 x = 2 [State 800, X] type = VarRandom trigger1 = 1 v = 0 range = 100, 120 [State 800, Y] type = VarRandom trigger1 = 1 v = 1 range = 0, 100 [State 800, Pound] type = Helper trigger1 = Time > 0 trigger1 = TimeMod = 2,0 stateno = 4 name = "Particle" id = 4 pos = Var(0), -Var(1) ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 [State 800, 2] type = HitDef trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAFD priority = 3, Hit sparkno = 1 sparkxy = -20, -50 hitsound = S2, 100 p1stateno = 810 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 800, 0] type = ChangeState triggerall = Time > 40 triggerall = Enemy, StateNo != 816 trigger1 = Command != "hold_a" value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Forward Grab Attempt [Statedef 802] type = S movetype = A physics = N velset = 10,0 anim = 0 ctrl = 0 [State 800, 0] type = Width trigger1 = 1 value = -40,0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,3 channel = 0 [State 800, 0] type = ChangeAnim trigger1 = Time < 20 value = 0 elem = 2 [State 800, 0] type = ChangeAnim trigger1 = Time >= 20 value = 0 elem = 4 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 20 value = 2,10 channel = 1 [State 800, 0] type = VelSet trigger1 = Time = 20 x = 5 [State 800, EnvShake] type = EnvShake trigger1 = Time = 20 time = 5 freq = 100 ampl = -5 phase = 10 [State 800, 1] type = MakeDust trigger1 = Vel X != 0 pos = 0,0 spacing = 2 [State 800, 2] type = HitDef trigger1 = P2Dist X < 30 trigger1 = P2Dist X > -30 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MA priority = 3, Hit sparkno = 1 sparkxy = -20, -50 hitsound = S2, 100 p1stateno = 810 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 800, 0] type = ChangeState trigger1 = Time > 20 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed Opponent into Mouth [Statedef 810] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 810, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = PrevStateNo != 811 trigger1 = PrevStateNo != 820 v = 0 value = 0 [State 810, VarAdd] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 810, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 810, 0] type = ChangeAnim trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 4, > 2 value = 0 elem = 4 [State 810, 0] type = TargetBind trigger1 = 1 pos = 0, 0 time = 1 [State 810, PlaySnd] type = PlaySnd triggerall = PrevStateNo != 271 triggerall = PrevStateNo != 841 trigger1 = Time = 0 value = 2,10 channel = 1 [State 810, EnvShake] type = EnvShake triggerall = PrevStateNo != 271 triggerall = PrevStateNo != 841 trigger1 = Time = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 810, 0] type = ChangeAnim triggerall = Time > 10 trigger1 = Command != "holdfwd" trigger1 = Command = "holdback" value = 5 elem = 4 [State 810, 0] type = Turn triggerall = Time > 10 trigger1 = Command != "holdfwd" trigger1 = Command = "holdback" [State 800, 2] type = HitDef trigger1 = Facing = 1 trigger1 = Enemy, Facing = 1 trigger2 = Facing = -1 trigger2 = Enemy, Facing = -1 attr = S, NT damage = 0, 0 animtype = Medium hitflag = MAF+ priority = 3, Hit sparkno = -1 sparkxy = -20, -50 hitsound = S2, 100 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 810, 0] type = ChangeState triggerall = Time > 10 triggerall = Anim = 0 trigger1 = Command = "x" || Command = "y" || Command = "z" value = 811 [State 810, 0] type = ChangeState triggerall = Time > 10 triggerall = Anim = 0 trigger1 = Command = "a" || Command = "b" || Command = "c" value = 820 [State 195, 1] type = PosAdd triggerall = Var(0) > 80 trigger1 = TimeMod = 1,0 x = -3 [State 195, 1] type = PosAdd triggerall = Var(0) > 80 trigger1 = TimeMod = 2,0 x = 6 [State 810, 0] type = ChangeState triggerall = Var(0) > 100 trigger1 = Anim = 0 value = 821 ;--------------------------------------------------------------------------- ; Chomp Opponent in Mouth [Statedef 811] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 810, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 810, 0] type = TargetBind trigger1 = 1 pos = 0, 0 time = 1 [State 810, 0] type = ChangeAnim trigger1 = AnimElem = 1, > 0 trigger1 = AnimElem = 2, < 0 value = 0 elem = 2 [State 810, 0] type = ChangeAnim trigger1 = AnimElem = 2, > 1 trigger1 = AnimElem = 3, < 0 value = 0 elem = 3 [State 810, 0] type = ChangeAnim trigger1 = AnimElem = 3, > 2 trigger1 = AnimElem = 4, < 0 value = 0 elem = 4 [State 810, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAF+ priority = 3, Hit sparkno = 12 sparkxy = -20, -50 hitsound = S2, 100 p1stateno = 810 p2stateno = 815 p2facing = 1 kill = 0 [State 810, 0] type = ChangeState trigger1 = AnimElem = 4 value = 810 ;--------------------------------------------------------------------------- ; Grabbed Opponent [Statedef 812] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 812, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 1,0 [State 812, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 812, 0] type = TargetBind trigger1 = TimeMod = 4,0 pos = 50, 0 time = 1 [State 812, 0] type = ChangeAnim trigger1 = Time < 100 value = 0 elem = 4 [State 812, 0] type = ChangeAnim trigger1 = Time > 100 value = 0 elem = 1 [State 810, 0] type = VelSet trigger1 = Time > 100 x = -10 [State 810, 0] type = ChangeState triggerall = Time > 10 trigger1 = Command = "holdfwd" value = 813 [State 810, 0] type = ChangeState triggerall = Time > 10 trigger1 = Command = "holddown" value = 830 [State 810, 0] type = ChangeState triggerall = Time > 10 trigger1 = Command = "holdup" value = 840 [State 810, 0] type = ChangeState triggerall = Time > 10 trigger1 = Command = "hold_a" trigger1 = Command = "holdback" value = 850 [State 810, 0] type = ChangeState triggerall = Time > 10 trigger1 = Command != "hold_a" trigger1 = Command = "holdback" value = 851 [State 810, 0] type = ChangeState trigger1 = Time > 100 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Throw into Mouth [Statedef 813] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 813, 0] type = TargetState trigger1 = Time = 0 value = 818 [State 813, 0] type = ChangeAnim trigger1 = AnimElem = 1, > 2 value = 0 elem = 2 [State 813, 2] type = HitDef trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAF+ priority = 3, Hit sparkno = 1 sparkxy = -20, -50 hitsound = S2, 100 p1stateno = 810 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 810, 0] type = ChangeState trigger1 = Time > 0 trigger1 = P2StateNo != 818 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed into Mouth [Statedef 815] type = A movetype = H physics = N velset = 0,0 anim = 5050 [State 815, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 815, Anim] type = ChangeAnim trigger1 = Anim != 5050 value = 5050 [State 815, Push] type = PlayerPush trigger1 = 1 value = 0 [State 815, 0] type = HitBy trigger1 = 1 value = S, NT time = 1 [State 815, 1] type = AssertSpecial trigger1 = P2StateNo = 271 trigger2 = P2StateNo = 810 trigger3 = P2StateNo = 841 flag = Invisible ;--------------------------------------------------------------------------- ; Sucked into Mouth [Statedef 816] type = A movetype = H physics = N velset = 0,0 [State 816, Push] type = PlayerPush trigger1 = 1 value = 0 [State 816, Anim2] type = ChangeAnim2 trigger1 = 1 value = 800 [State 816, HitBy] type = HitBy trigger1 = 1 value = SC, NT time = 1 [State 816, Angle] type = AngleSet trigger1 = Time = 0 value = 0 [State 816, Angle] type = AngleAdd trigger1 = 1 value = 22.5 [State 816, Angle] type = AngleDraw trigger1 = 1 [State 816, 0] type = SelfState triggerall = Time > 0 trigger1 = P2StateNo != 801 trigger2 = P2StateNo = 810 value = 5050 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 817] type = S movetype = H physics = N velset = 0,0 anim = 5000 [State 817, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 817, Push] type = PlayerPush trigger1 = 1 value = 0 [State 817, 1] type = PosAdd trigger1 = TimeMod = 5,0 x = -2 [State 817, 1] type = PosAdd trigger1 = TimeMod = 10,0 x = 4 [State 817, Anim] type = ChangeAnim triggerall = Time > 0 trigger1 = TimeMod = 10,0 value = 5000 [State 817, Anim] type = ChangeAnim triggerall = Time > 0 trigger1 = TimeMod = 15,0 value = 5001 [State 817, Anim] type = ChangeAnim triggerall = Time > 0 trigger1 = TimeMod = 20,0 value = 5002 [State 817, 0] type = VelSet trigger1 = Time > 100 x = -3 [State 817, 0] type = SelfState trigger1 = Time <= 0 trigger1 = P2StateNo != 812 trigger2 = Time > 100 value = 5050 ;--------------------------------------------------------------------------- ; Thrown into Mouth [Statedef 818] type = A movetype = H physics = N velset = 5,-1 anim = 5010 [State 818, Anim] type = ChangeAnim trigger1 = Time < 5 value = 5010 [State 818, Anim] type = ChangeAnim trigger1 = Time > 5 trigger1 = Time < 10 value = 5011 [State 818, Anim] type = ChangeAnim trigger1 = Time > 10 value = 5012 [State 818, HitBy] type = HitBy trigger1 = 1 value = SC, NT time = 1 [State 818, Push] type = PlayerPush trigger1 = 1 value = 0 [State 818, 0] type = SelfState triggerall = Time > 0 trigger1 = P2StateNo != 813 trigger2 = P2StateNo = 810 value = 5050 ;--------------------------------------------------------------------------- ; Throw Opponent [Statedef 820] type = S movetype = A physics = S velset = -10,0 anim = 0 ctrl = 0 [State 820, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 820, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 2 [State 820, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,5 channel = 0 [State 820, 0] type = TargetBind trigger1 = Time = 0 pos = 0, -10 time = 1 [State 820, 0] type = TargetState trigger1 = Time = 0 value = 825 [State 820, 0] type = TargetLifeAdd trigger1 = Time = 0 value = -100 kill = Var(10) [State 820, 0] type = ChangeState trigger1 = Vel X <= 0 trigger1 = Time > 20 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Spit Opponent [Statedef 821] type = S movetype = A physics = S velset = -10,0 anim = 0 ctrl = 0 [State 820, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 820, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 2 [State 820, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,4 channel = 0 [State 820, 0] type = TargetBind trigger1 = Time = 0 pos = 0, -10 time = 1 [State 820, 0] type = TargetState trigger1 = Time = 0 value = 826 [State 820, 0] type = TargetLifeAdd trigger1 = Time = 0 value = -50 kill = Var(10) [State 820, 0] type = ChangeState trigger1 = Vel X <= 0 trigger1 = Time > 20 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Thrown [Statedef 825] type = A movetype = H physics = N anim = 5050 [State 825, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 825, Push] type = PlayerPush trigger1 = 1 value = 0 [State 825, 1] type = VelSet trigger1 = 1 x = -20 y = -5 [State 825, 2] type = SelfState trigger1 = Time > 0 value = 5050 ;--------------------------------------------------------------------------- ; Spit Out [Statedef 826] type = A movetype = H physics = N anim = 5050 [State 825, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 825, Push] type = PlayerPush trigger1 = 1 value = 0 [State 825, 1] type = VelSet trigger1 = 1 x = -4 y = -2 [State 825, 2] type = SelfState trigger1 = Time > 0 value = 5050 ;--------------------------------------------------------------------------- ; Body Slam [Statedef 830] type = A movetype = A physics = N velset = 5,-20 anim = 0 ctrl = 0 [State 830, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 830, Push] type = PlayerPush trigger1 = 1 value = 0 [State 830, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 830, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 830, 0] type = TargetState trigger1 = Time = 0 value = 835 [State 830, 0] type = TargetBind trigger1 = Time >= 0 trigger1 = Time < 2 pos = 50, 0 time = 1 [State 830, 0] type = TargetBind trigger1 = Time >= 2 trigger1 = Time < 4 pos = 50, -30 time = 1 [State 830, 0] type = TargetBind trigger1 = Time >= 4 trigger1 = Time < 6 pos = 40, -10 time = 1 [State 830, 0] type = TargetBind trigger1 = Time >= 6 trigger1 = Time < 8 pos = 20, 0 time = 1 [State 830, 0] type = TargetBind trigger1 = Time >= 8 trigger1 = Time < 10 pos = 10, 0 time = 1 [State 830, 0] type = TargetBind trigger1 = Time > 10 pos = 0, 0 time = 1 [State 830, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 830, 0] type = AngleSet trigger1 = Time = 0 value = 0 [State 830, 0] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = -10 [State 830, 0] type = AngleDraw trigger1 = 1 [State 830, 0] type = VelAdd trigger1 = Vel Y <= 0 y = 1 [State 830, 0] type = VelAdd trigger1 = Vel Y > 0 y = 5 [State 830, 2] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 830, 4] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 831 ;--------------------------------------------------------------------------- ; Body Slam Land [Statedef 831] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 830, Push] type = PlayerPush trigger1 = Time < 10 value = 0 [State 830, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 830, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 830, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 830, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 830, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 830, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 830, 0] type = AngleDraw trigger1 = Time < 10 [State 830, 0] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = 10 [State 830, 4] type = ChangeState trigger1 = Time < 2 trigger1 = MoveContact trigger1 = PrevStateNo != 832 trigger1 = PrevStateNo != 833 trigger1 = Command = "a" ignorehitpause = 1 value = 832 [State 830, 4] type = ChangeState trigger1 = Time < 2 trigger1 = MoveContact trigger1 = PrevStateNo = 832 trigger1 = PrevStateNo != 833 trigger1 = Command = "a" ignorehitpause = 1 value = 833 [State 830, 0] type = HitDef trigger1 = MoveContact = 0 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAFD+ priority = 3, Hit pausetime = 20, 20 sparkno = 2 sparkxy = -10, 0 hitsound = S2, 0 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -4,-6 airguard.velocity = -4,-6 air.type = Low down.hittime = 40 down.velocity = -4,-6 air.velocity = -4,-6 air.hittime = 10 air.fall = 1 fall = 1 kill = var(10) p2stateno = 836 [State 830, 0] type = ChangeAnim trigger1 = Time = 1 value = 0 [State 830, 2] type = VelSet trigger1 = Time = 2 x = -2 y = -4 [State 830, 1] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 10 trigger1 = Pos Y != 0 y = .2 [State 830, 2] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 830, 3] type = PosSet trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 y = 0 [State 830, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 26 ;--------------------------------------------------------------------------- ; Rolling Body Slam [Statedef 832] type = A movetype = A physics = N velset = -4,-20 anim = 0 ctrl = 0 [State 830, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 830, 0] type = Width trigger1 = 1 edge = 40,40 [State 830, Push] type = PlayerPush trigger1 = 1 value = 0 [State 830, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 830, 0] type = TargetState trigger1 = Time = 0 value = 838 [State 830, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 830, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 830, 0] type = AngleSet trigger1 = Time = 0 value = -90 [State 830, 0] type = AngleAdd trigger1 = Time <= 35 value = 20 [State 830, 0] type = AngleDraw trigger1 = 1 [State 830, 1] type = VelAdd trigger1 = 1 y = 1 [State 830, 2] type = TargetBind trigger1 = Time = 0 trigger2 = Time = 18 pos = 10, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 1 trigger2 = Time = 19 pos = 30, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 2 trigger2 = Time = 20 pos = 50, -20 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 3 trigger2 = Time = 21 pos = 60, -40 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 4 trigger2 = Time = 22 pos = 60, -60 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 5 trigger2 = Time = 23 pos = 60, -90 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 6 trigger2 = Time = 24 pos = 50, -100 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 7 trigger2 = Time = 25 pos = 40, -110 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 8 trigger2 = Time = 26 pos = 20, -120 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 9 trigger2 = Time = 27 pos = 0, -130 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 10 trigger2 = Time = 28 pos = -30, -120 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 11 trigger2 = Time = 29 pos = -40, -110 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 12 trigger2 = Time = 30 pos = -60, -80 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 13 trigger2 = Time = 31 pos = -60, -60 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 14 trigger2 = Time = 32 pos = -60, -30 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 15 trigger2 = Time = 33 pos = -50, -20 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 16 trigger2 = Time = 34 pos = -20, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 0 trigger2 = Time = 17 trigger3 = Time >= 35 pos = 0, 0 time = 1 [State 830, 2] type = VelSet trigger1 = Time >= 35 x = 0 [State 830, 4] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 831 ;--------------------------------------------------------------------------- ; Final Rolling Body Slam [Statedef 833] type = A movetype = A physics = N velset = 0,-25 anim = 0 ctrl = 0 [State 830, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 830, 0] type = Width trigger1 = 1 edge = 40,40 [State 830, Push] type = PlayerPush trigger1 = 1 value = 0 [State 830, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 830, 0] type = TargetState trigger1 = Time = 0 value = 838 [State 830, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 830, AfterImage] type = AfterImage trigger1 = Time = 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 830, 0] type = AngleSet trigger1 = Time = 0 value = -90 [State 830, 0] type = AngleAdd trigger1 = Time <= 35 value = 20 [State 830, 0] type = AngleDraw trigger1 = 1 [State 830, 1] type = VelAdd trigger1 = Vel Y < 0 y = 1 [State 830, 1] type = VelAdd trigger1 = Vel Y >= 0 y = 2 [State 830, 2] type = TargetBind trigger1 = Time = 0 trigger2 = Time = 18 pos = 10, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 1 trigger2 = Time = 19 pos = 30, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 2 trigger2 = Time = 20 pos = 50, -20 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 3 trigger2 = Time = 21 pos = 60, -40 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 4 trigger2 = Time = 22 pos = 60, -60 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 5 trigger2 = Time = 23 pos = 60, -90 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 6 trigger2 = Time = 24 pos = 50, -100 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 7 trigger2 = Time = 25 pos = 40, -110 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 8 trigger2 = Time = 26 pos = 20, -120 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 9 trigger2 = Time = 27 pos = 0, -130 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 10 trigger2 = Time = 28 pos = -30, -120 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 11 trigger2 = Time = 29 pos = -40, -110 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 12 trigger2 = Time = 30 pos = -60, -80 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 13 trigger2 = Time = 31 pos = -60, -60 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 14 trigger2 = Time = 32 pos = -60, -30 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 15 trigger2 = Time = 33 pos = -50, -20 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 16 trigger2 = Time = 34 pos = -20, 0 time = 1 [State 830, 2] type = TargetBind trigger1 = Time = 0 trigger2 = Time = 17 trigger3 = Time >= 35 pos = 0, 0 time = 1 [State 830, 4] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 831 ;--------------------------------------------------------------------------- ; Grabbed to Slam [Statedef 835] type = A movetype = H physics = N velset = 0,0 [State 835, Anim2] type = ChangeAnim2 trigger1 = Anim != 830 value = 830 [State 835, Push] type = PlayerPush trigger1 = 1 value = 0 [State 830, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 836 ;--------------------------------------------------------------------------- ; LieDown Hit [Statedef 836] type = L movetype = H physics = N anim = 5080 velset = 0,0 [State 835, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 835, Push] type = PlayerPush trigger1 = 1 value = 0 [State 835, Anim] type = ChangeAnim trigger1 = 1 value = 5080 [State 835, 4] type = ChangeState triggerall = Time > 0 triggerall = Enemy, StateNo != 832 trigger1 = HitShakeOver value = 837 ;--------------------------------------------------------------------------- ; Hit Fall [Statedef 837] type = A movetype = H physics = N anim = 5080 [State 835, Anim] type = ChangeAnim trigger1 = 1 value = 5080 [State 835, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 835, 2] type = VelAdd trigger1 = 1 y = .4 [State 835, 4] type = SelfState trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; Grabbed to Slam [Statedef 838] type = A movetype = H physics = N velset = 0,0 [State 835, Anim2] type = ChangeAnim2 trigger1 = Anim != 835 value = 835 [State 835, Push] type = PlayerPush trigger1 = 1 value = 0 [State 830, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 836 ;--------------------------------------------------------------------------- ; Throw Opponent into the air [Statedef 840] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 840, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 840, Anim] type = ChangeAnim trigger1 = Time >= 10 value = 0 elem = 2 [State 840, 0] type = TargetState trigger1 = Time = 0 value = 845 [State 840, 0] type = AngleSet trigger1 = Time = 0 value = 0 [State 840, 1] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = 10 [State 840, 2] type = AngleDraw trigger1 = 1 [State 840, 3] type = HitDef trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 trigger1 = P2Dist Y > -30 trigger1 = P2Dist Y < 0 attr = S, NT damage = 100, 0 animtype = Medium hitflag = MAFD+ priority = 3, Hit sparkno = 1 sparkxy = -10, -80 hitsound = S2, 100 p1stateno = 841 p2stateno = 815 p2facing = 1 numhits = 0 kill = 0 [State 830, 4] type = ChangeState triggerall = Time > 0 trigger1 = P2StateNo != 845 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Opponent Grabbed [Statedef 841] type = S movetype = A physics = S velset = 0,0 anim = 0 ctrl = 0 [State 840, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 840, Anim] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 810, 0] type = TargetBind trigger1 = 1 pos = 0, 0 time = 1 [State 840, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 2,10 channel = 1 [State 840, EnvShake] type = EnvShake trigger1 = Time = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 840, 1] type = AngleAdd trigger1 = Time > 20 trigger1 = Time < 30 value = -10 [State 840, 2] type = AngleDraw trigger1 = Time < 30 [State 840, 4] type = ChangeState trigger1 = Time >= 30 value = 810 ;--------------------------------------------------------------------------- ; Thrown in the Air [Statedef 845] type = A movetype = H physics = N velset = 1,-20 [State 845, Anim2] type = ChangeAnim2 trigger1 = Anim != 840 value = 840 [State 845, Push] type = PlayerPush trigger1 = 1 value = 0 [State 845, HitBy] type = HitBy trigger1 = 1 value = SC, NT time = 1 [State 845, 1] type = VelAdd trigger1 = Time > 0 y = 1 [State 845, 4] type = SelfState trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; Suplex [Statedef 850] type = S movetype = A physics = N velset = -10,0 anim = 0 ctrl = 0 [State 850, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 850, 0] type = Width trigger1 = Time < 20 edge = 20,40 [State 850, Anim] type = ChangeAnim trigger1 = Time < 30 value = 0 elem = 4 [State 850, 0] type = TargetState trigger1 = Time = 0 value = 855 [State 850, 0] type = AngleSet trigger1 = Time = 0 value = 0 [State 850, 1] type = AngleAdd trigger1 = Time > 0 trigger1 = Time <= 10 value = 20 [State 850, 2] type = AngleDraw trigger1 = 1 [State 850, 2] type = TargetBind trigger1 = Time = 0 pos = 50, 0 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 1 pos = 60, -80 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 2 pos = 50, -100 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 3 pos = 40, -110 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 4 pos = 20, -120 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 5 pos = 0, -125 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 6 pos = -20, -120 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 7 pos = -40, -110 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 8 pos = -50, -100 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 9 pos = -60, -60 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 10 pos = -60, 0 time = 1 [State 850, 0] type = VelSet trigger1 = Time = 10 trigger2 = Time = 50 x = 0 [State 850, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 2,10 channel = 1 [State 850, 1] type = TargetLifeAdd trigger1 = Time = 10 value = -100 kill = var(10) [State 850, HitAdd] type = HitAdd trigger1 = Time = 10 value = 1 [State 850, 0] type = VelSet trigger1 = Time = 30 x = 5 [State 850, Anim] type = ChangeAnim trigger1 = Time >= 30 value = 0 [State 850, 2] type = AngleAdd trigger1 = Time > 30 trigger1 = Time <= 50 value = -10 [State 850, 4] type = ChangeState trigger1 = Time > 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Throw Backwards [Statedef 851] type = S movetype = A physics = N velset = -10,0 anim = 0 ctrl = 0 [State 850, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 850, 0] type = Width trigger1 = Time < 20 edge = 20,20 [State 850, Anim] type = ChangeAnim trigger1 = Time < 4 value = 0 elem = 4 [State 850, Anim] type = ChangeAnim trigger1 = Time > 4 trigger1 = Time < 6 value = 0 elem = 3 [State 850, Anim] type = ChangeAnim trigger1 = Time > 6 value = 0 elem = 2 [State 850, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,3 channel = 0 [State 850, 0] type = TargetState trigger1 = Time = 0 value = 858 [State 850, 0] type = AngleSet trigger1 = Time = 0 value = 0 [State 850, 1] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = 20 [State 850, 2] type = AngleDraw trigger1 = 1 [State 850, 2] type = TargetBind trigger1 = Time = 0 pos = 50, 0 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 1 pos = 60, -80 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 2 pos = 50, -100 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 3 pos = 40, -110 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 4 pos = 20, -120 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 5 pos = 0, -125 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 6 pos = -20, -120 time = 1 [State 850, 2] type = TargetBind trigger1 = Time = 7 pos = -40, -110 time = 1 [State 850, 0] type = VelSet trigger1 = Time = 10 trigger2 = Time = 50 x = 0 [State 850, 1] type = TargetLifeAdd trigger1 = Time = 8 value = -100 kill = var(10) [State 850, Drop] type = TargetDrop trigger1 = Time = 8 [State 850, 0] type = VelSet trigger1 = Time = 30 x = 5 [State 850, 2] type = AngleAdd trigger1 = Time > 30 trigger1 = Time <= 48 value = -10 [State 850, 4] type = ChangeState trigger1 = Time > 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 855] type = A movetype = H physics = N velset = 0,0 [State 855, Push] type = PlayerPush trigger1 = 1 value = 0 [State 855, Anim2] type = ChangeAnim2 trigger1 = Time = 0 value = 850 [State 855, State] type = ChangeState trigger1 = AnimElem = 10 value = 856 ;--------------------------------------------------------------------------- ; Hit Fall [Statedef 856] type = A movetype = H physics = N velset = 0,0 [State 856, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 856, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = F7,2 [State 856, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 856, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 10, 0 [State 856, 2] type = VelSet trigger1 = Time = 20 x = 4 y = -6 [State 856, 2] type = VelAdd trigger1 = Time > 20 y = .5 [State 856, 4] type = SelfState triggerall = Time > 30 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; Thrown Backwards [Statedef 858] type = A movetype = H physics = N velset = 0,0 [State 858, Push] type = PlayerPush trigger1 = 1 value = 0 [State 858, Anim2] type = ChangeAnim2 trigger1 = Time = 0 value = 855 [State 858, 2] type = VelSet trigger1 = AnimElem = 8 x = 10 y = -10 [State 858, 2] type = PosAdd trigger1 = AnimElem = 8 trigger2 = AnimElem = 9 x = 10 [State 858, 2] type = PosAdd trigger1 = AnimElem = 10 y = 20 [State 858, 2] type = VelAdd trigger1 = Time > 10 y = .5 [State 856, 4] type = SelfState triggerall = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;---------------------------------------------------------------------------