; Chomper States ;--------------------------------------------------------------------------- ; Idle [Statedef 0] type = S movetype = I physics = S sprpriority = 0 [State 0, 0] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 1, >= 5 value = 0 [State 0, 1] type = PosSet trigger1 = 1 y = 0 [State 0, 2] type = VelSet trigger1 = 1 y = 0 ;--------------------------------------------------------------------------- ; Crouch [Statedef 10] [State 10, 0] type = ChangeState trigger1 = 1 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S movetype = I physics = S [State 20, 0] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 1, >= 5 value = 0 [State 20, 0] type = ChangeState trigger1 = Time >= 5 value = 25 ;--------------------------------------------------------------------------- ; Walk [Statedef 25] type = A movetype = I physics = N ctrl = 0 [State 20, 0] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 1, >= 5 value = 0 [State 20, 1] type = VelSet trigger1 = Time <= 0 trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = Time <= 0 trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 20, 3] type = VelSet trigger1 = Time = 0 y = -3 [State 20, 3] type = VelAdd trigger1 = Time > 0 y = .25 [State 20, 3] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 20, 3] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 20, 1] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y = 0 value = 26 ;--------------------------------------------------------------------------- ; Land [Statedef 26] type = S movetype = I physics = S ctrl = 0 [State 20, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 1 [State 20, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 20, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 20, EnvShake] type = EnvShake trigger1 = Time = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 20, 3] type = VelSet trigger1 = Time <= 0 x = 0 y = 0 [State 20, 4] type = PosSet trigger1 = Time <= 0 y = 0 [State 20, 5] type = ChangeState trigger1 = Time > 10 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Hit Shake [Statedef 30] movetype = H physics = N sprpriority = -2 ctrl = 0 [State 30, 0] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 1, >= 5 value = 0 [State 30, StateTypeSet] type = StateTypeSet trigger1 = Pos Y = 0 value = S [State 30, StateTypeSet] type = StateTypeSet trigger1 = Pos Y != 0 value = A [State 30, 0] type = PalFX trigger1 = Time = 0 time = 2 add = 100,100,100 [State 30, PosFreeze] type = PosFreeze trigger1 = !HitShakeOver x = 1 y = 1 [State 30, HitVelSet] type = HitVelSet trigger1 = HitShakeOver x = 1 y = 1 [State 30, 1] type = ChangeState trigger1 = HitShakeOver trigger1 = StateType != A value = 31 [State 30, 1] type = ChangeState trigger1 = HitShakeOver trigger1 = StateType = A value = 32 ;--------------------------------------------------------------------------- ; Hit Move Ground [Statedef 31] type = S movetype = H physics = S sprpriority = -2 ctrl = 0 [State 30, 1] type = ChangeState trigger1 = Pos Y != 0 value = 32 [State 30, PlaySnd] type = PlaySnd triggerall = !Alive trigger1 = Time = 0 value = 11,0 channel = 0 [State 30, 1] type = ChangeState triggerall = Alive triggerall = Time >= 10 trigger1 = Vel X = 0 value = 0 ctrl = 1 [State 30, 1] type = ChangeState triggerall = Alive = 0 triggerall = Time >= 10 trigger1 = Vel X = 0 value = 5150 ctrl = 0 ;--------------------------------------------------------------------------- ; Hit Move Air [Statedef 32] type = A movetype = H physics = N sprpriority = -2 ctrl = 0 [State 30, PlaySnd] type = PlaySnd triggerall = !Alive trigger1 = Time = 0 value = 11,0 channel = 0 [State 30, VelSet] type = VelSet trigger1 = Time = 0 y = Vel Y - 1 [State 30, VelAdd] type = VelAdd trigger1 = Pos Y < 0 y = .5 [State 30, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 30, 1] type = ChangeState trigger1 = Vel Y >= 20 trigger1 = Pos Y >= 0 value = 33 [State 30, 1] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Vel Y < 20 trigger1 = Pos Y >= 0 value = 35 ;--------------------------------------------------------------------------- ; Hit Move Bounce [Statedef 33] type = A movetype = H physics = N sprpriority = -2 ctrl = 0 [State 30, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 30, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 2 [State 30, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 30, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 30, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 190, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 30, VelSet] type = VelSet trigger1 = Time = 0 y = -5 [State 30, VelAdd] type = VelAdd trigger1 = Pos Y < 0 y = .4 [State 30, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 30, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger2 = Time = 0 y = 0 [State 30, 1] type = ChangeState trigger1 = Time >= 10 trigger1 = Pos Y >= 0 value = 35 ;--------------------------------------------------------------------------- ; Hit Land [Statedef 35] type = S movetype = H physics = S ctrl = 0 [State 35, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,0 channel = 1 [State 35, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 60 pos = 0, 0 [State 35, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 [State 35, EnvShake] type = EnvShake trigger1 = Time = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 35, 3] type = VelSet trigger1 = Time <= 0 x = 0 y = 0 [State 35, 4] type = PosSet trigger1 = Time <= 0 y = 0 [State 35, 5] type = ChangeState triggerall = Alive trigger1 = Time > 10 value = 0 ctrl = 1 [State 35, 5] type = ChangeState triggerall = Alive = 0 trigger1 = Time > 10 value = 5150 ctrl = 0 ;--------------------------------------------------------------------------- ; Jump [Statedef 40] [State 40, 0] type = ChangeState trigger1 = 1 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Dash [Statedef 100] type = A movetype = I physics = N ctrl = 0 [State 100, 0] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Anim != 5 trigger2 = Anim = 5 trigger2 = AnimElem = 1, >= 5 value = 0 [State 100, 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 = 20 [State 100, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 5,1 [State 100, 1] type = VelSet trigger1 = Time <= 0 trigger1 = command = "FF" x = const(velocity.run.fwd.x) [State 100, 2] type = VelSet trigger1 = Time <= 0 trigger1 = command = "BB" x = const(velocity.run.back.x) [State 100, 3] type = VelSet trigger1 = Pos Y = 0 trigger1 = Time = 0 y = -3 [State 100, 3] type = VelAdd trigger1 = Time > 0 y = .4 [State 100, 3] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 100, 3] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 100, 1] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y = 0 value = 26 ;--------------------------------------------------------------------------- ; Hop Back [Statedef 105] [State 105, 0] type = ChangeState trigger1 = 1 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] ctrl = 0 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win State [Statedef 180] velset = 0,0 ctrl = 0 [State 180, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 180, 0] type = ChangeAnim trigger1 = Time < 45 value = 0 elem = 4 [State 180, 0] type = ChangeAnim trigger1 = Time > 45 trigger1 = Time < 50 value = 0 elem = 3 [State 180, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 10,2 channel = 0 [State 180, 0] type = ChangeAnim trigger1 = Time > 50 value = 0 elem = 2 [State 180, 1] type = PosAdd trigger1 = Time > 50 trigger1 = TimeMod = 1,0 x = -2 [State 180, 1] type = PosAdd trigger1 = Time > 50 trigger1 = TimeMod = 2,0 x = 4 ;--------------------------------------------------------------------------- ; Intro [Statedef 190] velset = 0,0 sprpriority = 0 anim = 0 ctrl = 0 [State 190, 0] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, 0] type = AssertSpecial trigger1 = RoundState = 0 flag = Invisible [State 190, 0] type = ChangeAnim trigger1 = RoundState = 0 value = 0 [State 190, ScreenBound] type = ScreenBound trigger1 = Pos Y != 0 value = 0 movecamera = 0,0 [State 190, 1] type = PosSet trigger1 = RoundState = 0 y = -300 [State 190, 2] type = VelAdd trigger1 = RoundState > 0 trigger1 = Vel Y < 20 trigger1 = Pos Y < 0 y = .4 [State 190, 3] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 190, 3] type = PosSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 190, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 191 ;--------------------------------------------------------------------------- ; Intro - Bounce [Statedef 191] velset = 0,-5 sprpriority = 0 ctrl = 0 [State 190, 0] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 0,0 channel = 1 [State 190, PlaySnd] type = PlaySnd trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 value = 5,0 channel = 2 [State 190, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 value = 60 pos = 0, 0 [State 190, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 value = 61 pos = 0, 0 [State 190, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 190, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 190, EnvShake] type = EnvShake trigger1 = Time > 10 trigger1 = Pos Y >= 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 190, 1] type = VelAdd trigger1 = Vel Y < 10 trigger1 = Pos Y != 0 y = .2 [State 190, 2] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 y = 0 [State 190, 3] type = PosSet trigger1 = Time = 0 trigger2 = Time > 10 trigger2 = Pos Y >= 0 y = 0 [State 190, 4] type = ChangeState trigger1 = Time > 10 trigger1 = Pos Y >= 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = S movetype = I physics = S sprpriority = 0 ctrl = 0 [State 195, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 0 range = 0, 2 [State 195, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 10,Var(0) channel = 0 [State 195, 0] type = ChangeAnim trigger1 = 1 value = 0 elem = 2 [State 195, 1] type = PosAdd trigger1 = TimeMod = 2,0 x = -2 [State 195, 1] type = PosAdd trigger1 = TimeMod = 4,0 x = 4 [State 195, 3] type = ChangeState trigger1 = Time >= 100 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Lose [Statedef 5150] type = S movetype = I physics = S sprpriority = 0 velset = 0,0 ctrl = 0 [State 5150, 0] type = ChangeAnim trigger1 = Anim = 0 value = 0 elem = 2 [State 5150, 1] type = PosSet trigger1 = 1 y = 0 [State 5150, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, 0] type = AssertSpecial trigger1 = PrevStateNo > 5300 trigger1 = PrevStateNo < 5900 flag = Invisible [State 5150, Push] type = PlayerPush trigger1 = PrevStateNo > 5300 trigger1 = PrevStateNo < 5900 value = 0 ;--------------------------------------------------------------------------- ; Dizzy [Statedef 5300] type = S movetype = I physics = S velset = 0,0 [State 5300, Anim2] type = ChangeAnim2 triggerall = Time <= 0 trigger1 = !AnimExist(5300) trigger1 = Anim != 5300 value = 5300 [State 5300, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = AnimExist(5300) trigger1 = Anim != 5300 value = 5300 [State 5300, State] type = SelfState trigger1 = RoundState != 2 value = 0 ctrl = 1 [State 5300, State] type = ChangeState trigger1 = P2StateNo < 1000 trigger1 = Time >= 200 value = 5500 ;--------------------------------------------------------------------------- ; Hit [Statedef 5310] type = A movetype = H physics = N sprpriority = 2 velset = 0,0 [State 5310, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5310, Push] type = PlayerPush trigger1 = 1 value = 0 [State 5310, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 5310, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 11,0 [State 5310, Standard] type = ChangeAnim2 trigger1 = Time <= 0 trigger1 = Anim != 5310 value = 5310 [State 5310, 1] type = PosAdd trigger1 = Anim = 5310 trigger1 = Time <= 50 trigger1 = TimeMod = 1,0 x = -2 y = -2 [State 5310, 1] type = PosAdd trigger1 = Anim = 5310 trigger1 = Time <= 50 trigger1 = TimeMod = 2,0 x = 4 y = 4 [State 5310, 1] type = VelSet trigger1 = Time = 60 y = -1 [State 5310, 2] type = LifeSet trigger1 = Time >= 100 value = 0 [State 5310, Anim] type = ChangeAnim trigger1 = !AnimExist(5150) trigger1 = Time >= 100 value = 5110 [State 5310, Anim] type = ChangeAnim trigger1 = AnimExist(5150) trigger1 = Time >= 100 value = 5150 [State 5310, 3] type = AssertSpecial trigger1 = Time >= 100 flag = Invisible [State 5310, State] type = ChangeState trigger1 = Time > 100 value = 5150 ;--------------------------------------------------------------------------- ; Hit [Statedef 5320] type = A movetype = H physics = N sprpriority = -4 velset = 0,0 [State 5320, Push] type = PlayerPush trigger1 = 1 value = 0 [State 5320, Anim] type = ChangeAnim trigger1 = Anim != 5050 value = 5050 [State 5320, PlaySnd] type = PlaySnd triggerall = Enemy, Var(1) = 1 trigger1 = Time = 0 value = 11,0 [State 5320, 2] type = LifeSet trigger1 = Time >= 5 value = 0 [State 5320, Anim] type = ChangeAnim trigger1 = !AnimExist(5150) trigger1 = Time >= 5 value = 5110 [State 5320, Anim] type = ChangeAnim trigger1 = AnimExist(5150) trigger1 = Time >= 5 value = 5150 [State 5320, 3] type = AssertSpecial trigger1 = Time >= 5 flag = Invisible [State 5320, State] type = ChangeState trigger1 = Time > 5 value = 5150 ;--------------------------------------------------------------------------- ; Hit [Statedef 5330] type = L movetype = H physics = N velset = 0,0 [State 5330, Push] type = PlayerPush trigger1 = 1 value = 0 [State 5330, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 11,0 channel = 0 [State 5330, Anim2] type = ChangeAnim2 trigger1 = Time <= 50 value = 5310 [State 5330, 1] type = PosAdd trigger1 = Anim = 5310 trigger1 = TimeMod = 1,0 x = -2 y = -2 [State 5330, 1] type = PosAdd trigger1 = Anim = 5310 trigger1 = TimeMod = 2,0 x = 4 y = 4 [State 5330, Anim] type = ChangeAnim trigger1 = !AnimExist(5150) trigger1 = P2Dist Y >= -20 value = 5110 [State 5330, Anim] type = ChangeAnim trigger1 = AnimExist(5150) trigger1 = P2Dist Y >= -20 value = 5150 [State 5330, 1] type = PosSet trigger1 = Anim = 5110 || Anim = 5150 y = 0 [State 5330, 4] type = LifeSet trigger1 = Time > 50 value = 0 [State 5330, State] type = ChangeState trigger1 = Time > 100 value = 5150 ;--------------------------------------------------------------------------- ; Hit [Statedef 5340] type = L movetype = H physics = N velset = 0,0 [State 5340, Push] type = PlayerPush trigger1 = 1 value = 0 [State 5340, PlaySnd] type = PlaySnd triggerall = Enemy, Var(2) = 1 trigger1 = Time = 0 value = 11,0 [State 5340, Anim] type = ChangeAnim trigger1 = AnimExist(5080) trigger1 = HitShakeOver = 0 value = 5080 [State 5340, 4] type = LifeSet trigger1 = Time >= 40 value = 0 [State 5340, State] type = SelfState trigger1 = Time > 40 value = 5150 ;--------------------------------------------------------------------------- ; Dizzy Collapse [Statedef 5500] type = L movetype = I physics = N velset = 0,0 [State 5500, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5500, 1] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoKOSlow flag2 = NoKOSnd [State 5500, Anim2] type = ChangeAnim2 triggerall = Time <= 0 trigger1 = Anim != 5500 value = 5500 [State 5500, Life] type = LifeSet trigger1 = Anim = 5500 trigger1 = AnimTime = 0 value = 0 [State 5500, State] type = SelfState trigger1 = Anim = 5500 trigger1 = AnimTime = 0 value = 5110 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S sprpriority = 0 [State 5900, 1] ;Clear all int variables type = null ;VarRangeSet trigger1 = RoundNo = 1 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = RoundNo = 1 fvalue = 0 [state 5900, 3] ;Intro type = ChangeState trigger1 = RoundNo = 1 trigger2 = RoundsExisted = 0 trigger2 = TeamMode = Turns trigger2 = RoundNo > 1 value = 190 ;---------------------------------------------------------------------------