;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State -2, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 1 [State -2, Power] type = PowerSet trigger1 = 1 ignorehitpause = 1 value = 0 [State -2, Eye] type = Helper triggerall = Alive triggerall = NumHelper(1) = 0 trigger1 = Time > 0 helpertype = normal name = "Eye" id = 1 pos = -10,-95 postype = p1 stateno = 1 keyctrl = 0 [State -2, Broken Teeth] type = Helper triggerall = Life = 0 triggerall = Alive = 0 triggerall = NumHelper(3) = 0 trigger1 = Time > 0 helpertype = normal name = "Broken Teeth" id = 3 pos = 0,0 postype = p1 stateno = 3 keyctrl = 0 [State -2, Hit] type = HitOverride trigger1 = 1 slot = 0 stateno = 30 attr = SCA, AA, AP, AT ignorehitpause = 1 time = 1 [State -2, NoGuard] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoStandGuard flag2 = NoCrouchGuard flag3 = NoAirGuard [State -2, 1] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoKOSlow flag2 = NoKOSnd [State -2, Anim] type = ChangeAnim trigger1 = Life = 0 trigger1 = Alive = 0 ;trigger2 = MoveType = H trigger2 = RoundState = 4 trigger2 = Lose value = 0 elem = 2 [State -2, State] type = ChangeState triggerall = StateNo != 5150 triggerall = MoveType = I trigger1 = !DrawGame trigger1 = Life = 0 trigger1 = Lose value = 5150 ;--------------------------------------------------------------------------- ; Final Attack Activator ;----------------------- [State -2, Final] type = Helper triggerall = Var(50) > 0 triggerall = RoundNo >= 2 triggerall = NumHelper(6000) = 0 trigger1 = P2StateNo < 5300 trigger1 = RoundState = 2 trigger1 = MoveType != A trigger1 = P2Life > 0 trigger1 = P2Life < 10 stateno = 6000 name = "Final" id = 6000 pos = 0, -20 postype = p2 ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 ; Kill Set ;--------- [State -2, VarSet] type = VarSet trigger1 = Var(50) > 0 trigger1 = RoundNo > 1 trigger1 = P2Life > 10 v = 10 value = 0 [State -2, VarSet] type = VarSet trigger1 = Var(50) > 0 trigger1 = RoundNo > 1 trigger1 = P2Life < 10 trigger1 = P2MoveType != H trigger2 = RoundNo <= 1 trigger3 = Var(50) <= 0 v = 10 value = 1 ; Won A Round ;------------ [State -2, VarSet] type = VarSet trigger1 = Win = 0 trigger1 = RoundNo <= 1 trigger1 = RoundState <= 2 v = 50 value = 0 [State -2, VarSet] type = VarSet trigger1 = Win = 1 trigger1 = RoundState > 2 trigger1 = Var(50) <= 0 v = 50 value = 1 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State -3, Variables] type = DisplayToClipboard trigger1 = 1 text = "Won: %d Kill: %d" params = Var(50), Var(10)