[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 yscale = 1 ground.back = 15 ground.front = 16 air.back = 12 air.front = 12 height = 55 attack.dist = 160 proj.attack.dist = 90 proj.doscale = 0 head.pos = -5, -90 mid.pos = -5, -60 shadowoffset = 0 draw.offset = 0,0 [Velocity] walk.fwd = 3 walk.back = -2 run.fwd = 6, 0 run.back = -5,-3.4 jump.neu = 0,-9.4 jump.back = -3.55 jump.fwd = 3.5 runjump.back = -2.55,-8.1 runjump.fwd = 5,-5.1 airjump.neu = 0,-8.1 airjump.back = -2.55 airjump.fwd = 2.5 [Movement] airjump.num = 0 airjump.height = 35 yaccel = .44 stand.friction = .85 crouch.friction = .82 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基-{ [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-{ [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基-{ [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 = animelem = 1 value = 0, 5 [State 181, 2] type = changeanim trigger1 = animtime = 0 value = 0 ; Introduction [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, 1] type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] type = playsnd trigger1 = animelem = 2 value = 0, 5 [State 191, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;Single fireball [Statedef 241] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 241 sprpriority = 2 [State 241, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 1200 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -65 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, NP damage = 35,5 animtype = light getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 241, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 241, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Standing punch [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, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 45 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 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, 6] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Standing cannon bum [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 75 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -10 air.velocity = -10, 0 fall = 1 [State 240, 3] type = veladd trigger1 = animelem = 3 x = -10 [State 240, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 1 [State 240, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Crouching fireball [Statedef 405] type = C movetype= A physics = C juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 400 sprpriority = 2 [State 400, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 1200 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -55 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = C, NP damage = 35,5 animtype = light getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 405, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 405, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Crouching punch [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = 1 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 sparkxy = -10,-83 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 410, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Crouching cannon bum [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 75 guardflag = L pausetime = 10,10 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -7,-6 air.velocity = -7,-6 guard.velocity = -5 fall = 1 [State 440, 3] type = PlaySnd trigger1 = animelem = 2 value = 0, 1 [State 440, 4] type = statetypeset trigger1 = animelem = 4 statetype = A physics = A [State 440, 5] type = veladd trigger1 = animelem = 3 x = -7 y = -6 [State 440, 6] type = gravity trigger1 = animelem = 4 ;Jumping 45 fireball [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1201 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 45, -45 velocity = 6, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35,5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 640, 3] type = velset trigger1 = animelem = 2 y = -4 [State 600, 4] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 600, 5] type = CtrlSet trigger1 = animtime = 0 value = 1 ;Jumping punch [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-55 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 [State 610, 4] type = ctrlset trigger1 = animelem = 11 value = 1 ;Jumping cannon bum [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = animelem = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 75 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -10 air.velocity = -10, 0 [State 640, 4] type = veladd trigger1 = animelem = 3 x = -10 ;Jumping downwards fireball [StateDef 8564] type = A movetype = A physics = A anim = 8564 ctrl = 0 sprpriority = 2 [State 8564, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1202 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 35, -35 velocity = 0, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8564, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8564, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 8 [State 8564, 5] type = CtrlSet trigger1 = animtime = 0 value = 1 ;Triple fireball, first [Statedef 8554] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 242 sprpriority = 2 [State 8554, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 1200 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -65 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 16 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8554, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 8554, 4] type = ChangeState trigger1 = AnimTime = 0 value = 8555 ctrl = 0 ;Triple fireball, second [Statedef 8555] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 242 sprpriority = 2 [State 8555, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 1200 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -65 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 16 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8555, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 8555, 4] type = ChangeState trigger1 = AnimTime = 0 value = 8556 ctrl = 0 ;Triple firaball, third [Statedef 8556] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 241 sprpriority = 2 [State 8556, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 1200 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -65 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8556, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 8556, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;45 triple fireball, first [Statedef 8454] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 8454, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1201 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 45, -45 velocity = 6, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 16 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8454, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8454, 4] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 8454, 5] type = changestate trigger1 = animelem = 4 value = 8455 ;45 triple fireball, second [Statedef 8455] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 8455, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1201 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 45, -45 velocity = 6, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 16 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8455, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8455, 4] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 8455, 5] type = changestate trigger1 = animelem = 4 value = 8456 ;45 triple fireball, third [Statedef 8456] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 8456, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1201 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 45, -45 velocity = 6, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8456, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8456, 4] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 ;Downwards triple fireball, first [StateDef 8764] type = A movetype = A physics = A anim = 8564 ctrl = 0 sprpriority = 2 [State 8764, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1202 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 35, -35 velocity = 0, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8764, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8764, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 8 [State 8764, 5] type = changestate trigger1 = animelem = 4 value = 8765 ;Downwards triple fireball, second [StateDef 8765] type = A movetype = A physics = A anim = 8564 ctrl = 0 sprpriority = 2 [State 8765, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1202 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 35, -35 velocity = 0, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35, 5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8765, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8765, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 8 [State 8765, 5] type = changestate trigger1 = animelem = 4 value = 8766 ;Downwards triple fireball, third [StateDef 8766] type = A movetype = A physics = A anim = 8564 ctrl = 0 sprpriority = 2 [State 8766, 2] type = Projectile trigger1 = AnimElem = 2 projanim = 1202 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 35, -35 velocity = 0, 6 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = A, SP damage = 35,5 animtype = light getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8766, 3] type = velset trigger1 = animelem = 2 y = -4 [State 8766, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 8 ;Earthquake, prologue [StateDef 8864] type = S movetype = A physics = S anim = 8864 ctrl = 0 [State 8864, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, SA animtype = Medium damage = 15 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 8864, 2] type = changestate trigger1 = animtime = 0 value = 8865 ;Earthquake, jump [StateDef 8865] type = S movetype = A physics = S anim = 8865 ctrl = 0 [State 8865, 1] type = statetypeset trigger1 = animelem = 1 statetype = A physics = A [State 8865, 2] type = veladd trigger1 = animelem = 1 x = 3 y = -8.2 [State 8865, 3] type = HitDef trigger1 = AnimElem = 1 attr = A, SA animtype = Medium damage = 15 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 8865, 4] type = veladd trigger1 = animelem = 7 y = 3.44999 [State 8865, 5] type = gravity trigger1 = animelem = 1 [State 8865, 6] type = velset trigger1 = animelem = 11 x = 0 y = 0 [State 8865, 7] type = changestate trigger1 = animelem = 11 value = 8866 ;Earthquake, smash [StateDef 8866] type = S movetype = A physics = S anim = 8866 ctrl = 0 [State 8866, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, SA animtype = Medium damage = 60 guardflag = L pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 8866, 2] type = posset trigger1 = animelem = 1 y = 0 [State 8866, 3] type = helper trigger1 = animelem = 2 name = "wave2" ID = 8870 postype = p1 pos = 40, 0 helpertype = normal stateno = 8870 size.xscale = 0.5 size.yscale = 0.5 [State 8866, 4] type = playsnd trigger1 = animelem = 2 value = 0, 2 [State 8866, 5] type = changestate trigger1 = animelem = 7 value = 0 ctrl = 1 [StateDef 8870] type = A movetype = A physics = N anim = 8868 [State 8870, 1] type = HitDef trigger1 = time = 0 trigger2 = time = 10 trigger3 = time = 20 trigger4 = time = 30 attr = C, SP damage = 15,5 animtype = hard getpower = 5 givepower = 20 guardflag = L pausetime = 2,1 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 7 ground.hittime = 10 ground.velocity = -3 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8870, 2] type = posadd trigger1 = time = 10 x = 20 [State 8870, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8870, 4] type = sprpriority trigger1 = 1 value = 4 [State 8870, 4] type = posadd trigger1 = time = 20 x = 20 [State 8870, 5] type = helper trigger1 = animelem = 1 name = "ground" ID = 6005 helpertype = normal stateno = 6005 size.xscale = 0.5 size.yscale = 0.5 [State 8870, 6] type = posadd trigger1 = time = 30 x = 20 [State 8870, 14] type = destroyself trigger1 = time > 40 [StateDef 6005] type = A movetype = A physics = N anim = 6005 [State 6005, 1] type = sprpriority trigger1 = 1 value = 5 [State 6005, 2] type = bindtoparent trigger1 = 1 ID = 8870 pos = 0, 0 [State 6005, 14] type = destroyself trigger1 = numhelper(8870) = 0 ;magma ball [StateDef 8964] type = S movetype = A physics = S anim = 8964 ctrl = 0 [State 8964, 1] type = helper trigger1 = animelem = 7 name = "ball" ID = 1203 postype = p1 pos = 55, -60 helpertype = normal stateno = 1203 [State 8964, 2] type = playsnd trigger1 = animelem = 7 value = 0, 8 [State 8964, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 1203] type = A movetype = A physics = N anim = 1203 [State 1203, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1203, 2] type = velset trigger1 = 1 x = 2.5 y = -11 [State 1203, 3] type = veladd trigger1 = 1 y = time*0.55 [State 1203, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 75,10 animtype = hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1203, 5] type = sprpriority trigger1 = 1 value = 5 [State 1203, 6] type = explod trigger1 = (time > 27) anim = 1204 [State 1203, 7] type = helper trigger1 = (time > 27) name = "lball1" ID = 1205 pos = 0, 0 helpertype = normal stateno = 1205 [State 1203, 8] type = helper trigger1 = (time > 27) name = "lball2" ID = 1206 pos = 0, 0 helpertype = normal stateno = 1206 [State 1203, 9] type = helper trigger1 = (time > 27) name = "lball3" ID = 1207 pos = 0, 0 helpertype = normal stateno = 1207 [State 1203, 10] type = helper trigger1 = (time > 27) name = "lball4" ID = 1208 pos = 0, 0 helpertype = normal stateno = 1208 [State 1203, 11] type = helper trigger1 = (time > 27) name = "lball5" ID = 1209 pos = 0, 0 helpertype = normal stateno = 1209 [State 1203, 12] type = helper trigger1 = (time > 27) name = "lball6" ID = 1210 pos = 0, 0 helpertype = normal stateno = 1210 [State 1203, 13] type = helper trigger1 = (time > 27) name = "lball7" ID = 1211 pos = 0, 0 helpertype = normal stateno = 1211 [State 1203, 14] type = DestroySelf trigger1 = (Time > 27) ignorehitpause = 1 ;Charge [StateDef 8998] type = S movetype = I physics = S anim = 8998 ctrl = 0 [State 8998, 1] type = helper trigger1 = animelem = 5 trigger1 = numhelper(8997) < 1 name = "pump" ID = 8997 postype = p1 pos = 0, 0 helpertype = normal stateno = 8997 [State 8998, 2] type = poweradd trigger1 = animelem = 1 value = -750 [State 8998, 3] type = playsnd trigger1 = animelem = 1 value = 0, 5 [State 8998, 4] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 8997] type = A movetype = I physics = N anim = 8997 [State 8997, 1] type = bindtoparent trigger1 = 1 pos = 0, -50 [State 8997, 2] type = sprpriority trigger1 = 1 value = 5 [State 8997: DestroySelf] type = DestroySelf trigger1 = root, stateno = 7997 trigger2 = root, stateno = 7996 trigger3 = root, stateno = 7995 trigger4 = root, stateno = 7914 trigger5 = root, stateno = 7864 trigger6 = root, stateno = 830 ignorehitpause = 1 ;Big fireball [Statedef 7997] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 241 sprpriority = 2 [State 7997, 2] type = Projectile trigger1 = AnimElem = 3 projanim = 7998 projshadow = -1 projremove = 1 projhitanim = 6010 offset = 65, -65 velocity = 6, 0 accel = 0, 0 projhits = 1 projmisstime = 0 projID = 7997 ; HitDef attr = S, SP damage = 180,15 animtype = hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 7997, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 7997, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;45 big fireball [Statedef 7996] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 7996, 3] type = velset trigger1 = animelem = 2 y = -4 x = -4 [State 7996, 4] type = PlaySnd trigger1 = animelem = 3 value = 0, 8 [State 7996, 5] type = helper trigger1 = animelem = 2 stateno = 6996 ID = 6996 name = "45shot" pos = 45, -45 [State 7996, 6] type = CtrlSet trigger1 = animtime = 0 value = 1 ;Downwards big fireball [StateDef 7995] type = A movetype = A physics = A anim = 8564 ctrl = 0 sprpriority = 2 [State 7995, 2] type = helper trigger1 = animelem = 2 stateno = 6995 ID = 6995 name = "dshot" pos = 35, -35 [State 7995, 3] type = velset trigger1 = animelem = 2 y = -4 [State 7995, 4] type = PlaySnd trigger1 = animelem = 2 value = 0, 8 [State 7995, 6] type = CtrlSet trigger1 = animtime = 0 value = 1 ;Double magma ball [StateDef 7914] type = S movetype = A physics = S anim = 7914 ctrl = 0 [State 7914, 1] type = helper trigger1 = animelem = 7 name = "ball" ID = 1203 postype = p1 pos = 55, -60 helpertype = normal stateno = 1203 [State 7914, 2] type = helper trigger1 = animelem = 9 name = "ball2" ID = 1215 postype = p1 pos = 55, -60 helpertype = normal stateno = 1215 [State 7914, 4] type = playsnd trigger1 = animelem = 7 trigger2 = animelem = 9 value = 0, 8 [State 7914, 5] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 1215] type = A movetype = A physics = N anim = 1203 [State 1215, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1215, 2] type = velset trigger1 = 1 x = 2.5 y = -11 [State 1215, 3] type = veladd trigger1 = 1 y = time*0.55 [State 1215, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 75,10 animtype = hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1215, 5] type = sprpriority trigger1 = 1 value = 5 [State 1215, 6] type = explod trigger1 = (time > 45) anim = 1204 [State 1215, 7] type = helper trigger1 = (time > 45) name = "lball8" ID = 1216 pos = 0, 0 helpertype = normal stateno = 1216 [State 1215, 8] type = helper trigger1 = (time > 45) name = "lball9" ID = 1217 pos = 0, 0 helpertype = normal stateno = 1217 [State 1215, 9] type = helper trigger1 = (time > 45) name = "lball10" ID = 1218 pos = 0, 0 helpertype = normal stateno = 1218 [State 1215, 10] type = helper trigger1 = (time > 45) name = "lball11" ID = 1219 pos = 0, 0 helpertype = normal stateno = 1219 [State 1215, 11] type = helper trigger1 = (time > 45) name = "lball12" ID = 1220 pos = 0, 0 helpertype = normal stateno = 1220 [State 1215, 12] type = helper trigger1 = (time > 45) name = "lball13" ID = 1221 pos = 0, 0 helpertype = normal stateno = 1221 [State 1215, 13] type = helper trigger1 = (time > 45) name = "lball14" ID = 1222 pos = 0, 0 helpertype = normal stateno = 1222 [State 1203, 14] type = DestroySelf trigger1 = (time > 45) ignorehitpause = 1 ;Charged Earthquake, prologue [StateDef 7864] type = S movetype = A physics = S anim = 8864 ctrl = 0 [State 7864, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, SA animtype = Medium damage = 15 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 7864, 2] type = changestate trigger1 = animtime = 0 value = 7865 ;Charged Earthquake, jump [StateDef 7865] type = S movetype = A physics = S anim = 8865 ctrl = 0 [State 7865, 1] type = statetypeset trigger1 = animelem = 1 statetype = A physics = A [State 7865, 2] type = veladd trigger1 = animelem = 1 x = 3 y = -8.2 [State 7865, 3] type = HitDef trigger1 = AnimElem = 1 attr = A, SA animtype = Medium damage = 15 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 7865, 4] type = veladd trigger1 = animelem = 7 y = 3.44999 [State 7865, 5] type = gravity trigger1 = animelem = 1 [State 7865, 6] type = velset trigger1 = animelem = 11 x = 0 y = 0 [State 7865, 7] type = changestate trigger1 = animelem = 11 value = 7866 ;Charged Earthquake, smash [StateDef 7866] type = S movetype = A physics = S anim = 8866 ctrl = 0 [State 7866, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, SA animtype = Medium damage = 120 guardflag = L pausetime = 10,10 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 8866, 2] type = posset trigger1 = animelem = 1 y = 0 [State 7886, 3] type = helper trigger1 = animelem = 2 name = "wave" ID = 8868 postype = p1 pos = 40, 0 helpertype = normal stateno = 8838 [State 7866, 4] type = playsnd trigger1 = animelem = 2 value = 0, 2 [State 7866, 5] type = changestate trigger1 = animelem = 7 value = 0 ctrl = 1 [StateDef 8838] type = A movetype = A physics = N anim = 8868 [State 8838, 1] type = HitDef trigger1 = time = 0 trigger2 = time = 10 trigger3 = time = 20 trigger4 = time = 30 trigger5 = time = 40 trigger6 = time = 50 trigger7 = time = 60 attr = C, SP damage = 15,5 animtype = hard getpower = 5 givepower = 20 guardflag = L pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 7 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -5 air.type = Low air.velocity = -2,-4 air.juggle = 1 air.fall = 1 fall.xvelocity = 0 fall.yvelocity = -4 fall.recover = 0 fall = 1 [State 8838, 2] type = posadd trigger1 = time = 10 x = 20 [State 8838, 3] type = helper trigger1 = animelem = 1 name = "ground2" ID = 6006 postype = p1 pos = 40, 0 helpertype = normal stateno = 6006 size.xscale = 1 size.yscale = 1 [State 8838, 4] type = posadd trigger1 = time = 20 x = 20 [State 8838, 6] type = posadd trigger1 = time = 30 x = 20 [State 8838, 8] type = posadd trigger1 = time = 40 x = 20 [State 8838, 10] type = posadd trigger1 = time = 50 x = 20 [State 8838, 12] type = posadd trigger1 = time = 60 x = 20 [State 8838, 13] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8838, 14] type = destroyself trigger1 = time > 70 [Statedef 1205] type = A movetype = A physics = N anim = 1205 [State 1205, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1205, 2] type = velset trigger1 = 1 x = 4 y = 0 [State 1205, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1205, 14] type = DestroySelf trigger1 = (Time > 60) ignorehitpause = 1 [Statedef 1206] type = A movetype = A physics = N anim = 1205 [State 1206, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1206, 2] type = velset trigger1 = 1 x = -4 y = 0 [State 1206, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1206, 14] type = DestroySelf trigger1 = (Time > 60) ignorehitpause = 1 [Statedef 1207] type = A movetype = A physics = N anim = 1205 [State 1207, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1207, 2] type = velset trigger1 = 1 x = 0 y = 4 [State 1207, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1207, 14] type = DestroySelf trigger1 = pos y = 0 ignorehitpause = 1 [Statedef 1208] type = A movetype = A physics = N anim = 1205 [State 1208, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1208, 2] type = velset trigger1 = 1 x = -3 y = 2 [State 1208, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1208, 14] type = DestroySelf trigger1 = pos y = 0 ignorehitpause = 1 [Statedef 1209] type = A movetype = A physics = N anim = 1205 [State 1209, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1209, 2] type = velset trigger1 = 1 x = 3 y = 2 [State 1209, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1209, 14] type = DestroySelf trigger1 = pos y = 0 ignorehitpause = 1 [Statedef 1210] type = A movetype = A physics = N anim = 1205 [State 1210, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1210, 2] type = velset trigger1 = 1 x = -2 y = 3 [State 1210, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1210, 14] type = DestroySelf trigger1 = pos y > 0 trigger2 = (time > 60) ignorehitpause = 1 [Statedef 1211] type = A movetype = A physics = N anim = 1205 [State 1211, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1211, 2] type = velset trigger1 = 1 x = 2 y = 3 [State 1211, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1211, 14] type = DestroySelf trigger1 = pos y > 0 trigger2 = (time > 60) ignorehitpause = 1 [Statedef 1216] type = A movetype = A physics = N anim = 1205 [State 1216, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1216, 2] type = velset trigger1 = 1 x = 4 y = 0 [State 1216, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1216, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1217] type = A movetype = A physics = N anim = 1205 [State 1217, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1217, 2] type = velset trigger1 = 1 x = -4 y = 0 [State 1217, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1217, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1218] type = A movetype = A physics = N anim = 1205 [State 1218, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1218, 2] type = velset trigger1 = 1 x = 0 y = -4 [State 1218, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1218, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1219] type = A movetype = A physics = N anim = 1205 [State 1219, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1219, 2] type = velset trigger1 = 1 x = 2 y = -3 [State 1219, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1219, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1220] type = A movetype = A physics = N anim = 1205 [State 1220, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1220, 2] type = velset trigger1 = 1 x = -2 y = -3 [State 1220, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1220, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1221] type = A movetype = A physics = N anim = 1205 [State 1221, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1221, 2] type = velset trigger1 = 1 x = 3 y = -2 [State 1221, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1221, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 [Statedef 1222] type = A movetype = A physics = N anim = 1205 [State 1222, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1222, 2] type = velset trigger1 = 1 x = -3 y = -2 [State 1222, 4] type = hitdef trigger1 = time = 0 attr = A, SP damage = 20,2 animtype = light getpower = 1 givepower = 2 guardflag = M pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1222, 14] type = DestroySelf trigger1 = (time > 60) ignorehitpause = 1 ;Charge2 [StateDef 8999] type = S movetype = I physics = S anim = 8998 ctrl = 0 [State 8999, 1] type = helper trigger1 = animelem = 5 trigger1 = numhelper(8997) < 1 trigger1 = numhelper(8919) < 1 name = "pump" ID = 8997 postype = p1 pos = 0, 0 helpertype = normal stateno = 8997 [State 8999, 2] type = helper trigger1 = animelem = 5 trigger1 = numhelper(8996) < 1 trigger1 = numhelper(8919) < 1 name = "pump2" ID = 8996 postype = p1 pos = 0, 0 helpertype = normal stateno = 8996 [State 8999, 3] type = helper trigger1 = animelem = 5 trigger1 = numhelper(8991) < 1 trigger1 = numhelper(8919) < 1 name = "pump3" ID = 8991 postype = p1 pos = 0, 0 helpertype = normal stateno = 8991 [State 8999, 4] type = poweradd trigger1 = animelem = 1 value = -1500 [State 8866, 5] type = playsnd trigger1 = animelem = 1 value = 0, 5 [State 8999, 6] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 8996] type = A movetype = I physics = N anim = 8996 [State 8996, 1] type = bindtoparent trigger1 = 1 pos = 0, -50 [State 8996, 2] type = sprpriority trigger1 = 1 value = 5 [State 8996: DestroySelf] type = DestroySelf trigger1 = root, stateno = 7997 trigger2 = root, stateno = 7996 trigger3 = root, stateno = 7995 trigger4 = root, stateno = 7914 trigger5 = root, stateno = 7864 trigger6 = root, stateno = 830 ignorehitpause = 1 [StateDef 8991] type = A movetype = I physics = N anim = 8996 [State 8991, 1] type = bindtoparent trigger1 = 1 pos = 0, -50 [State 8991, 2] type = sprpriority trigger1 = 1 value = 5 [State 8991, 3] type = helper trigger1 = root, stateno = 0 trigger1 = numhelper(8997) = 0 name = "pump4" ID = 8919 postype = p1 pos = 0, 0 helpertype = normal stateno = 8919 [State 8991: DestroySelf] type = DestroySelf trigger1 = numhelper(8919) = 1 ignorehitpause = 1 [StateDef 8919] type = A movetype = I physics = N anim = 8996 [State 8919, 1] type = bindtoroot trigger1 = 1 pos = 0, -50 [State 8919, 2] type = sprpriority trigger1 = 1 value = 5 [State 8919: DestroySelf] type = DestroySelf trigger1 = root, stateno = 7997 trigger2 = root, stateno = 7996 trigger3 = root, stateno = 7995 trigger4 = root, stateno = 7914 trigger5 = root, stateno = 7864 trigger6 = root, stateno = 830 ignorehitpause = 1 [StateDef 6006] type = A movetype = A physics = N anim = 6005 [State 6006, 1] type = sprpriority trigger1 = 1 value = 5 [State 6006, 2] type = bindtoparent trigger1 = 1 ID = 8870 pos = 0, 0 [State 6006, 14] type = destroyself trigger1 = numhelper(8868) = 0 [StateDef 6010] type = A movetype = A physics = N anim = 6011 sprpriority = 5 [State 6010, 3] type = hitdef trigger1 = time = 0 damage = 70, 7 attr = C, SA animtype = medium getpower = 0 givepower = 10 guardflag = L pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 6010, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6010, 3] type = destroyself trigger1 = time > 11 [Statedef 6996] type = A movetype = A physics = N anim = 7996 [State 6996, 1] type = hitdef trigger1 = time = 0 HitDef attr = A, SP damage = 180,15 animtype = hard getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 6996, 2] type = velset trigger1 = 1 x = 6 y = 6 [State 6996, 3] type = helper trigger1 = pos y > 1 stateno = 6010 ID = 6011 name = "bum" scale = 2, 2 [State 6996, 4] type = explod trigger1 = movehit anim = 6010 ID = 6012 name = "bum2" [State 6996, 5] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6996, 6] type = destroyself trigger1 = pos y > 1 trigger2 = movecontact [Statedef 6995] type = A movetype = A physics = N anim = 7995 [State 6995, 1] type = hitdef trigger1 = time = 0 attr = A, SP damage = 180,15 animtype = hard getpower = 10 givepower = 20 guardflag = HA pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 6995, 2] type = velset trigger1 = 1 y = 6 [State 6995, 3] type = helper trigger1 = pos y > 1 stateno = 6010 ID = 6011 name = "bum" scale = 2, 2 [State 6995, 4] type = explod trigger1 = movehit anim = 6010 ID = 6012 name = "bum2" [State 6995, 5] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6995, 6] type = destroyself trigger1 = pos y > 1 trigger2 = movecontact [Statedef 6050] type = S movetype = A physics = S anim = 6050 ctrl = 0 [State 6050, 1] type = poweradd trigger1 = animelem = 1 value = -3000 [State 6050, 2] type = helper trigger1 = animtime = 0 name = "aura" ID = 6053 pos = 0, 0 stateno = 6053 [State 6050, 3] type = changeanim trigger1 = animtime = 0 value = 6051 [State 6050, 4] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6050, 5] type = HitDef trigger1 = time = 0 attr = S, SA damage = 20 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -7,-6 air.velocity = -7,-6 guard.velocity = -5 fall = 1 [State 6050, 6] type = playsnd trigger1 = animelem = 4 value = 0, 5 [State 6050, 7] type = changestate trigger1 = time > 50 value = 6052 [Statedef 6052] type = S movetype = A physics = S anim = 6052 ctrl = 0 [State 6052, 2] type = helper trigger1 = time = 1 name = "lava" ID = 6054 pos = 120, 0 stateno = 6054 [State 6052, 5] type = playsnd trigger1 = animelem = 2 value = 0, 7 [State 6052, 3] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = 180, 0 stateno = 6055 [State 6052, 4] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = 60, 0 stateno = 6055 [State 6052, 10] type = helper trigger1 = time = 13 name = "lavag" ID = 6055 pos = 300, 0 stateno = 6055 [State 6052, 11] type = helper trigger1 = time = 1 name = "lavah" ID = 6055 pos = 420, 0 stateno = 6055 [State 6052, 12] type = helper trigger1 = time = 1 name = "lavai" ID = 6054 pos = 360, 0 stateno = 6054 [State 6052, 6] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = -180, 0 stateno = 6055 [State 6052, 7] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = -60, 0 stateno = 6055 [State 6052, 8] type = helper trigger1 = time = 1 name = "lavad" ID = 6054 pos = -120, 0 stateno = 6054 [State 6052, 13] type = helper trigger1 = time = 23 name = "lavad" ID = 6054 pos = -240, 0 stateno = 6054 [State 6052, 9] type = helper trigger1 = time = 23 name = "lavae" ID = 6054 pos = 240, 0 stateno = 6054 [State 6052, 16] type = helper trigger1 = time = 13 name = "lavaj" ID = 6055 pos = -300, 0 stateno = 6055 [State 6052, 15] type = helper trigger1 = time = 1 name = "lavak" ID = 6055 pos = -420, 0 stateno = 6055 [State 6052, 14] type = helper trigger1 = time = 1 name = "laval" ID = 6054 pos = -360, 0 stateno = 6054 [State 6052, 20] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6052, 21] type = HitDef trigger1 = time = 0 attr = S, SA damage = 20 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -7,-6 air.velocity = -7,-6 guard.velocity = -5 fall = 1 [State 6052, 22] type = changestate trigger1 = time > 70 value = 6062 ctrl = 1 [Statedef 6053] type = A movetype = A physics = N anim = 6053 [State 6053, 3] type = destroyself trigger1 = root, stateno = 6082 [Statedef 6054] type = A movetype = A physics = N anim = 6054 [State 6054, 1] type = sprpriority trigger1 = 1 value = 4 [State 6054, 2] type = hitdef trigger1 = animelem = 5 trigger2 = animelem = 6 trigger3 = animelem = 7 trigger4 = animelem = 8 trigger5 = animelem = 9 trigger6 = animelem = 10 trigger7 = animelem = 11 attr = C, SP damage = 30,3 animtype = hard getpower = 0 givepower = 0 hitflag = MAFD guardflag = L pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -5 air.type = Low air.velocity = 0,-7 air.juggle = 1 air.fall = 1 fall = 1 [State 6054, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6054, 4] type = destroyself trigger1 = animtime = 0 [Statedef 6055] type = A movetype = A physics = N anim = 6055 [State 6055, 1] type = sprpriority trigger1 = 1 value = 4 [State 6055, 2] type = hitdef trigger1 = animelem = 5 trigger2 = animelem = 6 trigger3 = animelem = 7 trigger4 = animelem = 8 trigger5 = animelem = 9 trigger6 = animelem = 10 trigger7 = animelem = 11 attr = C, SP damage = 20,2 animtype = hard getpower = 0 givepower = 0 hitflag = MAFD guardflag = L pausetime = 3,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -5 air.type = Low air.velocity = 0,-4 air.juggle = 1 air.fall = 1 fall = 1 [State 6055, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6055, 4] type = destroyself trigger1 = animtime = 0 [Statedef 6062] type = S movetype = A physics = S anim = 6052 ctrl = 0 [State 6062, 2] type = helper trigger1 = time = 1 name = "lava" ID = 6054 pos = 120, 0 stateno = 6054 [State 6062, 3] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = 180, 0 stateno = 6055 [State 6062, 4] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = 60, 0 stateno = 6055 [State 6062, 5] type = playsnd trigger1 = animelem = 2 value = 0, 7 [State 6062, 10] type = helper trigger1 = time = 13 name = "lavag" ID = 6055 pos = 300, 0 stateno = 6055 [State 6062, 11] type = helper trigger1 = time = 1 name = "lavah" ID = 6055 pos = 420, 0 stateno = 6055 [State 6062, 12] type = helper trigger1 = time = 1 name = "lavai" ID = 6054 pos = 360, 0 stateno = 6054 [State 6062, 6] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = -180, 0 stateno = 6055 [State 6062, 7] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = -60, 0 stateno = 6055 [State 6062, 8] type = helper trigger1 = time = 1 name = "lavad" ID = 6054 pos = -120, 0 stateno = 6054 [State 6062, 13] type = helper trigger1 = time = 23 name = "lavad" ID = 6054 pos = -240, 0 stateno = 6054 [State 6062, 9] type = helper trigger1 = time = 23 name = "lavae" ID = 6054 pos = 240, 0 stateno = 6054 [State 6062, 16] type = helper trigger1 = time = 13 name = "lavaj" ID = 6055 pos = -300, 0 stateno = 6055 [State 6062, 15] type = helper trigger1 = time = 1 name = "lavak" ID = 6055 pos = -420, 0 stateno = 6055 [State 6062, 14] type = helper trigger1 = time = 1 name = "laval" ID = 6054 pos = -360, 0 stateno = 6054 [State 6062, 20] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6062, 21] type = HitDef trigger1 = time = 0 attr = S, SA damage = 20 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -7,-6 air.velocity = -7,-6 guard.velocity = -5 fall = 1 [State 6062, 22] type = changestate trigger1 = time > 70 value = 6072 ctrl = 1 [Statedef 6072] type = S movetype = A physics = S anim = 6052 ctrl = 0 [State 6072, 2] type = helper trigger1 = time = 1 name = "lava" ID = 6054 pos = 120, 0 stateno = 6054 [State 6072, 3] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = 180, 0 stateno = 6055 [State 6072, 4] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = 60, 0 stateno = 6055 [State 6072, 5] type = playsnd trigger1 = animelem = 2 value = 0, 7 [State 6072, 10] type = helper trigger1 = time = 13 name = "lavag" ID = 6055 pos = 300, 0 stateno = 6055 [State 6072, 11] type = helper trigger1 = time = 1 name = "lavah" ID = 6055 pos = 420, 0 stateno = 6055 [State 6072, 12] type = helper trigger1 = time = 1 name = "lavai" ID = 6054 pos = 360, 0 stateno = 6054 [State 6072, 6] type = helper trigger1 = time = 13 name = "lavab" ID = 6055 pos = -180, 0 stateno = 6055 [State 6072, 7] type = helper trigger1 = time = 13 name = "lavac" ID = 6055 pos = -60, 0 stateno = 6055 [State 6072, 8] type = helper trigger1 = time = 1 name = "lavad" ID = 6054 pos = -120, 0 stateno = 6054 [State 6072, 13] type = helper trigger1 = time = 23 name = "lavad" ID = 6054 pos = -240, 0 stateno = 6054 [State 6072, 9] type = helper trigger1 = time = 23 name = "lavae" ID = 6054 pos = 240, 0 stateno = 6054 [State 6072, 16] type = helper trigger1 = time = 13 name = "lavaj" ID = 6055 pos = -300, 0 stateno = 6055 [State 6072, 15] type = helper trigger1 = time = 1 name = "lavak" ID = 6055 pos = -420, 0 stateno = 6055 [State 6072, 14] type = helper trigger1 = time = 1 name = "laval" ID = 6054 pos = -360, 0 stateno = 6054 [State 6072, 20] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6072, 21] type = HitDef trigger1 = time = 0 attr = S, SA damage = 20 guardflag = MA pausetime = 10,10 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -7,-6 air.velocity = -7,-6 guard.velocity = -5 fall = 1 [State 6072, 22] type = changestate trigger1 = time > 70 value = 6082 [Statedef 6082] type = S movetype = I physics = S anim = 6070 ctrl = 0 [State 6082, 1] type = helper trigger1 = time = 1 name = "auragone" ID = 6083 pos = 0, 0 stateno = 6083 [State 6082, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6082, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 6083] type = A movetype = I physics = N anim = 6083 [State 6083, 1] type = sprpriority trigger1 = 1 value = 0 [State 6083, 2] type = destroyself trigger1 = animtime = 0 [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 800, 1] type = hitdef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark sprpriority = 1 ;Draw in front of p2 p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards p2facing = 1 ;Force p2 to face KFM p1stateno = 810 ;On success, KFM changes to state 810 p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = velset trigger1 = animelem = 4 x = 10 [State 800, 3] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Throwing the opponent ; Description: In this state, KFM throws the opponent by binding him to ; various offsets based on his current frame of animation. For ; example, [State 810, Bind 1] binds the opponent to an offset of ; 28 pixels in front of KFM. That puts him around where KFM's hand ; is at. Is is important to keep the opponent bound using a ; TargetBind controller at all times, until you let him go. This ; is especially important if your player has a Clsn2 box that ; allows him to get hit while throwing someone. Each time a player ; gets hit, all his bound targets will be set to a fall state. If ; the opponent is not bound, then he might get stuck in his thrown ; state when his attacker is knocked out of the throw halfway. ; Notes: There is a TargetLifeAdd controller to decrease the opponent's ; life, and a TargetState controller to change his state to a ; falling state when KFM lets go of him. [Statedef 810] type = S movetype= A physics = N anim = 810 poweradd = 60 [State 810, velset] type = velset trigger1 = animelem = 1 x = 0 [State 810, Grab Sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 [State 810, Throw Sound] type = PlaySnd trigger1 = AnimElem = 7 value = 800, 0 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 1 && animelem = 2 pos = -80, 0 [State 810, Bind 2-4] type = TargetBind trigger1 = animelem = 3 pos = -28, -50 [State 810, Bind 5] type = TargetBind trigger1 = animelem = 4 pos = -7, -75 [State 810, Bind 6] type = TargetBind trigger1 = animelem = 5 pos = 0, -100 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 6 value = -135 [State 810, Throw 11] type = TargetState trigger1 = AnimElem = 7 value = 821 [State 810, snd] type = playsnd trigger1 = animelem = 7 value = 0, 7 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw ; (a custom gethit state) ; Description: This is the state that the opponent changes to after being ; hit by KFM's throw HitDef. The important thing here is to use a ; ChangeAnim2 controller. The difference between ChangeAnim2 and ; ChangeAnim is that ChangeAnim2 changes the player's animation to ; an action in the AIR file of the attacker (in this case, kfm.air), ; whereas ChangeAnim always changes the player to an action in his ; own AIR file. Look at Action 820 in kfm.air for some extra ; comments. [Statedef 820] type = A movetype= H physics = N velset = 0,0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw - thrown into the air ; (a custom gethit state) ; Description: This state has the opponent flying through the air and ; falling down onto the ground. The SelfState controller sets the ; opponent back using to his own state file when he his the ground. ; Controllers 821,2 and 821,3 allow the opponent to recover by ; hitting his recovery command when he is falling. [Statedef 821] type = A movetype= H physics = N velset = 0,-20 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 [State 821, 5] type = changeanim2 triggerall = Vel Y < 1 trigger1 = time > 10 value = 821 [Statedef 830] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 830, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark sprpriority = 1 ;Draw in front of p2 p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards p2facing = 1 ;Force p2 to face KFM p1stateno = 831 ;On success, KFM changes to state 810 p2stateno = 832 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 830, 2] type = velset trigger1 = animelem = 4 x = 10 [State 830, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Throwing the opponent ; Description: In this state, KFM throws the opponent by binding him to ; various offsets based on his current frame of animation. For ; example, [State 810, Bind 1] binds the opponent to an offset of ; 28 pixels in front of KFM. That puts him around where KFM's hand ; is at. Is is important to keep the opponent bound using a ; TargetBind controller at all times, until you let him go. This ; is especially important if your player has a Clsn2 box that ; allows him to get hit while throwing someone. Each time a player ; gets hit, all his bound targets will be set to a fall state. If ; the opponent is not bound, then he might get stuck in his thrown ; state when his attacker is knocked out of the throw halfway. ; Notes: There is a TargetLifeAdd controller to decrease the opponent's ; life, and a TargetState controller to change his state to a ; falling state when KFM lets go of him. [Statedef 831] type = S movetype= A physics = N anim = 855 poweradd = 60 [State 831, velset] type = velset trigger1 = animelem = 1 x = 0 [State 831, Grab Sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 [State 831, Throw Sound] type = PlaySnd trigger1 = AnimElem = 7 value = 800, 0 [State 831, Bind 1] type = TargetBind trigger1 = AnimElem = 1 && animelem = 2 pos = -80, 0 [State 831, Bind 2-4] type = TargetBind trigger1 = animelem = 3 pos = -28, -50 [State 831, Bind 5] type = TargetBind trigger1 = animelem = 4 pos = -7, -75 [State 831, Bind 6] type = TargetBind trigger1 = animelem = 5 pos = 0, -100 [State 831, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 6 value = -135 [State 831, Throw 11] type = TargetState trigger1 = AnimElem = 7 value = 833 [State 810, snd] type = playsnd trigger1 = animelem = 7 value = 0, 7 [State 831, State End] type = ChangeState trigger1 = AnimTime = 0 value = 850 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw ; (a custom gethit state) ; Description: This is the state that the opponent changes to after being ; hit by KFM's throw HitDef. The important thing here is to use a ; ChangeAnim2 controller. The difference between ChangeAnim2 and ; ChangeAnim is that ChangeAnim2 changes the player's animation to ; an action in the AIR file of the attacker (in this case, kfm.air), ; whereas ChangeAnim always changes the player to an action in his ; own AIR file. Look at Action 820 in kfm.air for some extra ; comments. [Statedef 832] type = A movetype= H physics = N velset = 0,0 [State 832, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 852 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw - thrown into the air ; (a custom gethit state) ; Description: This state has the opponent flying through the air and ; falling down onto the ground. The SelfState controller sets the ; opponent back using to his own state file when he his the ground. ; Controllers 821,2 and 821,3 allow the opponent to recover by ; hitting his recovery command when he is falling. [Statedef 833] type = A movetype= H physics = N velset = 0, 0 poweradd = 40 [State 833, 1] type = velset trigger1 = time = 1 y = -20 [State 833, 2] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [Statedef 850] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 850 sprpriority = 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 850, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark sprpriority = 1 ;Draw in front of p2 p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards p2facing = 1 ;Force p2 to face KFM p1stateno = 851 ;On success, KFM changes to state 810 p2stateno = 852 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 850, 2] type = velset trigger1 = animelem = 2 y = -15 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Throwing the opponent ; Description: In this state, KFM throws the opponent by binding him to ; various offsets based on his current frame of animation. For ; example, [State 810, Bind 1] binds the opponent to an offset of ; 28 pixels in front of KFM. That puts him around where KFM's hand ; is at. Is is important to keep the opponent bound using a ; TargetBind controller at all times, until you let him go. This ; is especially important if your player has a Clsn2 box that ; allows him to get hit while throwing someone. Each time a player ; gets hit, all his bound targets will be set to a fall state. If ; the opponent is not bound, then he might get stuck in his thrown ; state when his attacker is knocked out of the throw halfway. ; Notes: There is a TargetLifeAdd controller to decrease the opponent's ; life, and a TargetState controller to change his state to a ; falling state when KFM lets go of him. [Statedef 851] type = A movetype= A physics = A anim = 851 poweradd = 60 sprpriority = -5 [State 851, velset] type = velset trigger1 = time > 3 x = -7 y = 15 [State 851, Grab Sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 [State 851, Throw Sound] type = PlaySnd trigger1 = AnimElem = 7 value = 800, 0 [State 851, Bind 1] type = TargetBind trigger1 = AnimElem = 1 && animelem = 2 pos = 10, -200 [State 851, Hurt 11] type = TargetLifeAdd trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = -200 [State 851, Hurt 11] type = TargetLifeAdd trigger1 = time > 28.9 value = -50 [State 851, Bind 2] type = TargetBind trigger1 = time > 28.9 pos = -10, 0 [State 851, Throw 11] type = TargetState trigger1 = time > 29 value = 853 [State 851, pos] type = posset trigger1 = time > 29 y = 0 [State 851, vel] type = velset trigger1 = time > 29 y = 0 [State 6996, help] type = helper trigger1 = time > 29 stateno = 6010 ID = 6011 name = "bum" scale = 4, 4 pos = -70, 0 [State 810, snd] type = playsnd trigger1 = time > 29 value = 0, 1 [State 851, end] type = changestate trigger1 = time > 29.1 value = 854 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw ; (a custom gethit state) ; Description: This is the state that the opponent changes to after being ; hit by KFM's throw HitDef. The important thing here is to use a ; ChangeAnim2 controller. The difference between ChangeAnim2 and ; ChangeAnim is that ChangeAnim2 changes the player's animation to ; an action in the AIR file of the attacker (in this case, kfm.air), ; whereas ChangeAnim always changes the player to an action in his ; own AIR file. Look at Action 820 in kfm.air for some extra ; comments. [Statedef 852] type = A movetype= H physics = N velset = 0,0 [State 852, velset] type = velset trigger1 = time > 3 x = 7 y = 15 [State 852, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 853 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw - thrown into the air ; (a custom gethit state) ; Description: This state has the opponent flying through the air and ; falling down onto the ground. The SelfState controller sets the ; opponent back using to his own state file when he his the ground. ; Controllers 821,2 and 821,3 allow the opponent to recover by ; hitting his recovery command when he is falling. [Statedef 853] type = A movetype= H physics = N velset = 0, 0 poweradd = 40 [State 853, 4] ;Hit ground type = SelfState trigger1 = time >= 0 value = 5100 ;Hit ground [Statedef 854] type = S movetype = A physics = S anim = 854 sprpriority = 0 ctrl = 0 [State 854, 1] type = posset trigger1 = 1 y = 0 [State 854, 2] type = velset trigger1 = 1 y = 0 [State 854, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef -3] [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0