; Helper States ;--------------------------------------------------------------------------- ; Water [Statedef 50] type = A movetype = I physics = N sprpriority = 100 anim = 50 ctrl = 0 [State 50, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 100,200 [State 50, PosSet] type = PosSet trigger1 = 1 x = 0 ;----- Water Top ----- [State 50, Water] type = Explod trigger1 = TimeMod = 8,0 anim = 51 id = 50 pos = -640,0 vel = 2,0 postype = p1 facing = 1 sprpriority = 100 removetime = 8 trans = addalpha alpha = 100,200 [State 50, Water] type = Explod trigger1 = TimeMod = 8,0 anim = 51 id = 51 pos = -320,0 vel = 2,0 postype = p1 facing = 1 sprpriority = 100 removetime = 8 trans = addalpha alpha = 100,200 [State 50, Water] type = Explod trigger1 = TimeMod = 8,0 anim = 51 id = 52 pos = 0,0 vel = 2,0 postype = p1 facing = 1 sprpriority = 100 removetime = 8 trans = addalpha alpha = 100,200 [State 50, Water] type = Explod trigger1 = TimeMod = 8,0 anim = 51 id = 53 pos = 320,0 vel = 2,0 postype = p1 facing = 1 sprpriority = 100 removetime = 8 trans = addalpha alpha = 100,200 [State 50, Water] type = Explod trigger1 = TimeMod = 8,0 anim = 51 id = 54 pos = 640,0 vel = 2,0 postype = p1 facing = 1 sprpriority = 100 removetime = 8 trans = addalpha alpha = 100,200 ;-------------------- ;----- Bubbles ----- [State 50, Helper] type = Helper triggerall = Time > 0 triggerall = NumEnemy >= 1 triggerall = NumHelper(60) <= 0 trigger1 = TimeMod = 100,0 helpertype = normal ignorehitpause = 1 name = "Bubble" size.xscale = 1 size.yscale = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 60 facing = 1 pos = 0,-50 postype = P2 stateno = 60 keyctrl = 0 [State 50, Helper] type = Helper triggerall = Time > 0 triggerall = NumEnemy >= 2 triggerall = NumHelper(61) <= 0 trigger1 = TimeMod = 110,0 helpertype = normal ignorehitpause = 1 name = "Bubble" size.xscale = 1 size.yscale = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 61 facing = 1 pos = 0,-50 postype = P2 stateno = 60 keyctrl = 0 [State 50, Helper] type = Helper triggerall = Time > 0 triggerall = NumPartner >= 1 triggerall = NumHelper(62) <= 0 trigger1 = TimeMod = 120,0 helpertype = normal ignorehitpause = 1 name = "Bubble" size.xscale = 1 size.yscale = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 62 facing = 1 pos = 0,-50 postype = P2 stateno = 60 keyctrl = 0 ;-------------------- ;----- Player Water Splash ----- [State 50, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Root, Pos Y > Pos Y + 50 v = 0 value = 0 [State 50, VarAdd] type = VarAdd trigger1 = Root, Vel Y < 0 trigger1 = Root, Pos Y <= Pos Y + 50 v = 0 value = 1 [State 50, VarAdd] type = VarAdd trigger1 = Root, Vel Y > 0 trigger1 = Root, Pos Y <= Pos Y + 50 v = 0 value = -1 ;------------------------------ ;----- Enemy Water Splash ----- [State 50, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = NumEnemy > 0 trigger2 = EnemyNear, Pos Y > Pos Y + 50 v = 1 value = 0 [State 50, VarAdd] type = VarAdd trigger1 = NumEnemy > 0 trigger1 = EnemyNear, Vel Y < 0 trigger1 = EnemyNear, Pos Y <= Pos Y + 50 v = 1 value = 1 [State 50, VarAdd] type = VarAdd trigger1 = NumEnemy > 0 trigger1 = EnemyNear, Vel Y > 0 trigger1 = EnemyNear, Pos Y <= Pos Y + 50 v = 1 value = -1 ;------------------------------ ;----- Water Splash ----- [State 50, PlaySnd] type = PlaySnd trigger1 = Var(0) = 1 trigger2 = Var(1) = 1 value = 5, 2 channel = 0 [State 50, Helper] type = Helper trigger1 = Var(0) = 1 helpertype = normal ignorehitpause = 1 name = "Splash" size.xscale = 1 size.yscale = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 55 facing = 1 pos = 0,0 postype = P1 stateno = 55 keyctrl = 0 [State 50, Helper] type = Helper trigger1 = Var(1) = 1 helpertype = normal ignorehitpause = 1 name = "Splash" size.xscale = 1 size.yscale = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 56 facing = 1 pos = 0,0 postype = P2 stateno = 55 keyctrl = 0 ;------------------------- ;--------------------------------------------------------------------------- ; Water Splash [Statedef 55] type = A movetype = I physics = N sprpriority = 110 anim = 55 ctrl = 0 [State 55, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 100,250 [State 55, PosSet] type = PosSet trigger1 = 1 y = Parent, Pos Y [State 55, PosSet] type = PosSet trigger1 = Time <= 0 trigger1 = IsHelper(55) x = Root, Pos X [State 55, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 60 pos = 0, 0 [State 55, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 0 [State 55, Destroy] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Bubble [Statedef 60] type = A movetype = I physics = N sprpriority = 100 velset = 0,-2 anim = 60 ctrl = 0 ;----- Enemy ID ----- [State 60, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 trigger1 != IsHelper(60) trigger1 != IsHelper(61) trigger1 != IsHelper(62) ignorhitpause = 1 var(10) = EnemyNear(0), ID [State 60, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 trigger1 = IsHelper(60) ignorhitpause = 1 var(10) = EnemyNear(0), ID [State 60, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 trigger1 = IsHelper(61) ignorhitpause = 1 var(10) = EnemyNear(1), ID [State 60, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 trigger1 = IsHelper(62) ignorhitpause = 1 var(10) = Partner, ID ;-------------------- ;----- Display ----- [State 60, Variables] type = DisplayToClipboard trigger1 = 1 text = "Player ID: %d" params = var(10) ;-------------------- [State 60, PosSet] type = PosSet trigger1 = Time <= 0 x = PlayerID(Var(10)), Pos X y = PlayerID(Var(10)), Pos Y + PlayerID(Var(10)), Const(size.head.pos.y) + 10 [State 60, Destroy] type = DestroySelf trigger1 = NumHelper(50) > 0 trigger1 = Pos Y < Helper(50), Pos Y ;--------------------------------------------------------------------------- ; Mouth [Statedef 201] type = A movetype = I physics = N sprpriority = -5 velset = 0,0 anim = 201 + Root, Var(50) ctrl = 0 [State 201, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 201, 1] type = BindToParent trigger1 = 1 pos = 0, 0 facing = 1 [State 201, AngleSet] type = AngleSet trigger1 = 1 value = Root, FVar(0) [State 201, AngleDraw] type = AngleDraw trigger1 = 1 [State 201, Anim] type = ChangeAnim trigger1 = Root, Anim = 200 + Root, Var(50) value = Parent, Anim + 1 elem = Parent, AnimElemNo(0) [State 201, Destroy] type = DestroySelf trigger1 = Root, Anim != 200 + Root, Var(50) ;---------------------------------------------------------------------------