; States ;--------------------------------------------------------------------------- ; Attack [Statedef 200] type = A movetype = A physics = N sprpriority = 5 poweradd = 20 velset = 0,0 juggle = 1 anim = 200 + Var(50) ctrl = 0 [State 200, Turn] type = Turn trigger1 = Time <= 0 trigger1 = P2Dist X < 0 [State 200, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 200, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 200, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 200, AngleSet] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 200, AngleDraw] type = AngleDraw trigger1 = 1 [State 200, Helper] type = Helper triggerall = Time <= 0 trigger1 = NumHelper(201) = 0 helpertype = normal ignorehitpause = 1 name = "Mouth" id = 201 facing = 1 pos = 0,0 postype = P1 stateno = 201 keyctrl = 0 [State 200, VelSet] type = VelSet trigger1 = Time <= 0 x = -5 [State 200, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 20 trigger1 = FVar(0) > -30 fv = 0 value = -5 [State 200, VarAdd] type = VarAdd trigger1 = Time > 20 trigger1 = FVar(0) < 0 trigger1 = AnimElem = 2, > 0 trigger1 = AnimElem = 5, <= 0 fv = 0 value = 10 [State 200, VelSet] type = VelSet trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 3 x = 10 [State 200, VelMul] type = VelMul trigger1 = AnimElem = 3, < 0 trigger2 = AnimElem = 3, > 0 trigger2 = TimeMod = 2,0 x = .9 [State 200, HitDef] type = HitDef triggerall = Anim = 200 + Var(50) triggerall = AnimElem = 5, >= 0 trigger1 = P2Dist X = [0, 20] trigger1 = P2Dist Y = [-40, 40] trigger2 = NumPartner > 0 trigger2 = Pos X < Partner, Pos X + 20 trigger2 = Pos X > Partner, Pos X - 20 trigger2 = Pos Y < Partner, Pos Y + 40 trigger2 = Pos Y > Partner, Pos Y - 40 attr = A, NA damage = 0,0 animtype = Light hitflag = MAFD affectteam = B sprpriority = 5 priority = 1, Miss sparkno = -1 air.type = High ground.hittime = 50 air.hittime = 50 numhits = 0 ;----- Hit Sound ----- [State 200, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 value = 3, 10 channel = 2 [State 200, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 200, VarAdd] type = VarAdd trigger1 = AnimElem = 6, >= 0 trigger1 = AnimElem = 9, < 0 trigger1 = FVar(0) > -30 fv = 0 value = -5 [State 200, VarAdd] type = VarAdd trigger1 = AnimElem = 10, >= 0 trigger1 = FVar(0) < 0 fv = 0 value = 5 [State 200, PlaySnd] type = PlaySnd trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 6 value = 3,0 freqmul = 0.75 channel = 0 [State 200, PlaySnd] type = PlaySnd trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 8 value = 2,0 freqmul = 0.75 channel = 0 [State 200, 5] type = null ;PlaySnd trigger1 = NumTarget > 0 trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 6 value = 3,1 channel = 1 [State 200, TargetState] type = TargetState trigger1 = NumTarget > 0 trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 6, < 0 value = 205 [State 200, TargetState] type = TargetState trigger1 = NumTarget > 0 trigger1 = Anim = 200 + Var(50) trigger1 = AnimElem = 6, >= 0 value = 206 [State 200, Bind] type = TargetBind triggerall = NumTarget > 0 triggerall = Anim = 200 + Var(50) ;trigger1 = Target, StateTime <= 0 trigger1 = Target, MoveType = H ;trigger2 = AnimElem = 6, < 0 ;trigger3 = AnimElem = 9, > 0 pos = 0, 0 time = 2 [State 200, 5] type = ChangeState trigger1 = Time > 0 trigger1 = AnimTime = 0 trigger1 = NumTarget = 0 value = 30 ctrl = 1 [State 200, 5] type = ChangeState trigger1 = Time > 0 trigger1 = AnimTime = 0 trigger1 = NumTarget > 0 value = 210 [State 200, State] type = null ;ChangeState triggerall = Time > 0 triggerall = NumTarget > 0 triggerall = Anim = 200 + Var(50) triggerall = AnimElem = 8, >= 0 trigger1 = Command = "hold_x" trigger2 = Command = "hold_a" value = 230 [State 200, 5] type = ChangeAnim trigger1 = Time > 0 trigger1 = Anim != 0 trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Opponent Grabbed [Statedef 205] type = A movetype = H physics = N sprpriority = 0 velset = 0,0 ctrl = 0 [State 205, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 205, Push] type = PlayerPush trigger1 = 1 value = 0 [State 205, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 205, AngleSet] type = AngleSet trigger1 = 1 value = -EnemyNear(0), FVar(0) [State 205, AngleDraw] type = null ;AngleDraw trigger1 = 1 [State 205, Anim2] type = ChangeAnim2 trigger1 = Anim != 205 value = 205 ;--------------------------------------------------------------------------- ; Opponent Swallowed [Statedef 206] type = A movetype = H physics = N sprpriority = 0 velset = 0,0 ctrl = 0 [State 205, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 205, Push] type = PlayerPush trigger1 = 1 value = 0 [State 205, VelSet] type = VelSet trigger1 = 1 x = 0 y = 0 [State 205, AngleSet] type = AngleSet trigger1 = 1 value = -EnemyNear(0), FVar(0) [State 205, AngleDraw] type = null ;AngleDraw trigger1 = 1 [State 205, Turn] type = Turn trigger1 = EnemyNear, Facing = -1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = 1 trigger2 = Facing = 1 [State 205, Anim2] type = ChangeAnim2 trigger1 = Anim != 206 value = 206 [State 205, AssertSpecial] type = AssertSpecial trigger1 = AnimElem = 3, >= 0 flag = NoShadow [State 205, AssertSpecial] type = AssertSpecial trigger1 = AnimElem = 3, >= 0 flag = Invisible [State 205, 0] type = LifeAdd trigger1 = AnimElem = 3, >= 0 value = -1 [State 205, State] type = ChangeState trigger1 = Alive = 0 trigger1 = Life <= 0 trigger1 = EnemyNear, MoveType != A value = 5150 ;--------------------------------------------------------------------------- ; Grabbed Opponent [Statedef 210] type = A movetype = I physics = N sprpriority = 5 ctrl = 0 anim = 0 + Var(50) [State 210, Bind] type = TargetBind trigger1 = Time < 150 trigger1 = NumTarget > 0 pos = 5, 0 time = 2 [State 210, Turn] type = Turn triggerall = Command != "holdfwd" trigger1 = Facing = 1 || Facing = -1 trigger1 = Command = "holdback" [State 210, Anim] type = ChangeAnim trigger1 = Anim != 0 + Var(50) value = 0 + Var(50) [State 210, 1] type = VelAdd triggerall = Vel X < 4 triggerall = command = "holdfwd" trigger1 = TimeMod = 2,0 x = .2 [State 210, 1] type = VelAdd triggerall = Vel X > -4 triggerall = command = "holdback" trigger1 = TimeMod = 2,0 x = -.2 [State 210, 1] type = VelAdd triggerall = Vel Y < 2 triggerall = command = "holddown" trigger1 = TimeMod = 2,0 y = .2 [State 210, 1] type = VelAdd triggerall = Vel Y > -2 triggerall = command = "holdup" trigger1 = TimeMod = 2,0 y = -.2 [State 210, 2] type = VelMul triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = TimeMod = 2,0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 210, 2] type = VelMul triggerall = command != "holdup" triggerall = command != "holddown" triggerall = TimeMod = 2,0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 210, 4] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -100 y = 0 [State 210, 4] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 210, 4] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 210, 1] type = PosAdd trigger1 = Time > 100 trigger1 = TimeMod = 1,0 x = -2 [State 210, 1] type = PosAdd trigger1 = Time > 100 trigger1 = TimeMod = 2,0 x = 4 [State 210, State] type = ChangeState trigger1 = Time > 150 value = 211 [State 210, State] type = ChangeState triggerall = Time > 0 trigger1 = Command = "x" trigger2 = Command = "y" trigger3 = Command = "z" value = 220 [State 210, State] type = ChangeState triggerall = Time > 0 trigger1 = Command = "a" trigger2 = Command = "b" trigger3 = Command = "c" value = 230 [State 210, State] type = ChangeState trigger1 = Time > 0 trigger1 = NumTarget = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Spit Out [Statedef 211] type = A movetype = A physics = N sprpriority = 0 velset = -5,0 anim = 210 + Var(50) ctrl = 0 [State 210, 2] type = VelMul trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 210, 0] type = TargetState trigger1 = NumTarget > 0 trigger1 = Time <= 0 value = 215 [State 210, State] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Opponent Spit Out [Statedef 215] type = A movetype = H physics = N sprpriority = 10 anim = 5050 [State 215, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 215, Push] type = PlayerPush trigger1 = 1 value = 0 [State 215, 1] type = VelSet trigger1 = 1 x = -5 y = 0 [State 215, 2] type = SelfState trigger1 = Time > 0 value = 5050 ;--------------------------------------------------------------------------- ; Body Slam Start [Statedef 220] type = A movetype = A physics = N sprpriority = 5 velset = 0,0 ctrl = 0 [State 220, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 220, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 220, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 220, AngleDraw] type = AngleDraw trigger1 = 1 [State 220, Bind] type = TargetBind trigger1 = NumTarget > 0 pos = 5, 0 time = 2 [State 220, Turn] type = Turn trigger1 = Facing = 1 trigger1 = Pos X > 0 trigger2 = Facing = -1 trigger2 = Pos X < 0 [State 220, VelAdd] type = VelAdd trigger1 = Vel X < 2 x = 0.5 [State 220, VelAdd] type = VelAdd trigger1 = Vel X > -3 y = -0.5 [State 220, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 220, PosSet] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 220, State] type = ChangeState trigger1 = Time > 0 ;trigger1 = Pos Y <= -100 value = 221 ;--------------------------------------------------------------------------- ; Body Slam [Statedef 221] type = A movetype = A physics = N sprpriority = 5 velset = 10,-25 ctrl = 0 [State 220, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 50 [State 220, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 220, AngleDraw] type = AngleDraw trigger1 = 1 [State 220, Bind] type = TargetBind trigger1 = NumTarget > 0 pos = 5, 0 time = 2 [State 220, VelMul] type = VelMul trigger1 = Vel Y < 0 x = 0.9 [State 220, VelAdd] type = VelAdd trigger1 = Vel Y > 0 trigger1 = Vel X < 10 x = 0.5 [State 220, VelAdd] type = VelAdd trigger1 = Time > 0 y = 1 [State 220, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y > 0 value = 0 + Var(50) elem = 2 [State 220, VarAdd] type = VarAdd trigger1 = Time >= 10 trigger1 = FVar(0) > -400 fv = 0 value = -20 [State 220, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 220, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 225 ;--------------------------------------------------------------------------- ; Body Slam Hit Floor [Statedef 225] type = A movetype = A physics = N sprpriority = 5 velset = 0,0 anim = 220 + Var(50) ctrl = 0 [State 225, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = -30 [State 225, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 225, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 225, AngleDraw] type = AngleDraw trigger1 = 1 [State 225, Bind] type = TargetBind trigger1 = Time <= 0 trigger1 = NumTarget > 0 pos = 5, 0 time = 2 [State 225, 0] type = TargetLifeAdd trigger1 = Time <= 0 trigger1 = NumTarget > 0 value = -200 [State 225, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 225, PosSet] type = PosSet trigger1 = Time = 2 y = 10 [State 225, PosSet] type = PosSet trigger1 = Time = 10 y = 5 [State 225, PosSet] type = PosSet trigger1 = Time = 15 y = 0 [State 225, Hit] type = PlaySnd trigger1 = Time <= 0 ignorehitpause = 1 value = 2, 5 channel = 1 [State 225, Hit] type = PlaySnd trigger1 = Time <= 0 ignorehitpause = 1 value = 2, 10 channel = 2 [State 225, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 225, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 60 pos = 0, 0 [State 225, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 0 [State 225, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 225, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 2 pos = 0, -10 [State 225, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 3 pos = 0, -10 [State 225, VelSet] type = VelSet trigger1 = AnimElem = 2 x = -4 y = -2 [State 225, 0] type = TargetState trigger1 = AnimElem = 2 trigger1 = NumTarget > 0 value = 215 [State 225, VarAdd] type = VarAdd trigger1 = AnimElem = 3, >= 0 trigger1 = FVar(0) < 0 fv = 0 value = 2.5 [State 225, VelMul] type = VelMul trigger1 = AnimElem = 3, >= 0 x = 0.95 y = 0.95 [State 225, State] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Immediate Death Gullet Swallow [Statedef 230] type = A movetype = I physics = N sprpriority = 5 anim = 230 + Var(50) ctrl = 0 [State 230, VelMul] type = VelMul trigger1 = 1 x = 0.9 y = 0.9 [State 230, Bind] type = TargetBind trigger1 = NumTarget > 0 pos = 5, 0 time = 2 [State 230, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 230, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 230, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 230, AngleDraw] type = AngleDraw trigger1 = 1 [State 230, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 5 trigger1 = FVar(0) < 30 fv = 0 value = 10 [State 230, VarAdd] type = VarAdd trigger1 = Time >= 10 trigger1 = FVar(0) > 0 fv = 0 value = -5 [State 230, AngleSet] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 230, PlaySnd] type = PlaySnd trigger1 = Anim = 230 + Var(50) trigger1 = AnimElem = 2 value = 3,1 freqmul = 0.75 channel = 0 [State 230, EnvShake] type = EnvShake trigger1 = Anim = 230 + Var(50) trigger1 = AnimElem = 2 time = 5 freq = 50 ampl = -5 phase = 5 [State 230, 0] type = TargetLifeAdd trigger1 = NumTarget > 0 trigger1 = Anim = 230 + Var(50) trigger1 = AnimElem = 2 value = -100000 [State 230, State] type = ChangeState trigger1 = NumTarget > 0 trigger1 = AnimTime = 0 value = 211 [State 230, State] type = ChangeState trigger1 = NumTarget <= 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Attack Start [Statedef 300] type = A movetype = A physics = N sprpriority = 5 poweradd = 20 velset = 0,0 juggle = 1 ctrl = 0 [State 300, Turn] type = Turn trigger1 = Time <= 0 trigger1 = P2Dist X < 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 300, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 300, AngleDraw] type = AngleDraw trigger1 = 1 [State 300, VelSet] type = VelSet trigger1 = Time <= 0 x = -6 y = 4 [State 300, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 15 trigger1 = FVar(0) > -30 fv = 0 value = -5 [State 300, VarAdd] type = VarAdd trigger1 = Time >= 15 trigger1 = FVar(0) < 50 fv = 0 value = 5 [State 300, AngleSet] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 300, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel X < 3 x = 0.5 [State 300, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel X > 0 y = -0.5 [State 300, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 300, PosSet] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 300, State] type = ChangeState trigger1 = Time > 0 ;trigger1 = Pos Y <= -100 value = 301 ;--------------------------------------------------------------------------- ; Attack Jump to Dive [Statedef 301] type = A movetype = A physics = N sprpriority = 5 velset = (P2Dist X)/15,-25 juggle = 1 anim = 300 + Var(50) ctrl = 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 50 [State 300, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 300, AngleDraw] type = AngleDraw trigger1 = 1 [State 300, VarAdd] type = VarAdd trigger1 = Time >= 10 trigger1 = FVar(0) > -450 fv = 0 value = -20 [State 300, VelMul] type = VelMul trigger1 = Time > 0 x = .94 [State 300, 0] type = VelAdd trigger1 = Time > 0 y = 1 [State 300, HitDef] type = HitDef trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 attr = A, NA damage = 100, 10 animtype = Medium hitflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,Vel Y + 10 airguard.velocity = 0,Vel Y + 10 air.type = Trip air.velocity = 0,Vel Y + 10 envshake.time = 5 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 air.hittime = 10 air.fall = 1 fall = 1 kill = 0 ;----- Hit Sound ----- [State 300, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 value = 2, 5 channel = 1 [State 300, Hit] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 2 [State 300, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 300, ChangeAnim] type = ChangeAnim trigger1 = Vel Y > 0 trigger1 = Anim != 310 + Var(50) trigger1 = FVar(0) <= -450 trigger1 = Pos Y >= -200 value = 310 + Var(50) [State 300, Spark] type = Explod trigger1 = Anim = 310 + Var(50) trigger1 = TimeMod = 3,0 scale = 2,1.5 anim = F60 pos = 0,0 vel = 0,-10 postype = p1 facing = 1 vfcaing = -1 sprpriority = 10 [State 300, State] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y >= 0 value = 310 ;--------------------------------------------------------------------------- ; Diving Sushi Drill [Statedef 310] type = A movetype = A physics = N sprpriority = 5 velset = 0,0.25 juggle = 1 anim = 310 + Var(50) ctrl = 0 [State 310, AngleDraw] type = AngleDraw trigger1 = 1 [State 310, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Var(0) >= 2 ignorehitpause = 1 v = 0 value = -1 [State 310, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = MoveContact ignorehitpause = 1 v = 0 value = 2 [State 310, VarSet] type = VarSet trigger1 = 1 fv = 0 value = -90 [State 310, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 310, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 310, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 310, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 60 pos = 0, 0 [State 310, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 0 [State 310, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 310, Hit] type = PlaySnd trigger1 = Time <= 0 ignorehitpause = 1 value = 2, 10 channel = 1 [State 310, Spark] type = Explod trigger1 = Time > 0 trigger1 = Anim = 310 + Var(50) trigger1 = TimeMod = 5,0 scale = 2,1.5 anim = F61 pos = 0,0 vel = 0,-10 postype = p1 facing = 1 vfcaing = -1 sprpriority = 10 [State 310, Spark] type = Explod trigger1 = Time > 0 trigger1 = Anim = 310 + Var(50) trigger1 = TimeMod = 5,0 scale = 2,2 anim = F120 pos = 0,0 vel = 0,0 random = 50,0 postype = p1 facing = 1 vfcaing = -1 sprpriority = 10 [State 310, Spark] type = Explod trigger1 = Time > 0 trigger1 = Anim = 310 + Var(50) trigger1 = TimeMod = 5,0 scale = 1.5,1.5 anim = F0 pos = 0,0 vel = 0,0 random = 25,0 postype = p1 facing = 1 vfcaing = -1 sprpriority = 10 [State 310, HitDef] type = HitDef triggerall = HitPauseTime <= 0 triggerall = Time < 50 trigger1 = Anim = 310 + Var(50) trigger1 = AnimElem = 2 attr = A, SA damage = 25, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit sprpriority = 5 pausetime = 5, 5 sparkno = 2 sparkxy = -10, -10 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = 10,10 airguard.velocity = 5,5 air.type = Low air.velocity = 10,10 down.velocity = 0,0 air.hittime = 20 envshake.time = 5 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 p2facing = Var(0) air.fall = 1 kill = 0 fall = 1 ;----- Hit Sound ----- [State 310, Hit] type = PlaySnd trigger1 = MoveHit triggerall = Time <= 50 ignorehitpause = 1 value = 2, 5 channel = 1 [State 310, Hit] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 2 ;-------------------- [State 310, HitDef] type = HitDef triggerall = HitPauseTime <= 0 triggerall = Time >= 50 trigger1 = Anim = 310 + Var(50) trigger1 = AnimElem = 2 persistent = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit sprpriority = -5 pausetime = 10, 10 sparkno = 3 sparkxy = -10, -10 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = -5,-2.5 air.type = Low air.velocity = -5,-2.5 down.velocity = -10,-5 down.bounce = 1 air.hittime = 20 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 p2facing = Var(0) air.fall = 1 fall = 1 ;----- Hit Sound ----- [State 310, Hit] type = PlaySnd trigger1 = MoveHit triggerall = Time > 50 ignorehitpause = 1 value = 2, 5 channel = 1 [State 310, Hit] type = PlaySnd trigger1 = MoveHit triggerall = Time > 50 ignorehitpause = 1 value = 2, 10 channel = 2 [State 310, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 310, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = AnimElem = 5, >= 0 ignorehitpause = 1 value = Anim elem = 1 [State 310, Anim] type = ChangeAnim triggerall = Time > 0 triggerall = Time <= 50 triggerall = HitPauseTime > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) ignorehitpause = 1 value = Anim elem = AnimElemNo(0) + 1 [State 310, State] type = ChangeState trigger1 = Time > 55 trigger2 = NumTarget <= 0 value = 311 ;--------------------------------------------------------------------------- ; Diving Sushi Drill Finish [Statedef 311] type = A movetype = I physics = N sprpriority = 5 velset = -6,-4 juggle = 1 anim = 311 + Var(50) ctrl = 0 [State 310, AngleDraw] type = AngleDraw trigger1 = 1 [State 310, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 310, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = -90 [State 310, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 310, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = FVar(0) < 0 fv = 0 value = 10 [State 310, VelMul] type = VelMul trigger1 = Time > 0 x = .95 y = .95 [State 310, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 310, PosSet] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 310, State] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Attack Start [Statedef 400] type = A movetype = A physics = N sprpriority = 5 poweradd = 20 velset = 0,0 juggle = 1 anim = 400 + Var(50) ctrl = 0 [State 400, Turn] type = Turn trigger1 = Time <= 0 trigger1 = P2Dist X < 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 400, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 400, AngleDraw] type = AngleDraw trigger1 = 1 [State 400, AngleSet] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 400, Width] type = Width trigger1 = Time < 20 value = 0 - Time * 5, 0 - Time * 5 [State 400, VelSet] type = VelSet trigger1 = Time <= 0 x = (-BackEdgeDist / 4 + const(velocity.run.back.x)) / 2 [State 400, ScreenBound] type = ScreenBound trigger1 = Vel X < 0 value = 0 movecamera = 1,0 [State 400, VelMul] type = VelMul trigger1 = Time < 20 x = .95 y = .9 [State 400, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 400, PosSet] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 400, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 15 trigger1 = FVar(0) > -30 fv = 0 value = -10 [State 400, VarAdd] type = VarAdd trigger1 = Time > 15 trigger1 = FVar(0) < 0 fv = 0 value = 5 [State 400, PosAdd] type = PosAdd trigger1 = Time = 20 y = P2Dist Y + -20 [State 400, VelSet] type = VelSet trigger1 = Time = 20 x = 20 [State 400, Anim] type = ChangeAnim trigger1 = Time = 20 value = 401 + Var(50) [State 400, Spark] type = Explod trigger1 = Time >= 20 trigger1 = TimeMod = 3,0 scale = 2,3 anim = F40 pos = 80,-50 vel = -10,0 postype = p1 facing = -1 sprpriority = 10 [State 400, HitDef] type = HitDef trigger1 = Time = 20 attr = A, SA damage = 100, 10 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = -25, -50 fall.animtype = Medium ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = -4,-2 air.type = Low air.velocity = -6,-3 air.hittime = 20 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 kill = 0 ;----- Hit Sound ----- [State 400, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 value = 2, 5 channel = 1 [State 400, Hit] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 2 ;-------------------- [State 400, State] type = ChangeState trigger1 = MoveHit ignorehitpause = 1 value = 401 [State 400, State] type = ChangeState trigger1 = MoveGuarded ignorehitpause = 1 value = 410 [State 400, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 [State 400, 3] type = ChangeState triggerall = Vel X > 0 trigger1 = FrontEdgeBodyDist <= 20 value = 410 ;--------------------------------------------------------------------------- ; Spinning Sushi Drill [Statedef 401] type = A movetype = A physics = N sprpriority = 5 velset = 2,0 juggle = 1 anim = 401 + Var(50) ctrl = 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 400, AngleSet] type = AngleSet trigger1 = Time <= 0 value = 0 [State 400, State] type = ChangeState trigger1 = Time >= 35 trigger2 = NumTarget <= 0 value = 410 [State 400, AngleDraw] type = AngleDraw trigger1 = 1 [State 400, AngleSet] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 400, Spark] type = Explod trigger1 = TimeMod = 3,0 scale = 2,3 anim = F40 pos = 80,-50 vel = -10,0 postype = p1 facing = -1 sprpriority = 10 [State 400, Bind] type = TargetBind trigger1 = Time < 35 trigger1 = NumTarget > 0 trigger1 = Anim = 401 + Var(50) pos = 30, 0 time = 2 [State 400, HitDef] type = HitDef triggerall = HitPauseTime <= 0 trigger1 = Time < 30 trigger1 = Anim = 401 + Var(50) trigger1 = AnimElem = 2 attr = A, SA damage = 25, 10 animtype = Medium hitflag = MAF priority = 3, Hit sprpriority = 5 pausetime = 5, 5 sparkno = 2 sparkxy = -25, -50 fall.animtype = Medium ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = -4,-2 air.type = Low air.velocity = -6,-3 air.hittime = 20 envshake.time = 5 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 air.fall = 1 fall = 1 kill = 0 ;----- Hit Sound ----- [State 400, Hit] type = PlaySnd trigger1 = Time <= 30 trigger1 = MoveHit ignorehitpause = 1 value = 2, 5 channel = 1 [State 400, Hit] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 2 ;-------------------- [State 400, HitDef] type = HitDef triggerall = HitPauseTime <= 0 trigger1 = Time >= 30 trigger1 = Anim = 401 + Var(50) trigger1 = AnimElem = 2 persistent = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAF priority = 3, Hit sprpriority = -5 pausetime = 10, 10 sparkno = 3 sparkxy = -25, -50 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = -5,-2.5 air.type = High air.velocity = -5,-5 air.hittime = 20 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 air.fall = 1 fall = 1 ;----- Hit Sound ----- [State 400, Hit] type = PlaySnd trigger1 = Time > 30 trigger1 = MoveHit ignorehitpause = 1 value = 2, 5 channel = 1 [State 400, Hit] type = PlaySnd trigger1 = Time > 30 trigger1 = MoveHit ignorehitpause = 1 value = 2, 10 channel = 2 [State 400, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 400, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = AnimElem = 5, >= 0 ignorehitpause = 1 value = Anim elem = 1 [State 400, Anim] type = ChangeAnim triggerall = Time > 0 triggerall = Time <= 30 triggerall = HitPauseTime > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) ignorehitpause = 1 value = Anim elem = AnimElemNo(0) + 1 ;--------------------------------------------------------------------------- ; Spinning Sushi Drill Finish [Statedef 410] type = A movetype = I physics = N sprpriority = 5 velset = -8,-4 juggle = 1 anim = 410 + Var(50) ctrl = 0 [State 410, AngleDraw] type = AngleDraw trigger1 = 1 [State 410, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 410, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 410, VelMul] type = VelMul trigger1 = Time > 0 x = .95 y = .9 [State 410, PosSet] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 410, PosSet] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 410, State] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;---------------------------------------------------------------------------