; States ;--------------------------------------------------------------------------- ; Start [Statedef 0] type = S movetype = I physics = S sprpriority = 4 [State 0, 0] type = ChangeAnim trigger1 = Anim != 0 + Var(50) value = 0 + Var(50) [State 0, 2] type = VelSet trigger1 = Vel X != 0 x = 0 [State 0, 2] type = VelSet trigger1 = Vel Y != 0 y = 0 ;--------------------------------------------------------------------------- ; Crouch [Statedef 10] [State 10, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] [State 20, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Idle [Statedef 30] type = A movetype = I physics = N sprpriority = 4 ctrl = 1 [State 30, Turn] type = Turn triggerall = Command != "holdfwd" trigger1 = Facing = 1 || Facing = -1 trigger1 = Command = "holdback" [State 30, Anim] type = ChangeAnim trigger1 = Anim != 0 + Var(50) value = 0 + Var(50) [State 30, 1] type = VelAdd triggerall = Vel X < 4 triggerall = command = "holdfwd" trigger1 = TimeMod = 2,0 x = .2 [State 30, 1] type = VelAdd triggerall = Vel X > -4 triggerall = command = "holdback" trigger1 = TimeMod = 2,0 x = -.2 [State 30, 1] type = VelAdd triggerall = Vel Y < 2 triggerall = command = "holddown" trigger1 = TimeMod = 2,0 y = .2 [State 30, 1] type = VelAdd triggerall = Vel Y > -2 triggerall = command = "holdup" trigger1 = TimeMod = 2,0 y = -.2 [State 30, 2] type = VelMul triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = TimeMod = 2,0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 30, 2] type = VelMul triggerall = command != "holdup" triggerall = command != "holddown" triggerall = TimeMod = 2,0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 30, 4] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -100 y = 0 [State 30, 4] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 30, 4] type = PosSet trigger1 = Pos Y < -100 y = -100 ;--------------------------------------------------------------------------- ; Hit [Statedef 35] movetype = H sprpriority = -2 physics = N velset = 0,0 ctrl = 0 [State 35, Hit] type = HitOverride trigger1 = 1 slot = 0 stateno = 35 attr = SCA, AA, AP, AT time = 1 [State 35, 0] type = PalFX trigger1 = Time = 0 time = 2 add = 250,250,250 [State 35, Anim] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) + Var(50) [State 35, Anim] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 + Var(50) [State 35, Anim] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) + Var(50) ;5051 - 4 + type [State 35, Anim] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 35, PosFreeze] type = PosFreeze trigger1 = !HitShakeOver x = 1 y = 1 [State 35, HitVelSet] type = HitVelSet trigger1 = HitShakeOver x = 1 [State 35, 1] type = ChangeState trigger1 = HitShakeOver value = 36 [State 35, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 35, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 35, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 [State 35, State] type = ChangeState trigger1 = Life = 0 value = 5151 ;--------------------------------------------------------------------------- ; HIT SLIDE [Statedef 36] type = A movetype = H physics = N [State 36, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 36, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .9 [State 36, 4] type = VelSet trigger1 = HitOver x = 0 [State 36, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 36, 6] type = ChangeState trigger1 = HitOver value = 30 ctrl = 1 [State 36, State] type = ChangeState trigger1 = Life = 0 value = 5151 ;--------------------------------------------------------------------------- ; Jump [Statedef 40] [State 40, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Dash [Statedef 100] type = A movetype = I physics = N sprpriority = 5 ctrl = 1 [State 100, 1] type = VelAdd triggerall = Vel X < 8 triggerall = command = "holdfwd" trigger1 = TimeMod = 1,0 x = .2 [State 100, 1] type = VelAdd triggerall = Vel X > -8 triggerall = command = "holdback" trigger1 = TimeMod = 1,0 x = -.2 [State 100, 1] type = VelAdd triggerall = Vel Y < 4 triggerall = command = "holddown" trigger1 = TimeMod = 2,0 y = .2 [State 100, 1] type = VelAdd triggerall = Vel Y > -4 triggerall = command = "holdup" trigger1 = TimeMod = 2,0 y = -.2 [State 100, 2] type = VelMul triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = TimeMod = 1,0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 100, 2] type = VelMul triggerall = command != "holdup" triggerall = command != "holddown" triggerall = TimeMod = 2,0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 100, 4] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -200 y = 0 [State 100, 4] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 100, 4] type = PosSet trigger1 = Pos Y < -200 y = -200 [State 100, 5] type = ChangeState trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = command != "holdup" trigger1 = command != "holddown" value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 + Var(50) velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; DRAWGAME (Time over) [Statedef 175] type = S ctrl = 0 velset = 0,0 [State 175, 1] ; If no anim, use go to lose state. type = ChangeState trigger1 = Time = 0 trigger1 = !SelfAnimExist(175 + Var(50)) value = 170 [State 175, 2] type = ChangeAnim trigger1 = Time = 0 value = 175 + Var(50) [State 175, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 [Statedef 181] type = S ctrl = 0 anim = 180 + Var(50) velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction [Statedef 190] type = S ctrl = 0 anim = 190 + Var(50) velset = 0,0 [State 190, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 + Var(50) [State 190, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 190, 4] ;Change to stand state type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = A movetype = I physics = N velset = 0,0 anim = 195 + Var(50) ctrl = 0 [State 195, 1] type = VarRandom trigger1 = Time <= 0 v = 0 range = 0,1 [State 195, 2] type = ChangeAnim trigger1 = Time <= 0 value = Anim + Var(0) [State 195, 3] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype = H physics = N sprpriority = -3 velset = 0,0 [State 195, 0] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo = 5151 triggerall = AnimExist(5110) + Var(50) triggerall = !AnimExist(5150) + Var(50) trigger1 = Anim != 5110 + Var(50) trigger1 = Anim != 5150 + Var(50) value = 5110 + Var(50) [State 195, 1] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo = 5151 triggerall = AnimExist(5110) + Var(50) triggerall = AnimExist(5150) + Var(50) trigger1 = Anim != 5110 + Var(50) trigger1 = Anim != 5150 + Var(50) value = 5110 + Var(50) [State 195, 2] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo = 5151 triggerall = !AnimExist(5110) + Var(50) triggerall = AnimExist(5150) + Var(50) trigger1 = Anim != 5110 + Var(50) trigger1 = Anim != 5150 + Var(50) value = 5150 [State 195, 3] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo != 5151 triggerall = AnimExist(5110) triggerall = !AnimExist(5150) trigger1 = Anim != 5110 trigger1 = Anim != 5150 value = 5110 [State 195, 4] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo != 5151 triggerall = AnimExist(5110) triggerall = AnimExist(5150) trigger1 = Anim != 5110 trigger1 = Anim != 5150 value = 5110 [State 195, 5] type = ChangeAnim triggerall = Time <= 0 triggerall = PrevStateNo != 5151 triggerall = !AnimExist(5110) triggerall = AnimExist(5150) trigger1 = Anim != 5110 trigger1 = Anim != 5150 value = 5150 [State 5150, 6] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, 9] type = AssertSpecial trigger1 = PrevStateNo != 5151 flag = Invisible [State 5150, 10] type = AngleDraw trigger1 = PrevStateNo = 5151 ;--------------------------------------------------------------------------- ; Death [Statedef 5151] type = A movetype = H physics = N sprpriority = -3 anm = 5150 + Var(50) [State 5150, 6] ;Freeze anim type = ChangeAnim trigger1 = HitShakeOver = 0 value = 5150 + Var(50) [State 5150, 7] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, 8] type = VarSet trigger1 = HitShakeOver = 0 v = 0 value = 0 [State 5150, 9] type = VarSet trigger1 = HitShakeOver = 0 fv = 0 value = 0 [State 5150, 10] type = VarAdd trigger1 = HitShakeOver v = 0 value = 1 [State 5150, 11] type = VarAdd trigger1 = HitShakeOver trigger1 = FVar(0) < 180 fv = 0 value = 5 [State 5150, 12] type = HitVelSet trigger1 = HitShakeOver trigger1 = Var(0) = 1 x = 1 [State 5150, 13] ;Friction type = VelMul trigger1 = HitShakeOver trigger1 = Var(0) > 0 x = 0.9 [State 5150, 14] type = AngleSet trigger1 = HitShakeOver value = FVar(0) [State 5150, 15] type = AngleDraw trigger1 = HitShakeOver [State 5150, 16] type = VelSet triggerall = HitShakeOver trigger1 = Pos Y > -100 y = -1.5 [State 5150, 17] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -100 y = 0 [State 5150, 18] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 5150, 19] type = PosSet trigger1 = Pos Y < -100 y = -100 [State 5150, State] type = ChangeState trigger1 = Pos Y <= -100 trigger1 = FVar(0) >= 180 value = 5150 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] anim = Anim + Var(50) type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Intro for round 1 type = ChangeState trigger1 = roundno = 1 value = 190 ;---------------------------------------------------------------------------