;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;Win [Statedef 180] type = S ctrl = 0 anim = 181 velset = 0,0 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 12 value = 1,3 volume = 200 [State 191, 3] type = ChangeState 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 = ChangeState trigger1 = AnimTime = 0 value = 0 ;Attack: Gun fire [Statedef 200] type = S movetype= A physics = S ctrl = 0 anim = 200 velset = 0,0 ctrl = 0 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1,1 volume = 100 [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA hitflag = MAF guardflag = MA priority = 4,Hit damage = 10,0 sparkno = -1 pausetime = 3,12 guard.pausetime = 6,9 ground.type = High air.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -5,0 sprpriority = 1 [State 200, x] type = Helper trigger1 = Time = 3 helpertype = normal name = "fire" ID = 1 pos = 36,14 postype = p1 facing = 1 stateno = 210 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 0 persistent = 0 [State 191, 3] type = ChangeState trigger1 = Time = 40 value = 0 ctrl = 1 ;Projectile: Green Fire [Statedef 210] type = S movetype= A physics = N ctrl = 0 anim = 210 velset = 0,0 Sprpriority = 2 ctrl = 0 [State 210, 1] type = PosAdd trigger1 = AnimElem = 8 x = 32 [State 210, 1] type = HitDef trigger1 = 1 attr = S, NA hitflag = MAF- guardflag = MA numhits = 0 priority = 4,Hit damage = 15,0 sparkno = -1 pausetime = 0,3 guard.pausetime = 1,5 ground.type = High air.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4,0 sprpriority = 1 [State 200, x] type = DestroySelf trigger1 = Time = 70 ;Attack: Punch Ground [Statedef 220] type = S movetype= A physics = S ctrl = 0 anim = 220 velset = 0,0 ctrl = 0 [State 220, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA hitflag = MAF guardflag = MA priority = 6,Hit damage = 50,0 sparkno = -1 pausetime = 3,12 guard.pausetime = 6,9 ground.type = High air.type = High ground.slidetime = 6 ground.hittime = 5 ground.velocity = -8,0 sprpriority = 1 [State 220, x] type = Helper trigger1 = AnimElem = 3 helpertype = normal name = "wave" ID = 1 pos = 50,20 postype = p1 facing = 1 stateno = 221 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 0 persistent = 0 [State 220, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Projectile: Ground wave [Statedef 221] type = S movetype= A physics = N ctrl = 0 anim = 221 velset = 0,0 Sprpriority = 2 ctrl = 0 [State 210, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA hitflag = MAF guardflag = MA numhits = 0 priority = 4,Hit damage = 30, 10 sparkno = -1 pausetime = 0,5 guard.pausetime = 1,5 ground.type = High air.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4,0 sprpriority = 1 [State 200, x] type = DestroySelf trigger1 = Time = 15 ;Action: Charge Yellow [Statedef 230] type = S movetype= I physics = S ctrl = 0 anim = 230 velset = 0,0 ctrl = 1 [State 230, 1] type = PowerAdd trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 value = 50 persistent = 1 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 1,0 volume = 200 [State 220, 2] type = ChangeState trigger1 = command != "holddown" trigger2 = power = 3000 value = 0 ctrl = 1 ;Attack: Rapid Gun fire [Statedef 231] type = S movetype= A physics = S ctrl = 0 anim = 230 velset = 0,0 poweradd = -1000 ctrl = 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 1,0 volume = 200 [State 220, 2] type = ChangeState trigger1 = time = 90 value = 232 ctrl = 0 [Statedef 232] type = S movetype= A physics = S ctrl = 0 anim = 231 velset = 0,0 poweradd = 0 ctrl = 0 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 8 trigger3 = AnimElem = 13 value = 1,1 volume = 100 [State 231, x] type = Helper trigger1 = AnimElem = 3 helpertype = normal name = "fire" ID = 1 pos = 16,8 postype = p1 facing = 1 stateno = 233 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 0 persistent = 1 [State 231, x] type = Helper trigger1 = AnimElem = 8 helpertype = normal name = "fire" ID = 1 pos = 16,0 postype = p1 facing = 1 stateno = 233 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 0 persistent = 1 [State 231, x] type = Helper trigger1 = AnimElem = 13 helpertype = normal name = "fire" ID = 1 pos = 16,4 postype = p1 facing = 1 stateno = 233 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 0 persistent = 1 [State 231, 3] type = ChangeState trigger1 = Time = 175 value = 0 ctrl = 1 ;Projectile: Rapid Green Fire [Statedef 233] type = S movetype= A physics = N ctrl = 0 anim = 210 velset = 2,0 Sprpriority = 2 ctrl = 0 [State 210, 1] type = PosAdd trigger1 = AnimElem = 8 x = 32 [State 232, 1] type = HitDef trigger1 = 1 attr = S, NA hitflag = MAF guardflag = MA numhits = 1 priority = 4,Hit damage = 1,0 sparkno = -1 pausetime = 0,3 guard.pausetime = 1,5 ground.type = High air.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4,0 sprpriority = 1 [State 232, x] type = DestroySelf trigger1 = Time = 70 ;Action: Dream Aura Summon [Statedef 500] type = S movetype= A physics = S anim = 0 velset = 0,0 poweradd = -3000 ctrl = 1 [State 500, Aura] type = Helper trigger1 = AnimElem = 1 helpertype = normal name = "aura" ID = 3 pos = 0,0 postype = p1 facing = 1 stateno = 501 keyctrl = 0 ownpal = 0 size.xscale = 1 size.yscale = 1 ignorehitpause = 1 persistent = 1 [State 500, 2] type = NotHitBy trigger1 = 1 value = SCA time = 900 ignorehitpause = 0 persistent = 1 [State 500, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Object: Dream Aura [Statedef 501] type = S movetype= I physics = N anim = 500 velset = 0,0 poweradd = 0 ctrl = 0 [State 200, 1] type = PlaySnd trigger1 = Time = 2 value = 1,2 volume = 255 [State 501, Aura] type = BindToParent trigger1 = 1 time = 900 facing = 1 pos = 0,0 ignorehitpause = 1 persistent = 1 [State 501, 1] type = NotHitBy trigger1 = 1 value = SCA time = 900 ignorehitpause = 0 persistent = 1 [State 231, 3] type = DestroySelf trigger1 = Time = 900 ;------------------------------------------ ;Attempt at custom GetHit :P [Statedef 4000] type = S movetype= I physics = N anim = 5000 velset = 0,0 poweradd = 0 ctrl = 0 [State 500, 3] type = ChangeState trigger1 = Time = 60 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State -2] type = NotHitBy trigger1 = NumHelper(3) < 1 trigger1 = stateno != 5001 trigger1 = 1 value = , AT, NT, ST, HT persistent = 0 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- ;[Statedef -3] ;------------------- ;MEE Template Files ; provided by ; Kitsune Sniper ; *** ; Thanks, Kitsune! ;-------------------