[Data] life = 1000 attack = 75 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 = 2.5 walk.back = -2 run.fwd = 5, 0 run.back = -4,-2 jump.neu = 0,-8.8 jump.back = -3.55 jump.fwd = 3.5 runjump.back = -2.55,-8.1 runjump.fwd = 5,-8.1 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 ; 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 velset = 0,0 [State 181, anim] type = changeanim trigger1 = var(11) != 1 trigger1 = time = 0 value = 181 [State 181, anim] type = changeanim trigger1 = var(11) = 1 trigger1 = time = 0 value = 7020 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ; 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 = PlaySnd trigger1 = animelem = 9 value = 0, 6 [State 191, 3] type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 [Statedef 192] type = S movetype = I physics = N anim = 7024 ctrl = 0 [State 192, pause] type = superpause trigger1 = time = 0 time = 200 movetime = 200 anim = -1 [State 192, 1] type = velset trigger1 = time > 15 trigger1 = time < 40 y = -3 [State 192, 2] type = velset trigger1 = time >= 40 trigger1 = time < 145 y = 0 [State 192, 3] type = velset trigger1 = time > 145 y = 5 [State 192, 4] type = changestate trigger1 = pos y > -1 trigger1 = time > 45 value = 193 [State 192, 5] type = playsnd trigger1 = time = 67 value = 11, 0 [state 192, 6] type = envcolor trigger1 = time > 68 trigger1 = time < 88 time = 20 value = time*8.5, time*8.5, time*8.5 [Statedef 193] type = S movetype = I physics = N anim = 7025 ctrl = 0 velset = 0, 0 [State 193, sound] type = playsnd trigger1 = time = 0 value = 4, 4 [State 192, pause] type = superpause trigger1 = time = 0 time = 30 movetime = 30 anim = -1 [State 193, 1] type = velset trigger1 = time > 17 y = -3 [State 193, 2] type = changestate trigger1 = animtime = 0 value = 7050 [Statedef 7050] type = A movetype = I physics = N anim = 7020 ctrl = 1 [State 7050: noguard] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 7050, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7050, 1] type = velset trigger1 = command = "holdfwd" x = 5 [State 7050, 2] type = velset trigger1 = command = "holdback" x = -3 [State 7050, 3] type = velset trigger1 = command = "holdup" trigger1 = pos y > -180 y = -3 [State 7050, 4] type = velset trigger1 = command = "holddown" trigger1 = pos y < 0 y = 3 [State 7050, 6] type = velset trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 7050, 7] type = velset trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = pos y > 0 trigger2 = command = "holddown" trigger3 = pos y < -180 trigger3 = command = "holdup" y = sin(time/8)/2 [State 7050, varset] type = varset trigger1 = time = 0 var(11) = 1 [State 7050, fan] type = helper trigger1 = 1 trigger1 = numhelper(7060) < 1 stateno = 7060 name = "fan" id = 7060 postype = p1 pos = 0, 0 helpertype = normal sprpriority = 20 [State 7050, fan2] type = helper trigger1 = 1 trigger1 = numhelper(7061) < 1 stateno = 7061 name = "fan2" id = 7061 postype = p1 pos = 0, 0 helpertype = normal sprpriority = 3 [State 7050, fan3] type = helper trigger1 = 1 trigger1 = numhelper(7062) < 1 stateno = 7062 name = "fan3" id = 7062 postype = p1 pos = 0, 0 helpertype = normal sprpriority = 3 [State 7050: Turn] type = Turn trigger1 = (P2Dist X < -1) [State 7050, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7050, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7050, daaaashu] type = changestate trigger1 = command = "FF" value = 7065 [State 7050, missile] type = changestate trigger1 = command = "x" trigger1 = numhelper(5432) < 1 value = 7066 [State 7050, chain] type = changestate trigger1 = command = "y" trigger1 = numhelper(5432) < 1 value = 7071 [State 7050, tornado] type = changestate trigger1 = command = "h" trigger1 = numhelper(5432) < 1 trigger1 = pos y < -50 value = 7075 [State 7050, magnet typhoon] type = changestate trigger1 = command = "z" trigger1 = numhelper(5432) < 1 value = 7078 [State 7050, run over] type = changestate trigger1 = screenpos x < -40 trigger2 = screenpos x > 350 triggerall = command = "c" triggerall = numhelper(5432) < 1 value = 7084 [State 7050, win] type = changestate trigger1 = win value = 180 [State 7050, notbound] type = screenbound trigger1 = 1 value = 0 [Statedef 7060] type = A movetype = I physics = N anim = 7021 [State 7060, 3] type = sprpriority trigger1 = 1 value = 3 [State 7060, 1] type = bindtoparent trigger1 = 1 [State 7060, 2] type = turn trigger1 = p2dist x < -1 trigger1 = root, stateno != 7065 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7075 trigger1 = root, stateno != 7071 trigger1 = root, stateno != 7066 [State 7060, 3] type = destroyself trigger1 = root, stateno = 7084 [Statedef 7061] type = A movetype = I physics = N anim = 7022 [State 7061, 1] type = bindtoparent trigger1 = 1 [State 7061, 2] type = turn trigger1 = p2dist x < -1 trigger1 = root, stateno != 7065 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7075 trigger1 = root, stateno != 7071 trigger1 = root, stateno != 7066 [State 7061, 4] type = destroyself trigger1 = root, stateno = 7084 [State 7061, 3] type = sprpriority trigger1 = 1 value = 3 [Statedef 7062] type = A movetype = I physics = N anim = 7023 [State 7062, 1] type = bindtoparent trigger1 = 1 [State 7062, 2] type = turn trigger1 = p2dist x < -1 trigger1 = root, stateno != 7065 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7078 trigger1 = root, stateno != 7075 trigger1 = root, stateno != 7071 trigger1 = root, stateno != 7066 [State 7062, 4] type = destroyself trigger1 = root, stateno = 7084 [State 7062, 3] type = sprpriority trigger1 = 1 value = 3 [Statedef 7051] type = S movetype = H physics = N anim = 7020 ctrl = 1 sprpriority = 2 [State 7051, 1] type = velset trigger1 = command = "holdfwd" x = 5 [State 7051, 2] type = velset trigger1 = command = "holdback" x = -3 [State 7051, 3] type = velset trigger1 = command = "holdup" trigger1 = pos y > -180 y = -3 [State 7051, 4] type = velset trigger1 = command = "holddown" trigger1 = pos y < 0 y = 3 [State 7051, 6] type = velset trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 7051, 7] type = velset trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = pos y > 0 trigger2 = command = "holddown" trigger3 = pos y < -180 trigger3 = command = "holdup" y = sin(time/8)/2 [State 7051, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7051: noguard] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 7051, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7051, 1] type = changestate trigger1 = time >= 1 value = 7050 [State 7065, notbound] type = screenbound trigger1 = 1 value = 0 [Statedef 7065] type = A movetype = I physics = N anim = 7026 velset = 8.5, 0 ctrl = 0 [State 7065, hitdef] type = HitDef trigger1 = time = 0 attr = A, SA animtype = hard damage = 150 guardflag = MA pausetime = 1,1 sparkno = 1 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -5, -3 fall = 1 [State 7065, sound] type = playsnd trigger1 = time = 1 value = 4, 5 [State 7065, notbound] type = screenbound trigger1 = 1 value = 0 [State 7065, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7065, 3] type = velset trigger1 = command = "holdup" y = -3 [State 7065, 4] type = velset trigger1 = command = "holddown" y = 3 [State 7050, 7] type = velset trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = pos y > 0 trigger2 = command = "holddown" trigger3 = pos y < -180 trigger3 = command = "holdup" y = 0 [State 7065, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7065, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7065, daaaashu] type = changestate trigger1 = command != "holdfwd" value = 7050 [Statedef 7066] type = A movetype = A physics = N anim = 7027 velset = 0, sin(time/8)/2 ctrl = 0 [State 7066, sound] type = playsnd trigger1 = animelem = 3 value = 4, 1 [State 7066, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7066, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7066, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7066, daaaashu] type = changestate trigger1 = animtime = 0 value = 7050 [State 7066, notbound] type = screenbound trigger1 = 1 value = 0 [State 7066, load] type = helper trigger1 = time = 17 trigger2 = time = 42 trigger3 = time = 67 trigger4 = time = 92 trigger5 = time = 117 trigger6 = time = 142 trigger7 = time = 167 trigger8 = time = 192 stateno = 7067 name = "missile" id = 7067 postype = p1 pos = 0, 6 helpertype = normal sprpriority = 1 [Statedef 7067] type = A movetype = I physics = N anim = 7028 [State 7067, 1] type = nothitby trigger1 = 1 value = sca [State 7067, 2] type = velset trigger1 = time <= 15 x = -3 [State 7067, 3] type = velset trigger1 = time > 15 x = 0 y = 3 [State 7067, 4] type = changestate trigger1 = p2dist y < 40 trigger1 = time > 15 value = 7068 [Statedef 7068] type = A movetype = A physics = N anim = 7029 velset = 6.5, 0 [State 7068, sound] type = playsnd trigger1 = time = 1 value = 4, 2 [State 7068, 1] type = nothitby trigger1 = 1 value = sca [State 7068, 2] type = HitDef trigger1 = time = 0 attr = A, SP damage = 5, 0 animtype = light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = -1 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 3 ground.hittime = 6 ground.velocity = -1 airguard.velocity = -0.5,-.4 air.type = High air.velocity = -0.3,-1.5 air.hittime = 6 [State 7068, 3] type = changestate trigger1 = movecontact value = 7069 [State 7068, 4] type = destroyself trigger1 = time > 100 [Statedef 7069] type = A movetype = A physics = N velset = 0, 0 anim = 7030 [State 7069, sound] type = playsnd trigger1 = time = 1 value = 4, 4 [State 7069, hitdef] type = HitDef trigger1 = time = 0 attr = A, SP damage = 40, 4 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = -1 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1,-.8 air.type = High air.velocity = -0.7,-3 air.hittime = 12 [State 7069, destroyself] type = destroyself trigger1 = animtime = 0 [Statedef 7071] type = A movetype = A physics = N anim = 7020 velset = 0, 0 ctrl = 0 [State 7071, sound] type = playsnd trigger1 = time = 10 trigger2 = time = 70 value = 4, 6 [State 7071, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7071, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7071, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7071, daaaashu] type = changestate trigger1 = time > 600 value = 7050 [State 7071, notbound] type = screenbound trigger1 = 1 value = 0 [State 7071, load] type = helper trigger1 = time = 10 stateno = 7072 name = "motherchain" id = 7071 postype = p1 pos = 8, 21 helpertype = normal sprpriority = 1 [State 7071, load2] type = helper trigger1 = time = 70 stateno = 7072 name = "motherchain2" id = 7081 postype = p1 pos = 8, 21 helpertype = normal sprpriority = 1 [State 7071, fow] type = velset trigger1 = command = "holdfwd" x = 5 [State 7071, back] type = velset trigger1 = command = "holdback" x = -3 [State 7071, up] type = velset trigger1 = command = "holdup" y = -3 [State 7071, down] type = velset trigger1 = command = "holddown" y = 3 [State 7071, stopx] type = velset trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 7071, stopy] type = velset trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = pos y > 0 trigger2 = command = "holddown" trigger3 = pos y < -180 trigger3 = command = "holdup" y = 0 [Statedef 7072] type = A movetype = A physics = N anim = 7032 [State 7072, sprpriority] type = sprpriority trigger1 = 1 value = 4 [State 7072, shadowless] type = assertspecial trigger1 = 1 flag = noshadow [State 7072, 1] type = velset trigger1 = time <= 12 y = 5 [State 7072, 2] type = helper trigger1 = time = 2 stateno = 7073 name = "chain1" id = 7073 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, 3] type = helper trigger1 = time = 4 stateno = 7073 name = "chain2" id = 7074 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, 4] type = helper trigger1 = time = 6 stateno = 7073 name = "chain3" id = 7075 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, 5] type = helper trigger1 = time = 8 stateno = 7073 name = "chain4" id = 7076 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, 6] type = helper trigger1 = time = 10 stateno = 7073 name = "chain5" id = 7077 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, 7] type = velset trigger1 = time > 12 trigger1 = time < 14 y = 0 [State 7072, 8] type = destroyself trigger1 = root, stateno = 7050 [State 7072, 9] type = velset trigger1 = time >= 14 y = -1.5*sin((time -14) *.05) + (root, vel y) x = 1.5*cos((time -14) *.025) + (root, vel x) [State 7072, nohit] type = nothitby trigger1 = 1 value = sca [State 7072, 10] type = helper trigger1 = time = 0 stateno = 7073 name = "chain0" id = 7078 pos = 0, 0 helpertype = normal sprpriority = 1 [State 7072, hitdef] type = HitDef trigger1 = 1 trigger1 = p2movetype != H attr = A, SA damage = 20, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 0 sparkno = -1 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 2 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -.5,-.4 air.type = High air.velocity = -0.3,-1.5 air.hittime = 10 [State 7072, playerpush] type = playerpush trigger1 = 1 value = 0 [Statedef 7073] type = A movetype = A physics = N anim = 7031 [State 7073, nohit] type = nothitby trigger1 = 1 value = sca [State 7073, sprpriority] type = sprpriority trigger1 = 1 value = 4 [State 7073, shadowless] type = assertspecial trigger1 = 1 flag = noshadow [State 7073, 1] type = destroyself trigger1 = numhelper(7071) < 1 [State 7072, 2] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7077) y = -1.1*sin((time -4) *.05) + (root, vel y) x = 1.1*cos(time*.025) + (root, vel x) [State 7072, 3] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7076) y = -0.9*sin((time -6) *.05) + (root, vel y) x = 0.9*cos(time*.025) + (root, vel x) [State 7072, 4] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7075) y = -0.7*sin((time -8) *.05) + (root, vel y) x = 0.7*cos(time*.025) + (root, vel x) [State 7072, 5] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7074) y = -0.5*sin((time -10) *.05) + (root, vel y) x = 0.5*cos(time*.025) + (root, vel x) [State 7072, 6] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7073) y = -0.3*sin((time -12) *.05) + (root, vel y) x = 0.3*cos(time*.025) + (root, vel x) [State 7072, 8] type = velset triggerall = root, time >= 14 trigger1 = ishelper(7078) y = 0 + (root, vel y) x = 0 + (root, vel x) [State 7073, hitdef] type = HitDef trigger1 = 1 trigger1 = p2movetype != H attr = A, SA damage = 1, 0 animtype = light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 0 sparkno = -1 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 1 ground.hittime = 5 ground.velocity = -1 airguard.velocity = -.2,-.2 air.type = High air.velocity = -0.1,-0.7 air.hittime = 5 [State 7073, playerpush] type = playerpush trigger1 = 1 value = 0 [Statedef 7075] type = A movetype = I physics = N anim = 7020 velset = 0, sin(time/8)/2 ctrl = 0 [State 7075, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7075, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7075, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7075, daaaashu] type = changestate trigger1 = time > 30 value = 7050 [State 7075, load] type = helper trigger1 = time = 0 stateno = 7076 name = "tornado" id = 7086 postype = p1 pos = 6, 65 helpertype = normal [State 7065, notbound] type = screenbound trigger1 = 1 value = 0 [Statedef 7076] type = A movetype = A physics = N anim = 7033 [State 7076, sound] type = playsnd trigger1 = animelem = 1 trigger1 = numhelper(7086) > 0 value = 4, 3 [State 7076, sprpriority] type = sprpriority trigger1 = 1 value = 5 [State 7076, 1] type = nothitby trigger1 = 1 value = sca [State 7076, 2] type = velset trigger1 = pos y < 0 trigger1 = time > 30 y = 4 [State 7076, 3] type = velset trigger1 = pos y >= 0 trigger1 = time > 30 y = 0 x = 4 [State 7076, 4] type = destroyself trigger1 = time > 100 [State 7073, playerpush] type = playerpush trigger1 = 1 value = 1 [Statedef 7078] type = A movetype = A physics = N anim = 7020 velset = 0, sin(time/8)/2 ctrl = 0 [State 7078, sprpriority] type = sprpriority trigger1 = 1 value = 2 [State 7078, hitoverride] type = hitoverride trigger1 = 1 value = sca, ap, aa stateno = 7051 time = -1 [State 7078, hitby] type = hitby trigger1 = 1 value = sca, ap, aa time = -1 [State 7078, daaaashu] type = changestate trigger1 = time > 60 trigger1 = numhelper(5432) < 1 value = 7050 [State 7078, load] type = helper trigger1 = time = 30 stateno = 7079 name = "orb" id = 5432 postype = p1 pos = 30, 0 helpertype = normal sprpriority = 1 [State 7078, velset] type = velset trigger1 = 1 x = 0 y = 0 [State 7078, notbound] type = screenbound trigger1 = 1 value = 0 [Statedef 7079] type = A movetype = A physics = N [State 7079, 1] type = changeanim trigger1 = time = 0 value = 7034 [State 7079, 2] type = velset trigger1 = time < 80 x = 0.5 y = 0.5 [State 7079, 3] type = changeanim trigger1 = time = 30 value = 7035 [State 7079, 4] type = changeanim trigger1 = time = 74 value = 7036 [State 7079, 5] type = velset trigger1 = time = 80 x = 0 y = 0 [State 7079, 6] type = changeanim trigger1 = time = 110 value = 7041 [State 7079, 7] type = changestate trigger1 = time > 136 value = 7081 [Statedef 7081] type = A movetype = I physics = N anim = 7040 velset = 0, 0 [State 7081, sound] type = playsnd trigger1 = 40 trigger1 = numhelper(5432) > 0 value = 4, 3 [State 7081, 1] type = destroyself trigger1 = time > 750 [State 7081, angleset] type = angleset trigger1 = time = 0 value = 1 [State 7081, angledraw] type = angledraw trigger1 = 1 value = 1 [State 7081, anglemul] type = anglemul trigger1 = time < 420 trigger1 = 1 value = time*3 [State 7081, anglemul2] type = anglemul trigger1 = time >= 420 trigger1 = 1 value = (time*3)*(-1) [State 7081: VarRandom] type = VarRandom trigger1 = 1 v = 0 range = -250,250 [State 7081: VarRandom2] type = VarRandom trigger1 = 1 v = 1 range = -300, 300 [State 7081, load] type = helper trigger1 = time = 20 trigger2 = time = 50 trigger3 = time = 70 trigger4 = time = 90 trigger5 = time = 110 trigger6 = time = 130 trigger7 = time = 150 trigger8 = time = 170 trigger9 = time = 190 trigger10 = time = 210 trigger11 = time = 230 trigger12 = time = 250 trigger13 = time = 270 trigger14 = time = 290 trigger15 = time = 310 stateno = 7082 name = "scrap" id = 5431 postype = p1 pos = var(0),var(1) helpertype = normal sprpriority = 1 [State 7081, load2] type = helper trigger1 = time = 430 trigger2 = time = 450 trigger3 = time = 470 trigger4 = time = 490 trigger5 = time = 510 trigger6 = time = 530 trigger7 = time = 550 trigger8 = time = 570 trigger9 = time = 590 trigger10 = time = 610 trigger11 = time = 630 trigger12 = time = 650 trigger13 = time = 670 trigger14 = time = 690 trigger15 = time = 710 stateno = 7083 name = "scrap2" id = 9431 postype = p1 pos = 0, 0 helpertype = normal sprpriority = 1 [Statedef 7082] type = A movetype = A physics = N anim = 7038 [State 7082, shadowless] type = assertspecial trigger1 = 1 flag = noshadow [State 7082, nohit] type = nothitby trigger1 = 1 value = sca [State 7082: VelAdd1] type = VelAdd trigger1 = (ParentDist X < 0) && (Vel X > -3) x = -0.2 [State 7082: VelAdd2] type = VelAdd trigger1 = (ParentDist X >= 0) && (Vel X < 3) x = 0.2 [State 7082: VelAdd3] type = VelAdd trigger1 = (ParentDist y >= 0) && (Vel y < 3) y = 0.2 [State 7082: VelAdd4] type = VelAdd trigger1 = (ParentDist y < 0) && (Vel y > -3) y = -0.2 [State 7082, 7] type = destroyself trigger1 = time > 2 trigger1 = parentdist x > -20 trigger1 = parentdist x < 20 trigger1 = parentdist y < 20 trigger1 = parentdist y > -20 [State 7082, nothitby] type = nothitby trigger1 = 1 value = sca [State 7082, hitdef] type = HitDef trigger1 = Time = 0 attr = A, SP animtype = hard damage = 100 guardflag = MA pausetime = 1,1 sparkno = 1 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 7 ground.hittime = 15 ground.velocity = 2 air.velocity = 2, 1 [Statedef 7083] type = A movetype = A physics = N anim = 7038 velset = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85))) [State 7083, shadowless] type = assertspecial trigger1 = 1 flag = noshadow [State 7083, nothitby] type = nothitby trigger1 = 1 value = sca [State 7083, destroyself] type = destroyself trigger1 = time > 180 [State 7083, hitdef] type = HitDef trigger1 = Time = 0 attr = A, SP animtype = hard damage = 100 guardflag = MA pausetime = 1,1 sparkno = 1 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 7 ground.hittime = 15 ground.velocity = -2 air.velocity = -2, 1 [Statedef 7084] type = A movetype = A physics = N ctrl = 0 [State 7084, shadowless] type = assertspecial trigger1 = 1 flag = noshadow [state 7084, sprpriority1] type = sprpriority trigger1 = (0.25 + var(03)/100.0) <= 1 value = -5 [state 7084, sprpriority2] type = sprpriority trigger1 = (0.25 + var(03)/100.0) > 1 value = 5 [State 7084, sound] type = playsnd trigger1 = (0.25 + var(03)/100.0) = 1 trigger2 = time = 330 value = 4, 5 [state 7084, varreset] type = VarSet trigger1 = time = 0 ignorehitpause = 1 var(03) = 0 [state 7084, varreset2] type = VarSet trigger1 = time = 0 ignorehitpause = 1 var(04) = 0 [State 7084, varadd] type = varadd trigger1 = time >= 60 trigger1 = 1 var(03) = 1 [State 7084, varadd2] type = varadd trigger1 = command = "holdback" trigger1 = time >= 60 trigger1 = time < 300 var(04) = 1 [State 7084, varadd2] type = varadd trigger1 = command = "holdfwd" trigger1 = time >= 60 trigger1 = time < 300 var(04) = -1 [State 7084, varstop] type = varset trigger1 = var(04) >= 45 ignorehitpause = 1 var(04) = 45 [State 7084, varstop2] type = varset trigger1 = var(04) <= (-45) ignorehitpause = 1 var(04) = -45 [State 7084, changeanim0] type = changeanim trigger1 = time = 0 value = 7042 [State 7084, velset1] type = velset trigger1 = time = 0 x = 3 [State 7084, velset1] type = velset trigger1 = time = 60 x = 0 [State 7084, velset2] type = velset trigger1 = time > 200 trigger1 = time < 300 y = -3 [State 7084, angleset] type = angleset trigger1 = time = 0 value = 1 [State 7084, angledraw] type = angledraw trigger1 = 1 trigger1 = time < 60 value = 1 scale = 0.20, 0.20 [State 7084, angledraw2] type = angledraw trigger1 = 1 trigger1 = time >= 60 trigger1 = time < 300 value = 1 scale = 0.20 + var(03)/100.0, 0.20 + var(03)/100.0 [State 7084, angledraw3] type = angledraw trigger1 = 1 trigger1 = time >= 300 value = 1 scale = 1, 1 [State 7084, anglemul] type = anglemul trigger1 = time < 60 trigger1 = 1 value = (time*6)*(-1) [State 7084, anglemul2] type = anglemul trigger1 = time >= 60 trigger1 = time < 300 trigger1 = 1 value = var(04) [State 7084, hitdef] type = HitDef trigger1 = (0.20 + var(03)/100.0) >= 0.85 trigger1 = (0.20 + var(03)/100.0) <= 1.15 trigger1 = p2movetype != H attr = A, SA animtype = hard damage = 250 guardflag = MA pausetime = 1,1 sparkno = 1 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 7 ground.hittime = 15 ground.velocity = -2 air.velocity = -2, 1 fall = 1 [State 7084, changeanim] type = changeanim trigger1 = time = 300 value = 7026 [State 7084, posset] type = posset trigger1 = time = 300 x = -300 y = -40 [State 7084, velset4] type = velset trigger1 = time = 300 trigger1 = p2dist x >= 0 x = 5 y = 0 [State 7084, velset6] type = velset trigger1 = time = 300 trigger1 = p2dist x < 0 x = -5 y = 0 [State 7084, turn] type = turn trigger1 = time = 300 trigger1 = p2dist x < 0 [State 7084, velset5] type = velset trigger1 = time >= 60 trigger1 = time < 300 x = (var(04)/7.0)*(-1) [State 7084, changestate] type = changestate trigger1 = time = 350 value = 7050 [State 7084, notbound] type = screenbound trigger1 = 1 value = 0 ;SLs [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 poweradd = 20 sprpriority = 2 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, NA damage = 30, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 2 sparkno = 0 sparkxy = -5, -38 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1,-.8 air.type = High air.velocity = -0.7,-3 air.hittime = 12 [State 200, 2] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 200, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 200, 6] type = ChangeState trigger1 = AnimTime > 10 trigger1 = command = "y" value = 210 ctrl = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Sms [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 45 guardflag = MA pausetime = 3,3 sparkno = 1 sparkxy = -5,-35 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 17 ground.velocity = -2.7 air.velocity = -1.3,-4 [State 210, 4] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 210, 5] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 10 [State 210, 8] type = PlaySnd trigger1 = animelem = 5 value = 1, 2 [State 210, 6] type = ChangeState trigger1 = Time > 9 trigger1 = command = "z" value = 240 ctrl = 0 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Shs [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 = 63 guardflag = MA pausetime = 4,4 sparkno = 1 sparkxy = -5,-30 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3.2 fall = 1 [State 240, 3] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 1 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 200, 5] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 ;Cls [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 15 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 2,2 sparkno = 0 sparkxy = -5,-21 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 12 ground.velocity = -2 air.velocity = -0.7,-3 [State 400, 4] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 200, 6] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;Cms [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 = time = 0 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 3,3 sparkno = 1 sparkxy = -5,-27 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2 air.velocity = -1.5,-4 [State 410, 4] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 200, 6] type = PlaySnd trigger1 = animelem = 3 value = 1, 2 [State 410, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Chs [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 = 72 hitflag = MAFD guardflag = L pausetime = 4,4 sparkno = 1 sparkxy = -3,-5 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -0.7,-2 air.velocity = -0.6,-3 guard.velocity = -2.5 fall = 1 [State 440, 3] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 1 [State 200, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Jump Light slash [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 2,2 sparkno = 0 sparkxy = -5,-29 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -2 air.velocity = -0.6,-3 [State 600, 3] type = PlaySnd trigger1 = animelem = 3 value = 0, 10 channel = 0 [State 600, 5] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 600, 4] type = CtrlSet trigger1 = animtime = 0 value = 1 ;Jms [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 3,3 sparkno = 1 sparkxy = -5,-27 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 12 ground.hittime = 20 ground.velocity = -2.5 air.velocity = -1.5,-4 [State 610, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 2 ;Jump hard slash ; CNS difficulty: easy [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 = 3 value = 0, 1 [State 640, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 4,4 sparkno = 1 sparkxy = -5,-20 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -1.5,-4 ; rising [statedef 8370] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 1001 [state 8370, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, SA damage = 60, 10 animtype = heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 2 sparkno = 3 sparkxy = 0, -25 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2.5,-5 air.type = High air.velocity = -2.5,-5 air.hittime = 12 fall = 1 air.fall = 1 [State 8370, 2] type = ChangeState trigger1 = AnimElem = 3 value = 8369 [StateDef 8369] type = A movetype = A physics = A Anim = 8369 velset = 0,-12 ctrl = 0 [state 8369, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, SA damage = 75, 10 animtype = heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 2 sparkno = 3 sparkxy = 0, -25 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2.5,-10 air.type = High air.velocity = -2.5,-10 air.hittime = 12 fall = 1 air.fall = 1 [State 8369, 2] type = VelSet trigger1 = AnimElem = 6 y = 4 [State 8369, 3] type = PlaySnd trigger1 = animelem = 1 channel = 0 value = 0, 1 [State 8369, 5] type = PlaySnd trigger1 = animelem = 1 value = 1, 2 [State 8369, 4] type = ChangeState trigger1 = AnimElem = 7 value = 8342 ;lw [Statedef 1300] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 200 [State 1300, 4] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 15, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 2 sparkno = 0 sparkxy = -5, -38 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1,-.8 air.type = High air.velocity = -0.7,-3 air.hittime = 12 [State 1300, 4] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 1300, 7] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 1300, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 1200 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 43,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 2,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1300, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Mw [Statedef 1310] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 210 [State 1310, 6] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 23 guardflag = MA pausetime = 3,3 sparkno = 1 sparkxy = -5,-35 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.7 air.velocity = -1.2,-4 [State 1310, 5] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 10 [State 1310, 9] type = PlaySnd trigger1 = animelem = 5 value = 1, 2 [State 1310, 8] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 1310, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 7010 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, -1 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 43,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,3 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1310, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Hw [Statedef 1320] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 240 [State 1320, 4] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 1 [State 1320, 6] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 [State 1320, 5] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 32 guardflag = MA pausetime = 3,3 sparkno = 1 sparkxy = -5,-35 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3 air.velocity = -1.1,-3.2 [State 1320, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 7010 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 64,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 2,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 1320, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 2002] type = A movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0 anim = 1350 [State 2002, 1] type = Helper trigger1 = animelem = 5 stateno = 20022 name = "storm" id = 1010 postype = p2 pos = 0, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 2002, 2] type = PlaySnd trigger1 = animelem = 1 channel = 0 value = 0, 8 [State 2002, 4] type = PlaySnd trigger1 = animelem = 2 value = 1, 3 [State 2002, 3] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 8342 ;b [Statedef 20022] type = S movetype= A physics = N velset = 0,0 anim = 1352 velset = 0, 0 ctrl = 0 [State 20022, notgethit] type = nothitby trigger1 = 1 value = sca [State 20022, velset] type = velset triggerall = pos y < -1 trigger1 = 1 y = 15 [State 20022, velzero] type = velset triggerall = pos y >= -1 trigger1 = 1 y = 0 [State 20022, 1] type = PosAdd trigger1 = Time = 0 X = (P2Dist X) + 1 [State 20022, 2] type = HitDef trigger1 = time = 0 attr = S, NA damage = 10, 2 animtype = hard hitflag = MAF guardflag = HA pausetime = 0,2 sparkno = -1 sparkxy = -7,-47 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.type = High guard.ctrltime = 20 guard.velocity = 0 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 air.velocity = 0,02 [State 20022, changestate] type = changestate trigger1 = pos y >= -1 value = 20023 [StateDef 4004] type = A movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0 anim = 1354 [State 4004, 1] type = superpause trigger1 = time = 0 anim = -1 time = 15 [State 4004, poweradd] type = poweradd trigger1 = time = 0 value = -1500 [State 4004, 1] type = Helper trigger1 = animelem = 8 trigger2 = animelem = 17 stateno = 40044 name = "storm" id = 1010 postype = p2 pos = 0, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4004, 4] type = Helper trigger1 = animelem = 5 trigger2 = animelem = 20 stateno = 40044 name = "storm2" id = 1011 postype = p2 pos = -25, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4004, 5] type = Helper trigger1 = animelem = 23 stateno = 40044 name = "storm3" id = 1012 postype = p2 pos = 25, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4004, 6] type = Helper trigger1 = animelem = 14 trigger2 = animelem = 29 stateno = 40044 name = "storm4" id = 1013 postype = p2 pos = -40, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4004, 7] type = Helper trigger1 = animelem = 11 trigger2 = animelem = 26 stateno = 40044 name = "storm5" id = 1014 postype = p2 pos = 40, -300 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4004, 2] type = PlaySnd trigger1 = animelem = 1 channel = 0 value = 0, 8 [State 4004, sound] type = PlaySnd trigger1 = animelem = 2 value = 1, 3 [State 4004, 3] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 8342 [Statedef 40044] type = S movetype= A physics = N velset = 0,0 anim = 1352 ctrl = 0 [State 40044, notgethit] type = nothitby trigger1 = 1 value = sca [State 40044, velset] type = velset triggerall = pos y < -1 trigger1 = 1 y = 16 [State 40044, velzero] type = velset triggerall = pos y >= -1 trigger1 = 1 y = 0 [State 40044, 2] type = HitDef trigger1 = time = 0 attr = S, NA damage = 50, 5 animtype = hard hitflag = MAF guardflag = HA pausetime = 0,2 sparkno = -1 sparkxy = -15,-95 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.type = High guard.ctrltime = 20 guard.velocity = 0 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 air.velocity = 0,02 [State 4004, sounf] type = PlaySnd trigger1 = pos y >= -1 trigger2 = movecontact value = 0, 9 [State 4044, destroyself] type = destroyself trigger1 = time > 20 ;b [Statedef 20023] type = S movetype= A physics = N velset = 0,0 anim = 1353 velset = 0, 0 ctrl = 0 [State 20023, nothitby] type = nothitby trigger1 = 1 value = sca [State 20023, velzero] type = velset trigger1 = 1 y = 0 [State 20023, 2] type = HitDef trigger1 = time = 0 attr = S, NA damage = 50, 8 animtype = hard hitflag = MAF guardflag = HL pausetime = 0,2 sparkno = -1 sparkxy = -7,-47 guard.sparkno = -1 hitsound = 5,0 p2facing = 1 guardsound = 5,14 ground.type = High guard.ctrltime = 20 guard.velocity = 0 guard.slidetime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 air.velocity = 0,0 [State 20023, 3] type = PlaySnd trigger1 = time = 0 value = 0, 9 [State 20023, 1.54] type = Destroyself trigger1 = time > 10 ; id [StateDef 6000] type = S movetype = A physics = S anim = 8900 ctrl = 0 velset = 0,0 [State 6000: NotHitBy] type = NotHitBy triggerall = time > 16 trigger1 = 1 value = SCA [State 6000, 1] type = Velset triggerall = time > 16 triggerall = time < 34 trigger1 = 1 x = 8 y = 0 [State 6000, stop] type = Velset triggerall = time >= 34 trigger1 = 1 x = 0 y = 0 [State 6000, 2] type = hitdef trigger1 = time = 0 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1.5,-7 air.velocity = -1,-3 fall = 1 [State 6000, 5] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 6000, 4] type = changestate trigger1 = animtime = 0 value = 8901 [StateDef 8901] type = S movetype = A physics = S anim = 8901 ctrl = 0 velset = 0,0 [State 8900, 1] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 30 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8901, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [State 8901, 4] type = PlaySnd trigger1 = animelem = 1 value = 1, 3 ;drill robot [StateDef 8800] type = A movetype = A physics = S anim = 8800 ctrl = 0 velset = 0,0 [State 8800, 2] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 2 [State 8800, 4] type = PlaySnd trigger1 = animelem = 5 value = 1, 1 [State 8800, 1] type = Helper trigger1 = animelem = 5 stateno = 8815 name = "droid" id = 8802 postype = p1 pos = 10, -37 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 8800, 3] type = changestate trigger1 = animtime = 0 value = 8342 ctrl = 1 [Statedef 8810] type = A movetype = A physics = N velset = 0, 0 sprpriority = 5 [State 8801, turn] type = turn trigger1 = p2dist x < -1 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -8 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8801, 1] type = changestate triggerall = animtime = 0 triggerall = p2dist y < 50 triggerall = p2dist y > 0 trigger1 = p2dist x > 0 value = 8811 [State 8801, 2] type = changestate triggerall = animtime = 0 triggerall = p2dist y < 50 triggerall = p2dist y > 0 trigger1 = p2dist x < 0 value = 8812 [State 8801, 3] type = changestate triggerall = animtime = 0 triggerall = p2dist x < 20 triggerall = p2dist x > -20 trigger1 = p2dist y > 0 value = 8813 [State 8801, 4] type = changestate triggerall = animtime = 0 triggerall = p2dist x < 20 triggerall = p2dist x > -20 trigger1 = p2dist y < 0 value = 8814 [State 8801, 5] type = changestate triggerall = animtime = 0 trigger1 = p2dist y >= 50 trigger1 = p2dist x > 20 trigger1 = p2dist x > p2dist y value = 8815 [State 8801, 30] type = changestate triggerall = animtime = 0 trigger1 = p2dist y >= 50 trigger1 = p2dist x > 20 trigger1 = p2dist x < p2dist y value = 8819 [State 8801, 6] type = changestate triggerall = animtime = 0 trigger1 = p2dist y >= 50 trigger1 = p2dist x < -20 value = 8817 [State 8801, 7] type = changestate triggerall = animtime = 0 trigger1 = p2dist y < 0 trigger1 = p2dist x > 20 trigger1 = (p2dist y)*(-1) < p2dist x value = 8816 [State 8801, 31] type = changestate triggerall = animtime = 0 trigger1 = p2dist y < 0 trigger1 = p2dist x > 20 trigger1 = (p2dist y)*(-1) > p2dist x value = 8820 [State 8801, 8] type = changestate triggerall = animtime = 0 trigger1 = p2dist y < 0 trigger1 = p2dist x < -20 value = 8818 [State 8801, 9] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8811 trigger2 = prevstateno = 8812 value = 8304 [State 8801, 10] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8814 value = 8306 [State 8801, 11] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8813 value = 8308 [State 8801, 12] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8816 trigger2 = prevstateno = 8818 value = 8310 [State 8801, 13] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8815 trigger2 = prevstateno = 8817 value = 8303 [State 8801, 14] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8819 value = 8314 [State 8801, 14] type = changeanim triggerall = time = 0 trigger1 = prevstateno = 8820 value = 8312 [Statedef 8811] type = A movetype = A physics = N anim = 8301 velset = 3, 0 sprpriority = 5 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 value = 8810 [Statedef 8812] type = A movetype = A physics = N anim = 8301 velset = -3, 0 sprpriority = 5 [State 8812, turn] type = turn trigger1 = time = 0 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 value = 8810 [Statedef 8813] type = A movetype = A physics = N anim = 8307 velset = 0, 3 sprpriority = 5 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 trigger2 = pos y > -5 value = 8810 [Statedef 8814] type = A movetype = A physics = N anim = 8305 velset = 0, -3 sprpriority = 5 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 value = 8810 [Statedef 8815] type = A movetype = A physics = N anim = 8302 velset = 2.5, 1.5 sprpriority = 5 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 trigger2 = pos y > -5 value = 8810 [Statedef 8819] type = A movetype = A physics = N anim = 8313 velset = 1.5, 2.5 sprpriority = 5 [State 8819: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8819: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8819: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8819, 2] type = changestate trigger1 = time = 30 trigger2 = pos y > -5 value = 8810 [Statedef 8816] type = A movetype = A physics = N anim = 8309 velset = 2.5, -1.5 sprpriority = 5 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 value = 8810 [Statedef 8820] type = A movetype = A physics = N anim = 8311 velset = 1.5, -2.5 sprpriority = 5 [State 8820: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8820: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8820: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8820, 2] type = changestate trigger1 = time = 30 value = 8810 [Statedef 8817] type = A movetype = A physics = N anim = 8302 velset = -2.5, 1.5 sprpriority = 5 [State 8817, turn] type = turn trigger1 = time = 0 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 trigger2 = pos y > -5 value = 8810 [Statedef 8818] type = A movetype = A physics = N anim = 8309 velset = -2.5, -1.5 sprpriority = 5 [State 8818, turn] type = turn trigger1 = time = 0 [State 8801: NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 8801: HitDef] type = HitDef trigger1 = 1 attr = S, SP damage = 27,1 animtype = light getpower = 10 givepower = 20 guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, -2 air.type = high air.velocity = -1.4,-3 air.juggle = 1 air.fall = 1 [State 8801: DestroySelf] type = DestroySelf trigger1 = (Time > 2000) trigger2 = (MoveContact) ignorehitpause = 1 [State 8810, 2] type = changestate trigger1 = time = 30 value = 8810 ; air wave [StateDef 8975] type = A movetype = A physics = A anim = 8975 ctrl = 0 velset = 0,0 [State 8975, 2] type = PlaySnd trigger1 = animelem = 7 value = 0, 1 [State 8975, 5] type = Velset trigger1 = time > 6 x = 5 [State 8975, 6] type = Velset trigger1 = animelem = 3 y = 12 [State 8975, 8] type = Veladd triggerall = time > 6 trigger1 = 1 y = -1.90 [State 8975, 9] type = helper trigger1 = time = 13 name = "airwave" pos = 0, 0 anim = 8976 helpertype = normal stateno = 8976 id = 8976 [State 8975, 10] type = ChangeState trigger1 = AnimTime = 0 value = 8342 ctrl = 1 ; EX skill [StateDef 8990] type = A movetype = I physics = S anim = 8903 velset = 0,-0.5 ctrl = 0 [State 8990, aura] type = Helper trigger1 = animelem = 1 stateno = 4321 name = "aura" id = 4321 postype = p1 pos = 0, 0 helpertype = normal sprpriority = -5 supermovetime = 55 [State 8990, 1] type = superpause trigger1 = animelem = 1 time = 55 movetime = 55 anim = -1 [State 8990, 2] type = PowerAdd trigger1 = animtime = 0 value = -3000 [State 8990, 2] type = velset trigger1 = animelem = 6 y = 3 [State 8990, 3] type = changestate trigger1 = animtime = 0 value = 8375 [Statedef 4321] type = A movetype = I physics = N anim = 4321 velset = 0, -0.5 [State 4321, 1] type = changestate trigger1 = root, animelem = 6 value = 4322 [Statedef 4322] type = A movetype = I physics = N anim = 4322 [State 4322, 1] type = destroyself trigger1 = animtime = 0 [StateDef 8375] type = A movetype = A physics = S anim = 8904 velset = 0, 0 ctrl = 0 [State 8375, velset] type = velset trigger1 = time > 5 trigger1 = time < 23 x = 10 [State 8379, nothitby] type = nothitby triggerall = time > 5 triggerall = time < 39 trigger1 = 1 value = sca [State 8375, 1] type = VelSet trigger1 = time >= 23 x = 0 y = 0 [State 8375: sound] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 8375: sound2] type = PlaySnd trigger1 = animelem = 10 value = 0, 1 [State 8375, 2] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8375, 3] type = turn trigger1 = animelem = 37 [State 8375, 4] type = Projectile trigger1 = AnimElem = 18 projanim = 8990 projshadow = 0, 0, 0 projremove = 0 offset = 0, 0 velocity = 0, 7 accel = 0, 0 projhits = 3 projmisstime = 0 ;HitDef attr = S, SP damage = 45,5 animtype = Hard getpower = 0 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8375, 5] type = ChangeState trigger1 = animtime = 0 value = 8376 [StateDef 8376] type = A movetype = A physics = S anim = 8904 velset = 0, 0 ctrl = 0 [State 8375, velset] type = velset trigger1 = time > 5 trigger1 = time < 23 x = 10 [State 8379, nothitby] type = nothitby triggerall = time > 5 triggerall = time < 39 trigger1 = 1 value = sca [State 8375, 1] type = VelSet trigger1 = time >= 23 x = 0 y = 0 [State 8376: sound] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 8376: sound2] type = PlaySnd trigger1 = animelem = 10 value = 0, 1 [State 8376, 2] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8376, 3] type = turn trigger1 = animelem = 37 [State 8376, 4] type = Projectile trigger1 = AnimElem = 18 projanim = 8990 projshadow = 0, 0, 0 projremove = 0 offset = 0, 0 velocity = 0, 7 accel = 0, 0 projhits = 3 projmisstime = 0 ;HitDef attr = S, SP damage = 45,5 animtype = Hard getpower = 0 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8376, 5] type = ChangeState trigger1 = animtime = 0 value = 8377 [StateDef 8377] type = A movetype = A physics = S anim = 8904 velset = 0, 0 ctrl = 0 [State 8375, velset] type = velset trigger1 = time > 5 trigger1 = time < 23 x = 10 [State 8379, nothitby] type = nothitby triggerall = time > 5 triggerall = time < 39 trigger1 = 1 value = sca [State 8375, 1] type = VelSet trigger1 = time >= 23 x = 0 y = 0 [State 8377: sound] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 8377: sound2] type = PlaySnd trigger1 = animelem = 10 value = 0, 1 [State 8377, 2] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8377, 3] type = turn trigger1 = animelem = 37 [State 8377, 4] type = Projectile trigger1 = AnimElem = 18 projanim = 8990 projshadow = 0, 0, 0 projremove = 0 offset = 0, 0 velocity = 0, 7 accel = 0, 0 projhits = 3 projmisstime = 0 ;HitDef attr = S, SP damage = 45,5 animtype = Hard getpower = 0 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8377, 5] type = ChangeState trigger1 = animtime = 0 value = 8378 [StateDef 8378] type = A movetype = A physics = S anim = 8904 velset = 0, 0 ctrl = 0 [State 8375, velset] type = velset trigger1 = time > 5 trigger1 = time < 23 x = 10 [State 8379, nothitby] type = nothitby triggerall = time > 5 triggerall = time < 39 trigger1 = 1 value = sca [State 8375, 1] type = VelSet trigger1 = time >= 23 x = 0 y = 0 [State 8378: sound] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 8378: sound2] type = PlaySnd trigger1 = animelem = 10 value = 0, 1 [State 8378, 2] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8378, 3] type = turn trigger1 = animelem = 37 [State 8378, 4] type = Projectile trigger1 = AnimElem = 18 projanim = 8990 projshadow = 0, 0, 0 projremove = 0 offset = 0, 0 velocity = 0, 7 accel = 0, 0 projhits = 3 projmisstime = 0 ;HitDef attr = S, SP damage = 45,5 animtype = Hard getpower = 0 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8378, 5] type = ChangeState trigger1 = animtime = 0 value = 8379 [StateDef 8379] type = A movetype = A physics = S anim = 8904 velset = 0, 0 ctrl = 0 [State 8375, velset] type = velset trigger1 = time > 5 trigger1 = time < 23 x = 10 [State 8379, nothitby] type = nothitby triggerall = time > 5 triggerall = time < 39 trigger1 = 1 value = sca [State 8375, 1] type = VelSet trigger1 = time >= 23 x = 0 y = 0 [State 8379: sound] type = PlaySnd trigger1 = animelem = 10 value = 0, 6 [State 8379: sound2] type = PlaySnd trigger1 = animelem = 10 value = 0, 1 [State 8379, 2] type = hitdef trigger1 = animelem = 1 attr = S, SA damage = 50 guardflag = MA pausetime = 12,12 hitsound = 5,0 guardsound = 6,0 sparkxy = 0,-35 animtype = Hard ground.type = High ground.slidetime = 10 ground.hittime = 12 ground.velocity = -1,-7 air.velocity = -2,-3 fall = 1 [State 8379, 3] type = turn trigger1 = animelem = 37 [State 8379, 4] type = Projectile trigger1 = AnimElem = 18 projanim = 8990 projshadow = 0, 0, 0 projremove = 0 offset = 0, 0 velocity = 0, 7 accel = 0, 0 projhits = 3 projmisstime = 0 ;HitDef attr = S, SP damage = 45,5 animtype = Hard getpower = 0 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8379, 6] type = changestate trigger1 = animtime = 0 value = 8342 ctrl = 1 [StateDef 7557] type = S movetype = A physics = S anim = 7623 velset = 0,0 ctrl = 0 [State 7557, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 15, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit ;Hit/Miss/Dodge type (Def: Hit) pausetime = 2, 2 sparkno = 0 sparkxy = -5, -38 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1,-.8 air.type = High air.velocity = -0.7,-3 air.hittime = 12 [State 7557: sound] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 7557, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 7557, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 1200 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 43,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 2,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 7557, 3] type = ChangeState trigger1 = AnimTime = 0 value = 7558 ctrl = 0 [StateDef 7558] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 7624 [State 7558: sound] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 10 [State 7558, 4] type = PlaySnd trigger1 = animelem = 5 value = 1, 2 [State 7558, 6] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 23 guardflag = MA pausetime = 3,3 sparkno = 1 sparkxy = -5,-35 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.7 air.velocity = -1.2,-4 [State 7558, 8] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 7558, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 7010 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, -1 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 43,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 7558, 3] type = ChangeState trigger1 = AnimTime = 0 value = 7559 ctrl = 0 [StateDef 7559] type = S movetype= A physics = S poweradd= 100 ctrl = 0 velset = 0,0 anim = 7625 [State 7559: sound] type = PlaySnd trigger1 = animelem = 5 channel = 0 value = 0, 1 [State 200, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 [State 7559, 5] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 32 guardflag = MA pausetime = 3,3 sparkno = 1 sparkxy = -5,-30 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3 air.velocity = -1.1,-3.2 [State 7559, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 7010 projshadow = 0, 0, 0 projremove = 0 offset = 40, -20 velocity = 5, 0 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 60,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 2,2 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 7559, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;fly [Statedef 8341] type = A movetype = I physics = N anim = 41 [State 8341: VarSet] type = VarSet trigger1 = (!Time) var(0) = 1 [State 8341: VelSet] type = VelSet trigger1 = (Time > 10) y = -6 [State 8341: VelAdd] type = VelAdd trigger1 = (Time > 10) && (Time < 30) && (Vel Y < -1) y = 0.40 [State 8341: ChangeState] type = ChangeState trigger1 = (Time > 30) value = 8342 [Statedef 8342] type = A movetype = I physics = N anim = 41 velset = 0,0 ctrl = 1 [State 8342: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 8342: Turn] type = Turn trigger1 = (P2Dist X < -1) [State 8342: Null] type = Null trigger1 = (!Time) trigger1 = (Var(1) := 0) && (Var(0) := 1) trigger2 = (Var(1) = -10) || (Var(1) = 10) trigger2 = (Var(7) := IfElse(Var(1) = -10,0,1)) [State 8342: VarAdd] type = VarAdd trigger1 = 1 var(1) = IfElse(Var(7) = 0,1,-1) [State 8342: VelAdd] type = VelAdd trigger1 = 1 y = IfElse(Var(7) = 1,0.05,-0.05) [State 8342: ChangeState] type = ChangeState trigger1 = (Command = "holdfwd") value = 8343 [State 8342: ChangeState] type = ChangeState trigger1 = (Command = "holdback") value = 8344 [State 8342: changestate] type = changestate trigger1 = command = "m" trigger1 = var(20) != 1 value = 8348 [State 8342: changestate] type = changestate triggerall = var(20) != 1 trigger1 = command = "holdup" trigger2 = command = "holdc" value = 8349 [State 8342: ChangeState] type = ChangeState trigger1 = (Command = "x") value = 8345 [State 8342: ChangeState] type = ChangeState trigger1 = (Command = "y") value = 8346 [State 8342: ChangeState] type = ChangeState trigger1 = (Command = "z") value = 8347 [State 8342, win] type = changestate trigger1 = win value = 50 [Statedef 8343] type = A movetype = I physics = N anim = 6238 ctrl = 1 velset = 5, 0 [State 8343: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 8343: Null] type = Null trigger1 = (!Time) trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) [State 8343: ChangeState] type = ChangeState trigger1 = (Command != "holdfwd") && (Command != "holdup") value = 8342 [Statedef 8348] type = A movetype = I physics = A anim = 6329 ctrl = 1 velset = 0, 5 [State 8348: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 8348, countergravity] type = veladd trigger1 = 1 y = -0.4 [State 8348: Null] type = Null trigger1 = (!Time) trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) [State 8348: ChangeState] type = ChangeState trigger1 = (Command != "m") value = 8342 [Statedef 8349] type = A movetype = I physics = A anim = 8349 ctrl = 1 velset = 0, 0 [State 8349, velset] type = velset trigger1 = pos y > -160 y = -5 [State 8349, stop] type = velset trigger1 = pos y <= -160 y = 0 [State 8349: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 8349, countergravity] type = veladd triggerall = pos y > -160 trigger1 = 1 y = -0.4 [State 8349: Null] type = Null trigger1 = (!Time) trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) [State 8349: ChangeState] type = ChangeState trigger1 = (Command != "holdup") trigger1 = command != "holdc" value = 8342 [Statedef 8344] type = A movetype = I physics = N anim = 6237 ctrl = 1 velset = -5, 0 [State 8344: AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAirGuard ignorehitpause = 1 [State 8344: Null] type = Null trigger1 = (!Time) trigger1 = (FVar(0) := (P2Dist X * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) trigger1 = (FVar(1) := (P2Dist Y * 8) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y))))) [State 8344: ChangeState] type = ChangeState trigger1 = (Command != "holdback") && (Command != "holddown") value = 8342 ; [Statedef 8345] type = A movetype= A physics = S juggle = 2 poweradd= 11 velset = 0,0 ctrl = 0 anim = 6234 sprpriority = 2 [State 8345: sound] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 8345, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 1 [State 8345, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 2,2 sparkno = 0 sparkxy = -5,-29 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -2 air.velocity = -0.7,-3 [State 8345, 7] type = ChangeState trigger1 = AnimTime = 0 value = 8342 ctrl = 1 ; [Statedef 8346] type = A movetype= A physics = S juggle = 4 poweradd = 65 velset = 0,0 ctrl = 0 anim = 6235 sprpriority = 2 [State 8346: sound] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 10 [State 8346, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 2 [State 8346, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 3,3 sparkno = 1 sparkxy = -5,-27 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 10 ground.velocity = -2.5 air.velocity = -1.8 [State 8346, 7] type = ChangeState trigger1 = AnimTime = 0 value = 8342 ctrl = 1 ;Jh [Statedef 8347] type = A movetype= A physics = S juggle = 4 poweradd= 65 velset = 0,0 ctrl = 0 anim = 6236 sprpriority = 2 [State 8347: sound] type = PlaySnd trigger1 = animelem = 3 channel = 0 value = 0, 1 [State 8347, 4] type = PlaySnd trigger1 = animelem = 3 value = 1, 3 [State 8347, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 4,4 sparkno = 1 sparkxy = -5,-20 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -1.5,-4 [State 8347, 7] type = ChangeState trigger1 = AnimTime = 0 value = 8342 ctrl = 1 [StateDef 7584] type = A movetype = A physics = A anim = 7584 velset = 6, -13 ctrl = 0 [State 7584, 1] type = PlaySnd trigger1 = animelem = 5 value = 0, 1 [State 7584, 2] type = Projectile trigger1 = AnimElem = 5 projanim = 5555 projshadow = 0, 0, 0 projremove = 0 offset = 0, 10 velocity = 6, 2 accel = 0, 0 projhits = 1 projmisstime = 0 ; HitDef attr = S, SP damage = 100,10 animtype = Hard getpower = 10 givepower = 20 guardflag = M pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 7584, 3] type = VelSet trigger1 = animelem = 5 x = 0 y = -3 [State 7584, 4] type = Velset trigger1 = animelem = 7 y = 0 [State 7584, 5] type = VelSet trigger1 = animelem = 9 y = 3 [State 7584, 6] type = changestate trigger1 = animelem = 10 value = 8342 [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 [State 800, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, ST hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 1 ground.velocity = 4,-5 p1stateno = 810 p2stateno = 820 p2facing = 1 numhits = 0 fall = 1 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 810] type = A movetype= A physics = N anim = 810 poweradd = 60 [State 810, stop] type = velset trigger1 = 1 x = 0 [State 810, 1] type = VelSet trigger1 = AnimElem = 1 y = -15 [State 810, 2] type = VelSet trigger1 = time > 40 y = 15 [State 810, 3] type = TargetBind trigger1 = time <= 40 pos = 0, 0 [State 810, 4] type = TargetBind trigger1 = time > 40 pos = 0, -15 [State 810, 5] type = PlaySnd trigger1 = animtime = 1 value = 0, 3 [State 810, 6] type = PlaySnd trigger1 = time = 60 value = 0, 4 [State 810, 7] type = ChangeState trigger1 = Time > 40 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -5 value = 811 ;--------------------------------------------------------------------------- [Statedef 811] type = A movetype= A physics = A anim = 811 velset = 8,-4 [State 811, 1] type = TargetState trigger1 = AnimElem = 1 value = 821 [State 811, 2] type = TargetBind trigger1 = AnimElem = 1 pos = -25, 0 [State 811, 3] type = HitAdd trigger1 = time = 1 value = 1 [State 811, 4] type = TargetLifeAdd trigger1 = AnimElem = 1 value = -200 [State 811, 5] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- [Statedef 820] type = A movetype= H physics = N [State 820, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 820 ;--------------------------------------------------------------------------- [Statedef 821] type = A movetype= H physics = N velset = 0,-14 [State 821, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 821 [State 821, 2] type = EnvShake trigger1 = AnimElem = 1 time = 25 freq = 150 ampl = -10 phase = 10 [State 821, 3] ; 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, 4] ; 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, 5] type = veladd trigger1 = 1 y = 0.4 [State 821, 6] type = SelfState trigger1 = Time > 10 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ; Grab Attempt [Statedef 802] type = A movetype= A physics = A juggle = 0 velset = 3,8 ctrl = 0 anim = 802 [State 802, 1] type = HitDef Trigger1 = AnimElem = 1 attr = S, ST hitflag = MAF- priority = 1, Miss sparkno = -1 sprpriority = 1 ground.velocity = 4,-5 p1stateno = 830 p2stateno = 820 p2facing = 1 numhits = 0 fall = 1 [State 802, 2] type = Veladd trigger1 = 1 y = -0.84 [State 802, 3] type = ChangeState Trigger1 = AnimTime = 0 value = 8342 ctrl = 1 [Statedef 830] type = A movetype= A physics = N anim = 810 poweradd = 60 [State 830, 1] type = VelSet trigger1 = AnimElem = 1 x = 0 y = -15 [State 830, 2] type = VelSet trigger1 = time > 40 x = 0 y = 15 [State 830, 3] type = TargetBind trigger1 = time <= 40 pos = 0, 0 [State 830, 4] type = TargetBind trigger1 = time > 40 pos = 0, -15 [State 830, 5] type = PlaySnd trigger1 = animtime = 1 value = 0, 3 [State 830, 6] type = PlaySnd trigger1 = time = 60 value = 0, 4 [State 830, 8] type = PlaySnd trigger1 = Time > 40 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -5 value = 4, 4 [State 830, 7] type = ChangeState trigger1 = Time > 40 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -5 value = 831 [Statedef 831] type = A movetype= A physics = N anim = 862 velset = 0,0 [State 831, 1] type = TargetState trigger1 = AnimElem = 1 value = 821 [State 831, 2] type = TargetBind trigger1 = AnimElem = 1 pos = -25, 0 [State 831, 3] type = HitAdd trigger1 = time = 1 value = 1 [State 831, 4] type = TargetLifeAdd trigger1 = AnimElem = 1 value = -200 [State 831, 5] type = playerpush trigger1 = 1 value = 0 [State 831, 6] type = VelSet trigger1 = AnimElem = 2 x = 5 y = -7 [State 831, 7] type = VelSet trigger1 = AnimElem = 4 x = 0 [State 831, 8] type = ChangeState trigger1 = animelem = 4 value = 8342 [Statedef 8976] type = A movetype = A physics = N anim = 8976 velset = 5, 5 [State 8976, nothitby] type = nothitby trigger1 = 1 value = sca [State 8976, 1] type = hitdef trigger1 = time = 0 attr = S, SP damage = 150,15 animtype = Hard getpower = 10 givepower = 20 guardflag = H pausetime = 3,3 sparkno = 2 sparkxy = 0, 0 hitsound = S2,3 guardsound = S2,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 air.fall = 1 [State 8976, 2] type = PlayerPush trigger1 = 1 value = 0 [State 8976, 3] type = destroyself trigger1 = time > 100 [State 8976, 4] type = assertspecial trigger1 = 1 flag = noshadow [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