; Master Hand's Special States ;--------------------------------------------------------------------------- ; Light Punch [Statedef 200] type = A movetype= A physics = N juggle = 1 poweradd = 20 sprpriority = 2 ctrl = 0 [State 200, Helper] type = Helper triggerall = NumHelper(10000) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 10000 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 200, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 200, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 200, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 200 value = 200 [State 200, Anim] type = ChangeAnim triggerall = Time <= 0 triggerall = Var(15) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = Var(15) = AnimElemNo(0) value = Anim elem = AnimElemNo(0) + 1 [State 200, 1] type = PosAdd trigger1 = AnimElem = 1, 2 x = 20 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 200, 1] type = PosAdd trigger1 = AnimElem = 2 x = 60 [State 200, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 40, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 6, 6 sparkno = 0 sparkxy = 0, -20 hitsound = S1,0 guardsound = S4,0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -2,-1 air.type = Low air.velocity = -2,-2 air.hittime = 10 [State 200, 3] type = PosAdd trigger1 = AnimElem = 3 x = -60 [State 200, 3] type = PosAdd trigger1 = AnimElem = 4 x = -20 [State 200, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 trigger2 = AnimTime = 0 x = Helper(10000), Pos X y = Helper(10000), Pos Y [State 200, 4] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Punch [Statedef 210] type = A movetype= A physics = N juggle = 1 poweradd = 40 sprpriority = 2 ctrl = 0 [State 210, Helper] type = Helper triggerall = NumHelper(10000) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 10000 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 210, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 210, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 210, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 210 value = 210 [State 210, 1] type = VelSet triggerall = Var(15) < 2 trigger1 = AnimElem = 2 x = 20 y = 4 [State 210, 2] type = PlaySnd triggerall = Var(15) < 2 trigger1 = AnimElem = 2 value = 0, 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 60, 0 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = 1 sparkxy = 0, -20 hitsound = S1,1 guardsound = S4,0 ground.type = High ground.slidetime = 10 ground.hittime = 15 ground.velocity = -8 airguard.velocity = -3,-3 air.type = Low air.velocity = -4,-6 air.hittime = 15 [State 210, 3] type = ChangeAnim trigger1 = MoveContact trigger1 = AnimElem = 3, < 0 value = 210 elem = 3 [State 210, 4] type = VelSet triggerall = Var(15) < 3 trigger1 = AnimElem = 3 x = -5 y = -5 [State 210, 4] type = VelMul trigger1 = AnimElem = 3, >= 0 ;trigger1 = AnimElem = 4, < 0 x = .9 y = .9 [State 210, 4] type = VelSet triggerall = Var(15) < 4 trigger1 = AnimElem = 4 x = -9 y = 3 [State 210, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 x = Helper(10000), Pos X y = Helper(10000), Pos Y [State 210, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = AnimTime = 0 y = Helper(10000), Pos Y [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Punch [Statedef 220] type = A movetype= A physics = N juggle = 1 poweradd = 60 sprpriority = 2 ctrl = 0 [State 220, Helper] type = Helper triggerall = NumHelper(10000) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 10000 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 220, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 220, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 220, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 220 value = 220 [State 220, 1] type = VelSet triggerall = Var(15) < 2 trigger1 = Anim = 220 trigger1 = AnimElem = 2 x = 30 [State 220, 1] type = VelSet trigger1 = Anim = 220 trigger1 = AnimElem = 2, 5 trigger2 = NumHelper(10000) > 0 trigger2 = Pos X >= Helper(10000), Pos X + 150 x = 0 [State 220, 2] type = PlaySnd triggerall = Var(15) < 2 trigger1 = Anim = 220 trigger1 = AnimElem = 2 value = 0, 2 [State 220, 2] type = HitDef trigger1 = Anim = 220 trigger1 = AnimElem = 2 attr = A, NA damage = 80, 0 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, -20 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -3,-1 air.type = Low air.velocity = -6,-2 air.hittime = 20 [State 220, 4] type = VelSet triggerall = Var(15) < 3 trigger1 = Anim = 220 trigger1 = AnimElem = 3 x = -15 [State 220, 4] type = VelMul trigger1 = Anim = 220 trigger1 = AnimElem = 3, > 0 trigger2 = Anim = 0 x = .9 y = .9 [State 220, Anim] type = ChangeAnim trigger1 = Anim = 220 trigger1 = AnimTime = 0 value = 0 [State 220, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 trigger2 = Anim = 0 trigger2 = AnimTime = 0 x = Helper(10000), Pos X y = Helper(10000), Pos Y [State 220, 5] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Smash Punch [Statedef 250] type = A movetype= A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 250, Helper] type = Helper triggerall = NumHelper(10000) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 10000 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 250, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 250, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 250, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 220 value = 220 [State 250, VarSet] type = VarSet trigger1 = Var(20) <= 0 var(0) = 0 [State 250, VarSet] type = VarSet trigger1 = Time <= 0 var(15) = 0 [State 250, VarAdd] type = VarAdd trigger1 = Var(20) > 0 var(0) = 1 [State 250, Anim] type = ChangeAnim triggerall = Var(20) > 0 triggerall = Command = "hold_z" trigger1 = Anim = 220 trigger1 = AnimElem = 2, >= 0 value = 220 elem = 2 [State 250, PosAdd] type = PosAdd trigger1 = AnimElem = 2, >= 0 trigger1 = TimeMod = 2,0 x = 4 [State 250, PosAdd] type = PosAdd trigger1 = AnimElem = 2, >= 0 trigger1 = TimeMod = 1,0 x = -2 [State 250, 5] type = PalFX trigger1 = AnimElem = 2, >= 0 trigger1 = TimeMod = 4,0 time = 2 add = 100,100,100 [State 250, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 trigger2 = Anim = 0 trigger2 = AnimTime = 0 x = Helper(10000), Pos X y = Helper(10000), Pos Y [State 250, 5] type = ChangeState trigger1 = Command != "hold_z" trigger1 = AnimElem = 2, > 0 trigger2 = Var(20) > 50 value = 251 ;--------------------------------------------------------------------------- ; Smash Punch [Statedef 251] type = A movetype= A physics = N juggle = 1 sprpriority = 2 ctrl = 0 [State 250, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 250, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 30 y = 0 [State 250, Anim] type = ChangeAnim trigger1 = Time <= 0 value = 220 elem = 2 [State 250, 1] type = VelSet trigger1 = Anim = 220 trigger1 = AnimElem = 2, 5 trigger2 = NumHelper(10000) > 0 trigger2 = Pos X >= Helper(10000), Pos X + 150 x = 0 [State 250, 2] type = PlaySnd triggerall = Var(15) < 2 trigger1 = Anim = 220 trigger1 = AnimElem = 2 value = 0, 2 [State 250, 2] type = HitDef triggerall = Var(0) < 40 trigger1 = Anim = 220 trigger1 = AnimElem = 2 attr = A, SA damage = 80+Var(0), 10+Var(0) animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, -20 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10,-4 airguard.velocity = -5,-2 air.type = Low envshake.time = 5 envshake.freq = 50 envshake.ampl = -5 envshake.phase = 5 air.velocity = -10,-4 air.hittime = 20 air.fall = 1 fall = 1 [State 250, 2] type = HitDef triggerall = Var(0) >= 40 trigger1 = Anim = 220 trigger1 = AnimElem = 2 attr = A, SA damage = 100+Var(0), 10+Var(0) animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, -20 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -20,-8 airguard.velocity = -10,-4 air.type = Low envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 air.velocity = -20,-8 air.hittime = 20 air.fall = 1 fall = 1 [State 250, 4] type = VelSet trigger1 = Var(15) < 3 trigger1 = Anim = 220 trigger1 = AnimElem = 3 x = -15 [State 250, 4] type = VelMul trigger1 = Anim = 220 trigger1 = AnimElem = 3, > 0 trigger2 = Anim = 0 x = .9 y = .9 [State 250, Anim] type = ChangeAnim trigger1 = Anim = 220 trigger1 = AnimTime = 0 value = 0 [State 250, 5] type = PosSet triggerall = NumHelper(10000) > 0 trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 trigger2 = Anim = 0 trigger2 = AnimTime = 0 x = Helper(10000), Pos X y = Helper(10000), Pos Y [State 250, 5] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Finger Poke [Statedef 280] type = A movetype= A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 280, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 280, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 280, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 280 value = 280 [State 280, AngleSet] type = AngleSet trigger1 = AnimElem = 2, < 0 value = 0 [State 280, AngleDraw] type = AngleDraw trigger1 = AnimElem = 2, >= 0 [State 280, AngleAdd] type = AngleAdd trigger1 = Var(15) < 4 trigger1 = AnimElem = 2, > 0 trigger1 = AnimElem = 2, < 10 value = -5 [State 280, 1] type = VelSet trigger1 = Var(20) <= 20 trigger1 = Anim = 280 x = P2Dist X/10 [State 280, 1] type = VelSet triggerall = Var(20) >= 20 trigger1 = P2Dist X > 75 trigger1 = P2Dist X < 85 x = 0 [State 280, 1] type = VelSet triggerall = Var(20) >= 0 trigger1 = P2Dist Y > 95 trigger1 = P2Dist Y < 105 y = 0 [State 280, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Vel X < 5 trigger1 = P2Dist X > 80 x = 1 [State 280, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Vel X > -5 trigger1 = P2Dist X < 80 x = -1 [State 280, 1] type = VelAdd triggerall = Var(20) >= 0 triggerall = Vel Y < 5 trigger1 = P2Dist Y > 100 y = 1 [State 280, 1] type = VelAdd triggerall = Var(20) >= 0 triggerall = Vel Y > -5 trigger1 = P2Dist Y < 100 y = -1 [State 280, 2] type = ChangeState trigger1 = Var(20) > 100 trigger1 = Random < 50 value = 281 ;--------------------------------------------------------------------------- ; Finger Poke [Statedef 281] type = A movetype= A physics = N juggle = 1 sprpriority = 2 ctrl = 0 [State 280, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 280, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 280, Helper] type = Helper triggerall = NumHelper(280) = 0 trigger1 = Anim = 281 trigger1 = AnimElem = 2 helpertype = normal name = "Helper" id = 280 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 250, 5] type = PosSet triggerall = NumHelper(280) > 0 triggerall = Anim = 281 trigger1 = AnimElem = 7 x = Helper(280), Pos X y = Helper(280), Pos Y [State 280, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 281 value = 281 [State 280, AngleDraw] type = AngleDraw trigger1 = 1 [State 280, VelAdd] type = VelAdd triggerall = Anim = 281 trigger1 = AnimElem = 2, < 0 trigger2 = AnimElem = 5, >= 0 trigger2 = AnimElem = 7, < 0 x = -1 y = -1 [State 280, PlaySnd] type = PlaySnd triggerall = Anim = 281 trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 value = 0, 2 [State 280, VelSet] type = VelSet triggerall = Anim = 281 trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 x = 10 y = 10 [State 280, VelSet] type = VelSet triggerall = Anim = 281 trigger1 = AnimElem = 4 trigger2 = AnimElem = 9 x = 0 y = 0 [State 280, HitDef] type = HitDef trigger1 = Anim = 281 trigger1 = AnimElem = 2 attr = A, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = -10, 20 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = 0,-4 airguard.velocity = 0,-2 air.type = Low air.velocity = 0,-4 air.hittime = 20 air.fall = 1 fall = 1 [State 280, HitDef] type = HitDef trigger1 = Anim = 281 trigger1 = AnimElem = 7 attr = A, SA damage = 100, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = -10, 20 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5,-10 airguard.velocity = -2.5,-5 air.type = Low air.velocity = -5,-10 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 280, VelSet] type = VelSet triggerall = Anim = 281 trigger1 = AnimElem = 10 x = -10 [State 280, VelMul] type = VelMul trigger1 = Anim = 281 trigger1 = AnimElem = 10, > 0 trigger2 = Anim = 0 x = .9 y = .9 [State 280, AngleAdd] type = AngleAdd triggerall = Anim = 281 trigger1 = AnimElem = 2, > 0 trigger1 = AnimElem = 4, < 0 trigger2 = AnimElem = 7, > 0 trigger2 = AnimElem = 9, < 0 value = 3 [State 280, AngleAdd] type = AngleAdd triggerall = Anim = 281 trigger1 = AnimElem = 6, >= 0 trigger1 = AnimElem = 6, < 5 value = -3 [State 280, AngleAdd] type = AngleAdd triggerall = Anim = 281 trigger1 = AnimElem = 10, > 0 trigger1 = AnimElem = 12, < 0 value = 3 [State 280, AngleSet] type = AngleSet trigger1 = Anim = 281 trigger1 = AnimElem = 12, > 0 trigger2 = Anim = 0 value = 0 [State 280, Anim] type = ChangeAnim trigger1 = Anim = 281 trigger1 = AnimTime = 0 value = 0 [State 280, State] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Rocket Punch [Statedef 290] type = A movetype= A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 290, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 290, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 290, Anim] type = ChangeAnim trigger1 = 1 value = 0 [State 290, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 290, AngleDraw] type = AngleDraw trigger1 = 1 [State 290, AngleSet] type = AngleSet trigger1 = Var(20) <= 0 value = 0 [State 290, AngleAdd] type = AngleAdd trigger1 = Var(20) > 5 trigger1 = TimeMod = 2,0 value = -4 [State 290, VelAdd] type = VelAdd trigger1 = Vel Y > -20 y = -.5 [State 290, 5] type = ChangeState trigger1 = Var(20) > 40 value = 291 ;--------------------------------------------------------------------------- ; Rocket Punch [Statedef 291] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = -2 ctrl = 0 [State 290, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 290, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 290 value = 290 [State 290, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 290, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Invisible [State 290, PosAdd] type = PosAdd trigger1 = Var(20) <= 0 x = P2Dist X [State 290, PosSet] type = PosSet trigger1 = Var(20) <= 0 y = -60 [State 290, AngleSet] type = AngleSet trigger1 = Var(20) <= 0 value = 0 [State 290, AngleDraw] type = AngleDraw trigger1 = Var(20) > 0 trigger1 = Pos Y > -500 scale = (Time)*.04, (Time)*.04 [State 290, PlaySnd] type = PlaySnd trigger1 = Var(20) = 0 value = 6, 0 [State 290, Explod] type = Explod trigger1 = Var(20) = 0 removeongethit = 1 sprpriority = -5 pos = 0, 0 id = 290 postype = p1 bindtime = -1 removetime = -1 shadow = 100,100,100 anim = 290 [State 290, SprPriority] type = SprPriority trigger1 = AnimElem = 3, < 0 value = -10 [State 290, SprPriority] type = SprPriority trigger1 = AnimElem = 3, >= 0 value = 10 [State 290, Explod] type = ModifyExplod trigger1 = AnimElem = 3, < 0 sprpriority = -10 scale = (Var(20))*.04, (Var(20))*.04 id = 290 [State 290, Explod] type = ModifyExplod trigger1 = AnimElem = 3, >= 0 sprpriority = 10 scale = (Var(20))*.04, (Var(20))*.04 id = 290 [State 290, 1] type = VelAdd triggerall = Vel X < 1 trigger1 = AnimElem = 3, < 0 trigger1 = P2Dist X > 0 x = .5 [State 290, 1] type = VelAdd triggerall = Vel X > -1 trigger1 = AnimElem = 3, < 0 trigger1 = P2Dist X < 0 x = -.5 [State 290, 1] type = VelSet trigger1 = AnimElem = 3, < 0 trigger1 = P2Dist X > -5 trigger1 = P2Dist X < 5 x = 0 [State 290, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, SA damage = 100, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = -10, 0 hitsound = S1,2 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = ifelse (P2Dist X < 0, 5, -5),-15 airguard.velocity = ifelse (P2Dist X < 0, 2.5, -2.5),-10 air.type = Low air.velocity = ifelse (P2Dist X < 0, 5, -5),-15 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 290, 1] type = VelAdd trigger1 = AnimElem = 3, > 0 y = -1 [State 290, Explod] type = RemoveExplod trigger1 = Time > 0 trigger1 = Pos Y <= -500 id = 290 [State 290, 5] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y < -500 value = 292 ;--------------------------------------------------------------------------- ; Rocket Punch End [Statedef 292] type = A movetype= A physics = N juggle = 1 velset = -5,12 ctrl = 0 [State 290, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 290, Anim] type = ChangeAnim trigger1 = Var(20) < 20 value = 0 [State 290, PosSet] type = PosSet trigger1 = Time <= 0 x = 0 y = -300 [State 290, AngleDraw] type = AngleDraw trigger1 = 1 [State 290, AngleSet] type = AngleSet trigger1 = Var(20) <= 0 value = 44 [State 290, AngleAdd] type = AngleAdd trigger1 = Var(20) > 0 trigger1 = Var(20) < 20 value = -2 [State 290, AngleSet] type = AngleSet trigger1 = Var(20) >= 20 value = 0 [State 290, 1] type = VelMul trigger1 = Var(20) > 10 x = .9 y = .9 [State 290, 5] type = ChangeState trigger1 = Var(20) > 50 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Gun Shot [Statedef 300] type = A movetype= A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 300, AngleDraw] type = AngleDraw trigger1 = 1 [State 300, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 300 value = 300 [State 300, AngleSet] type = AngleSet trigger1 = Time <= 0 trigger2 = Anim = 300 trigger2 = AnimElem = 3 trigger3 = Anim = 300 trigger3 = AnimElem = 4, >= 0 value = 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 300, 1] type = VelSet trigger1 = Var(20) <= 0 trigger1 = P2Dist X < 0 x = P2Dist X/5 [State 300, 1] type = VelSet trigger1 = Var(20) <= 20 x = -BackEdgeDist/5 y = -Pos Y/Floor(10) [State 300, 1] type = VelSet triggerall = Var(20) >= 20 triggerall = Anim = 300 trigger1 = P2Dist X > 245 trigger1 = P2Dist X < 255 x = 0 [State 300, 1] type = VelSet triggerall = Var(20) >= 20 triggerall = Anim = 300 trigger1 = P2Dist Y > 25 trigger1 = P2Dist Y < 35 y = 0 [State 300, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Anim = 300 triggerall = Vel X < 5 trigger1 = P2Dist X > 250 x = 1 [State 300, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Anim = 300 triggerall = Vel X > -5 trigger1 = P2Dist X < 250 x = -1 [State 300, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Anim = 300 triggerall = Vel Y < 5 trigger1 = P2Dist Y > 30 y = 1 [State 300, 1] type = VelAdd triggerall = Var(20) >= 20 triggerall = Anim = 300 triggerall = Vel Y > -5 trigger1 = P2Dist Y < 30 y = -1 [State 300, 1] type = PlaySnd triggerall = Var(15) < 4 triggerall = Anim = 300 trigger1 = AnimElem = 4 value = 5, 0 [State 300, Explod] type = Explod triggerall = Anim = 300 trigger1 = AnimElem = 4, >= 0 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 40,20 pos = 50, -55 postype = p1 anim = F1 [State 300, Explod] type = Explod triggerall = Anim = 300 trigger1 = AnimElem = 4, >= 0 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 20,20 pos = 50, -55 postype = p1 anim = F2 [State 300, AngleAdd] type = AngleAdd trigger1 = Anim = 300 trigger1 = AnimElem = 2, >= 3 trigger1 = AnimElem = 3, < 0 value = 10.5 [State 300, AngleAdd] type = AngleAdd trigger1 = Anim = 300 trigger1 = AnimElem = 3, >= 10 trigger1 = AnimElem = 4, < 0 value = -5.5 [State 300, 2] type = ChangeState trigger1 = Var(20) > 100 trigger1 = Random < 50 value = 301 ;--------------------------------------------------------------------------- ; Gun Shot [Statedef 301] type = A movetype= A physics = N juggle = 1 sprpriority = 2 ctrl = 0 [State 300, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 300, 2] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 301 trigger1 = Anim != 0 trigger2 = Life <= 1000 trigger2 = Var(0) < 3 trigger2 = Anim = 301 trigger2 = AnimElem = 3, >= 8 value = 301 [State 300, 1] type = VelMul trigger1 = 1 x = .9 y = .9 [State 300, AngleDraw] type = AngleDraw trigger1 = 1 [State 300, AngleSet] type = AngleSet triggerall = Anim = 301 trigger1 = AnimElem = 2, < 0 trigger2 = AnimElem = 3 trigger3 = AnimElem = 3, >= 8 trigger3 = AnimElem = 3, < 40 trigger4 = AnimElem = 4 value = 0 [State 300, AngleAdd] type = AngleAdd trigger1 = Anim = 301 trigger1 = AnimElem = 2, >= 0 trigger1 = AnimElem = 3, < 0 value = 5.5 [State 300, AngleAdd] type = AngleAdd trigger1 = Anim = 301 trigger1 = AnimElem = 3, >= 40 trigger1 = AnimElem = 4, < 0 value = -5.5 [State 300, AngleAdd] type = AngleAdd triggerall = Var(0) < 3 triggerall = Life <= 1000 trigger1 = Anim = 301 trigger1 = AnimElem = 3, >= 5 trigger1 = AnimElem = 4, < 0 value = -10.5 [State 300, 3] type = VelSet trigger1 = Anim = 301 trigger1 = AnimElem = 2 x = -2 y = -1 [State 300, VarAdd] type = VarAdd trigger1 = Anim = 301 trigger1 = AnimElem = 2 var(0) = 1 [State 300, EnvShake] type = EnvShake trigger1 = Anim = 301 trigger1 = AnimElem = 2 time = 5 freq = 100 ampl = -5 phase = 5 [State 300, Explod] type = Explod trigger1 = Anim = 301 trigger1 = AnimElem = 2 sprpriority = 8 pos = 50, -55 postype = p1 anim = F3 [State 300, Explod] type = Explod trigger1 = Anim = 301 trigger1 = AnimElem = 2 sprpriority = 6 pos = 40, -55 postype = p1 anim = 305 [State 300, Shot] type = Helper trigger1 = Anim = 301 trigger1 = AnimElem = 2 helpertype = normal name = "Bullets" id = 310 pos = 60,-55 postype = p1 stateno = 310 keyctrl = 0 ownpal = 1 [State 300, 4] type = null ;Projectile trigger1 = Anim = 301 trigger1 = AnimElem = 2 projid = 310 projanim = 310 projhitanim = 310 projshadow = -1 offset = 60, -55 velocity = 20, 2 accel = 0, 0 projhits = 2 projmisstime = 0 sprpriority = 5 ; HitDef attr = A, SP damage = 50,10 animtype = Heavy getpower = 10 givepower = 20 guardflag = MA pausetime = 0,10 sparkno = 1 sparkxy = 0, 0 hitsound = S3,0 guardsound = S3,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 palfx.time = 40 palfx.add = 40,-50,-130 palfx.sinadd = 40,30,0,10 palfx.invertall = 1 palfx.color = 100 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 [State 300, Explod] type = null ;Explod triggerall = ProjContact(320) = 1 trigger1 = P2MoveType = H sprpriority = 10 random = 50,50 pos = 0,-50 postype = p2 anim = F2 [State 300, Explod] type = null ;Explod triggerall = ProjContact(320) = 1 trigger1 = P2MoveType = H sprpriority = 8 random = 50,50 pos = 0,-50 postype = p2 anim = F3 [State 300, 3] type = PlaySnd triggerall = Anim = 301 trigger1 = AnimElem = 2 value = 5, 1 [State 300, 4] type = VelSet triggerall = Anim = 301 trigger1 = AnimElem = 4 x = 10 y = 1 [State 300, 5] type = ChangeAnim trigger1 = Anim = 301 trigger1 = AnimTime = 0 value = 0 [State 300, 5] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Gun Shot Bullets [Statedef 310] type = A movetype= A physics = N juggle = 1 velset = 20,2 sprpriority = 5 anim = 310 ctrl = 0 [State 310, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 310, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 5 PalBright = 200,100,0 PalContrast = 200,100,0 Trans = add [State 310, 2] type = AfterImageTime trigger1 = 1 time = 2 [State 310, 4] type = HitDef trigger1 = MoveContact = 0 attr = A, SP damage = 50,10 animtype = Heavy getpower = 10 givepower = 20 guardflag = MA pausetime = 0,10 sparkno = 1 sparkxy = 0, 0 hitsound = S3,0 guardsound = S3,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 palfx.time = 40 palfx.add = 40,-50,-130 palfx.sinadd = 40,30,0,10 palfx.invertall = 1 palfx.color = 100 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 [State 310, Explod] type = Explod triggerall = MoveContact trigger1 = P2MoveType = H sprpriority = 10 random = 50,50 pos = 0,-50 postype = p2 anim = F2 [State 310, Explod] type = Explod triggerall = MoveContact trigger1 = P2MoveType = H sprpriority = 8 random = 50,50 pos = 0,-50 postype = p2 anim = F3 [State 300, 5] type = ChangeState trigger1 = MoveContact value = 311 [State 310, Destroy] type = DestroySelf trigger1 = Pos Y >= 0 ;--------------------------------------------------------------------------- ; Gun Shot Bullets Hit [Statedef 311] type = A movetype= A physics = N juggle = 1 velset = 20,2 sprpriority = 5 ctrl = 0 [State 310, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 310, 2] type = AfterImageTime trigger1 = 1 time = 2 [State 310, 4] type = HitDef trigger1 = MoveContact = 0 attr = A, SP damage = 50,10 animtype = Heavy getpower = 10 givepower = 20 guardflag = MA pausetime = 0,10 sparkno = 1 sparkxy = 0, 0 hitsound = S3,0 guardsound = S3,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -5 air.type = Low air.velocity = -5,-1 air.juggle = 1 palfx.time = 40 palfx.add = 40,-50,-130 palfx.sinadd = 40,30,0,10 palfx.invertall = 1 palfx.color = 100 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 [State 310, Explod] type = Explod triggerall = MoveContact trigger1 = P2MoveType = H sprpriority = 10 random = 50,50 pos = 0,-50 postype = p2 anim = F2 [State 310, Explod] type = Explod triggerall = MoveContact trigger1 = P2MoveType = H sprpriority = 8 random = 50,50 pos = 0,-50 postype = p2 anim = F3 [State 310, Destroy] type = DestroySelf trigger1 = MoveContact trigger2 = Pos Y >= 0 ;--------------------------------------------------------------------------- ; Grab Attempt [Statedef 400] type = A movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 80 sprpriority = -5 ctrl = 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 400, VarSet] type = VarSet trigger1 = Time <= 0 var(1) = 0 [State 400, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 400 trigger1 = Anim != 401 value = 400 [State 400, 1] type = VelAdd triggerall = Anim = 400 triggerall = Vel X < 2 trigger1 = P2Dist X > 0 x = .5 [State 400, 1] type = VelAdd triggerall = Anim = 400 triggerall = Vel X > -2 trigger1 = P2Dist X < 0 x = -.5 [State 400, 1] type = VelAdd triggerall = Anim = 400 triggerall = Vel Y < 2 trigger1 = P2Dist Y > 20 y = .5 [State 400, 1] type = VelAdd triggerall = Anim = 400 triggerall = Vel Y > -2 trigger1 = P2Dist Y < 20 y = -.5 [State 400, 1] type = VelSet triggerall = Anim = 400 trigger1 = P2Dist Y > 15 trigger1 = P2Dist Y < 25 y = 0 [State 400, 2] type = HitDef trigger1 = Anim = 400 trigger1 = AnimElem = 3 attr = A, NT hitflag = MA- priority = 1, Miss sparkno = -1 sprpriority = 1 p1stateno = 401 p2stateno = 405 p2facing = 1 numhits = 0 ground.velocity = -5,-5 air.velocity = -5,-5 air.fall = 1 fall = 1 [State 400, 2] type = ChangeAnim trigger1 = Var(20) > 100 trigger1 = Anim = 400 value = 401 [State 400, 2] type = VelSet triggerall = Anim = 401 trigger1 = AnimElem = 2, < 0 x = 0 y = 0 [State 400, 5] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed Opponent [Statedef 401] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 0 ctrl = 0 [State 400, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 401 value = 401 [State 400, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 400, 1] type = PlaySnd triggerall = Anim = 401 trigger1 = AnimElem = 1 value = 4, 0 freqmul = .5 [State 400, 2] type = TargetBind trigger1 = AnimElem = 2, < 0 pos = 0, 20 time = 2 [State 400, 2] type = TargetBind trigger1 = AnimElem = 2, >= 0 pos = 0, 0 time = 2 [State 400, 3] type = ChangeAnim trigger1 = Anim = 401 trigger1 = AnimElem = 5, >= 0 value = 401 elem = 5 [State 400, VarAdd] type = VarAdd trigger1 = Anim = 401 trigger1 = AnimElem = 5, >= 0 var(1) = 1 [State 400, PosAdd] type = PosAdd triggerall = Var(1) >= 80 trigger1 = TimeMod = 1,0 x = 5 [State 400, PosAdd] type = PosAdd triggerall = Var(1) >= 80 trigger1 = TimeMod = 2,0 x = -10 [State 400, State] type = ChangeState triggerall = Anim = 401 triggerall = AnimElem = 5, >= 0 trigger1 = Command = "x" trigger2 = Command = "y" trigger3 = Command = "z" value = 404 [State 400, State] type = ChangeState triggerall = Anim = 401 triggerall = AnimElem = 5, >= 0 trigger1 = Command = "a" trigger2 = Command = "b" trigger3 = Command = "c" value = 402 [State 400, State] type = ChangeState triggerall = Anim = 401 triggerall = AnimElem = 5, >= 0 trigger1 = Var(1) >= 100 value = 410 ;--------------------------------------------------------------------------- ; Slam Opponent [Statedef 402] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 0 ctrl = 0 [State 400, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 400, 2] type = TargetBind trigger1 = 1 pos = 0, 0 time = 2 [State 400, 2] type = TargetState trigger1 = Time <= 0 trigger1 = Target, StateNo != 405 value = 405 [State 400, 3] type = ChangeAnim trigger1 = Time <= 0 value = 402 [State 400, VarAdd] type = VarAdd trigger1 = Time = 0 var(0) = 1 [State 400, 4] type = VelSet trigger1 = Time = 0 x = -10 y = -20 [State 400, 4] type = VelSet trigger1 = Time = 20 x = 10 [State 400, 5] type = VelMul trigger1 = Vel X < 0 x = .9 [State 400, 5] type = VelAdd triggerall = Time > 0 trigger1 = Vel Y < 0 y = 1 [State 400, 5] type = VelAdd triggerall = Time > 0 trigger1 = Vel Y >= 0 trigger1 = Vel Y < 30 y = 5 [State 400, 5] type = AngleSet trigger1 = Time <= 0 trigger2 = Time > 30 value = 0 [State 400, 5] type = AngleDraw trigger1 = Pos Y < -10 [State 400, 6] type = AngleAdd trigger1 = Time > 0 trigger1 = Time < 10 value = 10 [State 400, 6] type = AngleAdd trigger1 = Time > 20 trigger1 = Time < 30 value = -10 [State 400, State] type = ChangeState trigger1 = Time > 20 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 403 ;--------------------------------------------------------------------------- ; Slammed Opponent [Statedef 403] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 0 ctrl = 0 [State 400, 1] type = ChangeAnim trigger1 = Time <= 0 value = 401 elem = 5 [State 400, 1] type = ChangeAnim trigger1 = Anim = 401 trigger1 = AnimTime = 0 value = 0 [State 400, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 400, 2] type = TargetBind trigger1 = Time <= 0 pos = 0, 0 time = 2 [State 400, 2] type = TargetState trigger1 = Time <= 0 trigger1 = Target, StateNo != 406 value = 406 [State 400, 2] type = PosSet trigger1 = Time <= 0 y = 0 [State 400, 2] type = TargetLifeAdd trigger1 = Life > 1000 trigger1 = Time = 0 value = -200 [State 400, 2] type = TargetLifeAdd trigger1 = Life <= 1000 trigger1 = Time = 0 value = -150 [State 400, HitAdd] type = HitAdd trigger1 = Time = 0 value = 1 [State 400, 1] type = PlaySnd trigger1 = Time = 0 value = 3, 0 [State 400, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 5 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 0 pos = 0, 0 anim = F0 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 1 pos = 0, 0 anim = F1 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 2 pos = 0, 0 anim = F2 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 3 pos = 0, 0 anim = F3 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 1 pos = 0, 0 anim = F60 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 0 pos = 0, 0 anim = F61 [State 400, Explod] type = Explod trigger1 = Time = 0 sprpriority = 2 pos = 0, 0 anim = F62 [State 400, 2] type = VelSet trigger1 = Anim = 401 trigger1 = AnimElem = 6 x = -10 y = -10 [State 400, 3] type = VelMul trigger1 = 1 x = .9 y = .9 [State 400, State] type = ChangeState trigger1 = Var(0) < 2 trigger1 = Life <= 1000 trigger1 = Time >= 5 value = 402 [State 400, State] type = ChangeState trigger1 = Time > 50 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Squeeze Opponent [Statedef 404] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 0 ctrl = 0 [State 400, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 400, 1] type = TargetBind trigger1 = 1 pos = 0, 0 time = 2 [State 400, VarAdd] type = VarAdd trigger1 = Anim = 404 var(1) = 1 [State 400, 1] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 404 value = 404 [State 400, 2] type = TargetLifeAdd triggerall = Life > 1000 triggerall = Anim = 404 trigger1 = AnimElem = 1 value = -20 kill = 0 [State 400, 2] type = TargetLifeAdd triggerall = Life <= 1000 triggerall = Anim = 404 trigger1 = AnimElem = 1 value = -40 kill = 0 [State 400, HitAdd] type = HitAdd triggerall = Anim = 404 trigger1 = AnimElem = 1 value = 1 [State 400, PlaySnd] type = PlaySnd triggerall = Anim = 404 trigger1 = AnimElem = 1 value = 4, 1 freqmul = .5 [State 400, Explod] type = Explod triggerall = Anim = 404 trigger1 = AnimElem = 1 sprpriority = 4 pos = 0, -30 anim = F2 [State 400, EnvShake] type = EnvShake triggerall = Life <= 1000 triggerall = Anim = 404 trigger1 = AnimElem = 1 time = 5 freq = 100 ampl = -5 phase = 5 [State 400, PosAdd] type = PosAdd triggerall = Time > 0 trigger1 = TimeMod = 1,0 x = ifelse (Life > 1000, 2, 4) y = ifelse (Life > 1000, -1, -2) [State 400, PosAdd] type = PosAdd triggerall = Time > 0 trigger1 = TimeMod = 2,0 x = ifelse (Life > 1000, -4, -8) y = ifelse (Life > 1000, 2, 4) [State 400, Anim] type = ChangeAnim trigger1 = Anim = 404 trigger1 = AnimTime = 0 value = 401 elem = 5 [State 400, State] type = ChangeState trigger1 = Anim = 401 value = 401 ;--------------------------------------------------------------------------- ; Opponent Grabbed [Statedef 405] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 405, 1] type = ChangeAnim2 trigger1 = Anim != 405 value = 405 [State 405, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 405, 3] type = AssertSpecial trigger1 = Time >= 5 trigger1 = Enemy, StateNo = 402 trigger2 = Enemy, StateNo = 403 flag = Invisible ;--------------------------------------------------------------------------- ; Opponent Slammed [Statedef 406] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 405, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 405, 3] type = AssertSpecial trigger1 = Time < 5 flag = Invisible [State 405, HitVelSet] type = HitVelSet trigger1 = Time > 5 x = 1 y = 1 [State 405, 4] type = SelfState trigger1 = Time > 5 value = 5100 ;--------------------------------------------------------------------------- ; Opponent Released [Statedef 407] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 405, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 405, HitVelSet] type = HitVelSet trigger1 = Time > 0 x = 1 [State 405, 4] type = SelfState trigger1 = Time > 0 value = 5050 ;--------------------------------------------------------------------------- ; Release Opponent [Statedef 410] type = A movetype= A physics = N juggle = 1 velset = -10,-5 sprpriority = 0 ctrl = 0 [State 410, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 410 value = 410 [State 410, 1] type = TargetBind trigger1 = Time <= 0 pos = 0, 20 time = 1 [State 410, 1] type = TargetState trigger1 = Time <= 0 trigger1 = Target, StateNo != 407 value = 407 [State 410, 2] type = TargetLifeAdd trigger1 = Time <= 0 value = -10 [State 410, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 410, 3] type = VelMul trigger1 = 1 x = .9 y = .9 [State 410, State] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Stone Drop [Statedef 500] type = A movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 80 sprpriority = 2 ctrl = 0 [State 500, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 500 trigger1 = Anim != 501 value = 500 [State 500, 1] type = VelAdd triggerall = Anim = 500 triggerall = Vel X < 3 trigger1 = P2Dist X > 0 x = .5 [State 500, 1] type = VelAdd triggerall = Anim = 500 triggerall = Vel X > -3 trigger1 = P2Dist X < 0 x = -.5 [State 500, 1] type = VelAdd triggerall = Anim = 500 triggerall = Vel Y < 3 trigger1 = Pos Y < -200 y = .5 [State 500, 1] type = VelAdd triggerall = Anim = 500 triggerall = Vel Y > -3 trigger1 = Pos Y > -200 y = -.5 [State 500, 1] type = VelSet triggerall = Anim = 500 trigger1 = P2Dist X > -5 trigger1 = P2Dist X < 5 x = 0 [State 500, 1] type = VelSet triggerall = Anim = 500 trigger1 = Pos Y > -205 trigger1 = Pos Y < -195 y = 0 [State 500, 1] type = ChangeAnim trigger1 = Pos Y < -190 trigger1 = Anim = 500 trigger1 = P2Dist X > -5 trigger1 = P2Dist X < 5 trigger2 = Anim = 501 value = 501 [State 500, 1] type = VelSet trigger1 = Anim = 501 x = 0 [State 500, 1] type = VelAdd trigger1 = Anim = 501 trigger1 = Vel Y < 30 y = 2 [State 500, 2] type = HitDef trigger1 = Anim = 501 trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 trigger1 = P2StateType != L attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,Vel Y + 10 airguard.velocity = 0,Vel Y + 10 air.type = Trip air.velocity = 0,Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 [State 500, State] type = ChangeState trigger1 = Anim = 501 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 501 ;--------------------------------------------------------------------------- ; Stone Drop Land [Statedef 501] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 0 ctrl = 0 [State 500, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 500, 1] type = ChangeAnim trigger1 = Var(20) <= 0 value = 501 [State 500, 1] type = ChangeAnim trigger1 = Anim = 501 trigger1 = AnimTime = 0 value = 0 [State 500, 2] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 500, 1] type = PlaySnd trigger1 = Var(20) = 0 value = 3, 0 [State 500, EnvShake] type = EnvShake trigger1 = Var(20) = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 2 pos = 0, 0 anim = F0 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 3 pos = 0, 0 anim = F1 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 4 pos = 0, 0 anim = F2 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 5 pos = 0, 0 anim = F3 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 0 pos = 0, 0 anim = F60 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 1 pos = 0, 0 anim = F61 [State 500, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 2 pos = 0, 0 anim = F62 [State 500, 0] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2StateType != L attr = A, SA damage = 100, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 30 guard.pausetime = 0,10 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Low ground.slidetime = 20 ground.hittime = 10 ground.velocity = -10,-5 airguard.velocity = -10,-2.5 air.type = Low down.hittime = 40 down.velocity = -5,-5 air.velocity = -10,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 500, 0] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2StateType = L attr = A, SA damage = 100, 10 animtype = Medium hitflag = FD priority = 3, Hit pausetime = 0, 30 guard.pausetime = 0,10 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = Low down.hittime = 40 down.velocity = -5,-5 air.velocity = 0,0 air.hittime = 10 air.fall = 1 fall = 1 [State 500, TargetBind] type = TargetBind triggerall = MoveHit triggerall = Anim = 501 trigger1 = NumTarget > 0 trigger1 = P2StateType = L ignorehitpause = 1 pos = 0, 0 time = 2 [State 500, TargetState] type = TargetState triggerall = MoveHit triggerall = Anim = 501 trigger1 = NumTarget > 0 trigger1 = P2StateType = L ignorehitpause = 1 value = 505 [State 500, 2] type = VelSet trigger1 = Anim = 501 trigger1 = AnimElem = 4 x = -10 y = -10 [State 500, 3] type = VelMul trigger1 = 1 x = .9 y = .9 [State 500, State] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Stone Drop Hit [Statedef 505] type = A movetype= H physics = N anim = 5080 ctrl = 0 [State 505, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 505, Anim] type = ChangeAnim trigger1 = HitShakeOver = 0 value = 5080 [State 505, 2] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 505, PosAdd] type = PosAdd trigger1 = HitShakeOver y = 20 [State 505, HitVelSet] type = HitVelSet trigger1 = HitShakeOver x = 1 y = 1 [State 505, SelfState] type = SelfState trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Wall Slam [Statedef 600] type = A movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 80 sprpriority = 2 ctrl = 0 [State 600, Width] type = Width trigger1 = 1 value = -20,0 [State 600, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 600 trigger1 = Anim != 601 value = 600 [State 600, 1] type = VelSet triggerall = Anim = 600 trigger1 = P2Dist X > 195 trigger1 = P2Dist X < 205 x = 0 [State 600, 1] type = VelSet triggerall = Anim = 600 trigger1 = P2Dist Y > -5 trigger1 = P2Dist Y < 5 y = 0 [State 600, 1] type = VelAdd triggerall = Anim = 600 triggerall = Vel X < 4 trigger1 = P2Dist X > 200 x = .5 [State 600, 1] type = VelAdd triggerall = Anim = 600 triggerall = Vel X > -4 trigger1 = P2Dist X < 200 x = -.5 [State 600, 1] type = VelAdd triggerall = Anim = 600 triggerall = Vel Y < 2 trigger1 = P2Dist Y > 0 y = .5 [State 600, 1] type = VelAdd triggerall = Anim = 600 triggerall = Vel Y > -2 trigger1 = P2Dist Y < 0 y = -.5 [State 600, 2] type = ChangeAnim trigger1 = Var(20) > 50 trigger1 = Anim = 600 trigger1 = AnimElem = 3, > 0 trigger1 = P2Dist X > 0 trigger1 = P2Dist Y > -5 trigger1 = P2Dist Y < 5 value = 601 [State 600, 3] type = VelSet trigger1 = Anim = 601 y = 0 [State 600, 4] type = VelAdd trigger1 = Anim = 601 trigger1 = Vel X < 30 x = 1 [State 600, 4] type = HitDef trigger1 = Anim = 601 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, -50 hitsound = S1,2 guardsound = S4,0 airguard.velocity = -10,-5 p2stateno = 605 p2facing = 1 [State 600, 4] type = TargetBind trigger1 = MoveHit pos = 10, 0 time = 1 [State 600, 5] type = ChangeState triggerall = Var(20) > 50 triggerall = Anim = 601 trigger1 = FrontEdgeBodyDist < 10 value = 601 ;--------------------------------------------------------------------------- ; Slam to Wall [Statedef 601] type = A movetype = A physics = N velset = 0,0 sprpriority = 2 ctrl = 0 [State 700, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 600, ScreenBound] type = ScreenBound trigger1 = Var(20) < 20 value = 0 movecamera = 0,0 [State 600, Width] type = Width trigger1 = Var(20) < 20 value = -20,0 [State 600, Push] type = PlayerPush trigger1 = Var(20) < 20 value = 0 [State 600, 1] type = PlaySnd trigger1 = Var(20) = 0 value = 3, 0 [State 600, Spark] type = Explod trigger1 = Var(20) = 0 anim = F70 pos = 5,-60 postype = p1 facing = -1 sprpriority = 3 [State 600, Spark] type = Explod trigger1 = Var(20) = 0 anim = F71 pos = 5,-60 postype = p1 facing = -1 sprpriority = 3 [State 600, Spark] type = Explod trigger1 = Var(20) = 0 anim = F72 pos = 5,-60 postype = p1 facing = -1 sprpriority = 3 [State 600, EnvShake] type = EnvShake trigger1 = Var(20) = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 600, 2] type = HitDef trigger1 = NumTarget > 0 trigger1 = Time = 0 attr = A, SA damage = 100, 10 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 0, 20 sparkno = 2 sparkxy = 0, -50 hitsound = S1,2 guardsound = S4,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,-6 airguard.velocity = -3,-3 air.type = Low air.cornerpush.veloff = 0 fall.animtype = Medium air.velocity = -5,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 600, 0] type = VelSet trigger1 = Var(20) = 20 x = -20 y = -5 [State 600, VelMul] type = VelMul trigger1 = Var(20) > 20 x = .9 y = .9 [State 600, 2] type = ChangeAnim trigger1 = Var(20) > 20 trigger1 = Var(20) < 25 value = 600 elem = 2 [State 600, 2] type = ChangeAnim trigger1 = Var(20) = 25 value = 0 [State 600, 4] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Hit [Statedef 605] type = S movetype = H physics = N velset = 0,0 ctrl = 0 [State 605, Anim] type = ChangeAnim trigger1 = 1 value = 5001 elem = 1 [State 605, State] type = SelfState triggerall = Time > 0 trigger1 = P2StateNo != 600 trigger1 = P2StateNo != 601 value = 5000 ;--------------------------------------------------------------------------- ; Shock Wave Fist [Statedef 700] type = A movetype = A physics = N juggle = 1 velset = 0,0 poweradd = 80 sprpriority = 2 ctrl = 0 [State 700, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 700, 3] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 700 value = 700 [State 700, 4] type = VelSet trigger1 = Var(20) <= 0 x = -5 y = -10 [State 700, 4] type = VelSet trigger1 = Var(20) = 20 x = 10 [State 700, 5] type = VelMul trigger1 = Vel X < 0 x = .9 [State 700, 5] type = VelAdd triggerall = Var(20) > 0 trigger1 = Vel Y < 0 y = .5 [State 700, 5] type = VelAdd triggerall = Var(20) > 20 trigger1 = Vel Y >= 0 trigger1 = Vel Y < 30 y = 5 [State 700, 5] type = AngleSet trigger1 = Var(20) <= 0 trigger2 = Var(20) > 30 value = 0 [State 700, 5] type = AngleDraw trigger1 = Pos Y < -10 [State 700, 6] type = AngleAdd trigger1 = Var(20) > 0 trigger1 = Var(20) < 10 value = 10 [State 700, 6] type = AngleAdd trigger1 = Var(20) > 20 trigger1 = Var(20) < 30 value = -10 [State 700, 7] type = HitDef trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10,Vel Y + 10 airguard.velocity = -5,Vel Y + 5 air.type = Trip air.velocity = -10,Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 [State 700, State] type = ChangeState trigger1 = Var(20) > 20 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 701 ;--------------------------------------------------------------------------- ; Shock Wave Pound [Statedef 701] type = A movetype= A physics = N juggle = 1 velset = 0,0 sprpriority = 2 ctrl = 0 [State 700, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 700, VarAdd] type = VarAdd trigger1 = Var(20) <= 0 var(0) = 1 [State 700, 1] type = ChangeAnim trigger1 = Var(20) <= 0 value = 220 elem = 2 [State 700, 1] type = ChangeAnim trigger1 = Anim = 220 trigger1 = AnimTime = 0 value = 0 [State 700, 2] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 700, 1] type = PlaySnd trigger1 = Var(20) = 0 value = 3, 0 [State 700, EnvShake] type = EnvShake trigger1 = Var(20) = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 700, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 1 pos = 0, 0 anim = F60 [State 700, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 0 pos = 0, 0 anim = F61 [State 700, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 2 pos = 0, 0 anim = F62 [State 700, Shot] type = Helper trigger1 = Var(20) = 0 helpertype = normal name = "Shock Wave" id = 700 pos = 50,0 postype = p1 stateno = 705 keyctrl = 0 ownpal = 1 [State 700, 7] type = HitDef trigger1 = Anim = 220 trigger1 = AnimElem = 2 attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10,-5 airguard.velocity = -5,-2.5 air.type = Trip air.velocity = -10,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 700, 2] type = VelSet trigger1 = Anim = 220 trigger1 = AnimElem = 3 x = -6 y = -8 [State 700, 3] type = VelMul trigger1 = 1 x = .9 y = .9 [State 700, State] type = ChangeState trigger1 = Var(0) < 2 trigger1 = Life <= 1000 trigger1 = Var(20) >= 10 value = 702 [State 700, State] type = ChangeState trigger1 = Var(20) > 50 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Shock Wave Fist [Statedef 702] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 2 ctrl = 0 [State 700, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 700, 3] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 700 value = 700 [State 700, 4] type = VelSet trigger1 = Var(20) = 0 x = -10 y = -20 [State 700, 4] type = VelSet trigger1 = Var(20) = 20 x = 10 [State 700, 5] type = VelMul trigger1 = Vel X < 0 x = .9 [State 700, 5] type = VelAdd triggerall = Var(20) > 0 trigger1 = Vel Y < 0 y = 1 [State 700, 5] type = VelAdd triggerall = Var(20) > 20 trigger1 = Vel Y >= 0 trigger1 = Vel Y < 30 y = 5 [State 700, 5] type = AngleSet trigger1 = Var(20) <= 0 trigger2 = Var(20) > 30 value = 0 [State 700, 5] type = AngleDraw trigger1 = Pos Y < -10 [State 700, 6] type = AngleAdd trigger1 = Var(20) > 0 trigger1 = Var(20) < 10 value = 10 [State 700, 6] type = AngleAdd trigger1 = Var(20) > 20 trigger1 = Var(20) < 30 value = -10 [State 700, 7] type = HitDef trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10,Vel Y + 10 airguard.velocity = -5,Vel Y + 5 air.type = Trip air.velocity = -10,Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 [State 700, State] type = ChangeState trigger1 = Var(20) > 20 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 701 ;--------------------------------------------------------------------------- ; Shock Wave [Statedef 705] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 4 anim = 5 ctrl = 0 [State 705, VelSet] type = VelSet trigger1 = RootDist X <= 0 x = 10 [State 705, VelSet] type = VelSet trigger1 = RootDist X > 0 x = -10 [State 705, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, Explod] type = Explod trigger1 = TimeMod = 5,0 sprpriority = 0 pos = 0, 0 anim = F60 [State 705, Explod] type = Explod trigger1 = TimeMod = 5,0 sprpriority = 1 pos = 0, 0 anim = F61 [State 705, Shot] type = Helper trigger1 = TimeMod = 5,0 helpertype = normal name = "Shock" id = 705 pos = 0,0 postype = p1 stateno = 706 keyctrl = 0 ownpal = 1 [State 705, Destroy] type = DestroySelf trigger1 = Time > 20 ;--------------------------------------------------------------------------- ; Shock [Statedef 706] type = A movetype = A physics = N juggle = 1 velset = 0,-10 sprpriority = 5 anim = 5 ctrl = 0 [State 705, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, Explod] type = Explod trigger1 = TimeMod = 2,0 sprpriority = 5 pos = 0, 0 anim = F2 [State 705, HitDef] type = HitDef trigger1 = Time = 0 attr = A, SP damage = 50, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 sparkno = 3 sparkxy = 0, 0 hitsound = S2, 1 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = ifelse (RootDist X > 0, 10, -10),-5 airguard.velocity = ifelse (RootDist X > 0, 5, -5),-2.5 air.type = High air.velocity = ifelse (RootDist X > 0, 10, -10),-5 air.hittime = 10 air.fall = 1 fall = 1 [State 705, Destroy] type = DestroySelf trigger1 = Time > 10 ;--------------------------------------------------------------------------- ; Electric Fist [Statedef 800] type = A movetype = A physics = N juggle = 1 velset = 0,0 poweradd = 80 sprpriority = 2 ctrl = 0 [State 800, 1] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 800 trigger1 = Anim != 801 value = 800 [State 800, 2] type = AngleDraw trigger1 = 1 [State 800, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 1 value = 0 [State 800, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 2 value = -45 [State 800, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 3 value = -90 [State 800, 3] type = VelAdd triggerall = Anim = 800 triggerall = Vel X < 2 trigger1 = P2Dist X > 0 x = .5 [State 800, 3] type = VelAdd triggerall = Anim = 800 triggerall = Vel X > -2 trigger1 = P2Dist X < 0 x = -.5 [State 800, 3] type = VelAdd triggerall = Anim = 800 triggerall = Vel Y < 6 trigger1 = Pos Y < -200 y = 1 [State 800, 3] type = VelAdd triggerall = Anim = 800 triggerall = Vel Y > -6 trigger1 = Pos Y > -200 y = -1 [State 800, 4] type = VelSet trigger1 = Anim = 800 trigger1 = P2Dist X > -5 trigger1 = P2Dist X < 5 trigger2 = Anim = 801 x = 0 [State 800, 4] type = VelSet trigger1 = Anim = 800 trigger1 = Pos Y > -205 trigger1 = Pos Y < -195 y = 0 [State 800, 4] type = PosAdd trigger1 = Anim = 800 trigger1 = AnimElem = 3, > 10 trigger1 = TimeMod = 2,0 y = -4 [State 800, 4] type = PosAdd trigger1 = Anim = 800 trigger1 = AnimElem = 3, > 10 trigger1 = TimeMod = 1,0 y = 2 [State 800, VarRandom] type = VarRandom trigger1 = Anim = 800 trigger1 = AnimElem = 3, > 10 v = 0 range = 0,20 [State 800, 5] type = PalFX triggerall = Anim = 800 triggerall = AnimElem = 3, > 10 trigger1 = Var(0) = 10 time = 2 add = 0,0,0 invertall = 1 [State 800, 5] type = PlaySnd triggerall = Anim = 800 triggerall = AnimElem = 3, > 10 trigger1 = Var(0) = 10 value = 2, 0 channel = 1 [State 800, Explod] type = Explod triggerall = Anim = 800 trigger1 = AnimElem = 3, > 10 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 50,20 scale = .5,.5 pos = 0,0 postype = p1 anim = F0 [State 800, Explod] type = Explod triggerall = Anim = 800 trigger1 = AnimElem = 3, > 10 trigger1 = TimeMod = 10,0 sprpriority = 10 random = 50,20 scale = .5,.5 pos = 0,0 postype = p1 anim = F1 [State 800, 6] type = ChangeAnim trigger1 = Random < 50 trigger1 = Var(20) > 150 trigger1 = Anim = 800 trigger1 = AnimElem = 3, > 0 trigger2 = Anim = 801 value = 801 [State 800, 6] type = VelSet triggerall = Anim = 801 trigger1 = AnimElem = 1 y = 30 [State 800, 6] type = VelAdd triggerall = Anim = 801 trigger1 = Vel Y < 40 y = 1 [State 800, HitDef] type = HitDef trigger1 = Anim = 801 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 3 sparkxy = 0, 0 hitsound = S2, 1 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 palfx.color = 50 palfx.time = 30 palfx.sinadd = 100,150,200,5 palfx.invertall = 1 ground.velocity = ifelse (P2Dist X <= 0, 10, -10),Vel Y + 10 airguard.velocity = ifelse (P2Dist X <= 0, 5, -5),Vel Y + 5 air.type = High air.velocity = ifelse (P2Dist X <= 0, 10, -10),Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 [State 800, State] type = ChangeState trigger1 = Var(20) > 0 trigger1 = Anim = 801 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 801 ;--------------------------------------------------------------------------- ; Electric Fist Punch [Statedef 801] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 1 ctrl = 0 [State 800, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 800, VarSet] type = VarSet trigger1 = Var(20) <= 0 var(0) = 0 [State 800, 1] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 801 trigger1 = Anim != 802 value = 801 [State 800, 0] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 800, 1] type = AngleDraw trigger1 = 1 [State 800, 1] type = AngleSet trigger1 = Var(20) <= 0 value = -90 [State 800, 2] type = PlaySnd trigger1 = Var(20) = 0 value = 3, 0 [State 800, EnvShake] type = EnvShake trigger1 = Var(20) = 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 800, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 2 pos = 0, 0 anim = F60 [State 800, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 3 pos = 0, 0 anim = F61 [State 800, Explod] type = Explod trigger1 = Var(20) = 0 sprpriority = 4 pos = 0, 0 anim = F62 [State 800, HitDef] type = HitDef trigger1 = Var(20) = 0 attr = A, SA damage = 100, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 sparkno = 3 sparkxy = 0, 0 hitsound = S2, 1 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 down.bounce = 1 palfx.color = 50 palfx.time = 30 palfx.sinadd = 100,150,200,5 palfx.invertall = 1 ground.velocity = ifelse (P2Dist X <= 0, 10, -10),-5 airguard.velocity = ifelse (P2Dist X <= 0, 5, -5),-2.5 air.type = High air.velocity = ifelse (P2Dist X <= 0, 10, -10),-5 air.hittime = 10 air.fall = 1 fall = 1 [State 800, 4] type = VelMul trigger1 = 1 x = .9 y = .9 [State 800, 5] type = AngleSet trigger1 = Anim = 801 trigger1 = AnimElem = 3 value = -45 [State 800, 5] type = VelSet trigger1 = Anim = 801 trigger1 = AnimElem = 3 x = -5 y = -10 [State 800, 5] type = AngleSet trigger1 = Anim = 801 trigger1 = AnimElem = 4 value = 0 [State 800, 6] type = ChangeAnim trigger1 = Anim = 801 trigger1 = AnimTime = 0 value = 802 [State 800, VarAdd] type = VarAdd triggerall = Anim = 802 trigger1 = AnimElem = 2 var(0) = 1 [State 800, AngleAdd] type = AngleAdd triggerall = Anim = 802 trigger1 = AnimElem = 2, >= 0 trigger1 = AnimElem = 4, < 0 value = -10 [State 800, AngleAdd] type = AngleAdd triggerall = Anim = 802 trigger1 = AnimElem = 5, >= 0 trigger1 = AnimElem = 7, < 0 value = 10 [State 800, PlaySnd] type = PlaySnd trigger1 = Anim = 802 trigger1 = AnimElem = 3 value = 0, 2 [State 800, Anim] type = ChangeAnim trigger1 = Var(0) < 2 trigger1 = AnimElem = 7, >= 0 value = 802 anim = 1 [State 800, State] type = ChangeState trigger1 = Var(0) >= 2 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Fist Pound [Statedef 850] type = A movetype = A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 850, VelSet] type = VelSet trigger1 = Var(20) <= 0 trigger1 = PrevStateNo != 35 x = ifelse(Life > 1000,P2Dist X/15, P2Dist X/20) y = -20 [State 850, 1] type = ChangeAnim triggerall = Var(20) <= 0 trigger1 = Anim != 800 trigger1 = Anim != 801 value = 800 [State 850, 2] type = AngleDraw trigger1 = 1 [State 850, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 1 value = 0 [State 850, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 2 value = -45 [State 850, 2] type = AngleSet trigger1 = Anim = 800 trigger1 = AnimElem = 3 value = -90 [State 850, VelMul] type = VelMul trigger1 = Anim = 800 x = .9 y = .9 [State 850, 6] type = ChangeAnim trigger1 = Var(20) >= 20 trigger1 = Anim = 800 trigger1 = AnimElem = 3, > 0 trigger2 = Anim = 801 value = 801 [State 850, 6] type = VelSet triggerall = Anim = 801 trigger1 = AnimElem = 1 x = 0 y = 40 [State 850, 6] type = VelAdd trigger1 = Anim = 801 y = 1 [State 850, HitDef] type = HitDef trigger1 = Anim = 801 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 ground.velocity = ifelse (P2Dist X <= 0, 20, -20),Vel Y + 10 airguard.velocity = ifelse (P2Dist X <= 0, 10, -10),Vel Y + 10 air.type = High air.velocity = ifelse (P2Dist X <= 0, 20, -20),Vel Y + 10 air.hittime = 10 air.fall = 1 fall = 1 [State 850, State] type = ChangeState trigger1 = Var(20) > 0 trigger1 = Pos Y > -20 trigger1 = Vel Y > 0 value = 851 ;--------------------------------------------------------------------------- ; Fist Pound [Statedef 851] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 1 ctrl = 0 [State 850, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 850, Shot] type = Helper triggerall = Life > 1000 trigger1 = Var(20) <= 0 helpertype = normal name = "Floor" id = 850 pos = 0,0 postype = p1 stateno = 855 keyctrl = 0 ownpal = 1 [State 850, Shot] type = Helper triggerall = Life <= 1000 trigger1 = Var(20) <= 0 helpertype = normal name = "Shock" id = 850 pos = 0,0 postype = p2 stateno = 856 keyctrl = 0 ownpal = 1 facing = -1 [State 850, 1] type = ChangeAnim triggerall = Var(20) <= 0 trigger1 = Anim != 801 trigger1 = Anim != 802 value = 801 [State 850, 0] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 850, 1] type = AngleDraw trigger1 = 1 [State 850, 1] type = AngleSet trigger1 = Var(20) <= 0 value = -90 [State 850, 2] type = PlaySnd trigger1 = Var(20) <= 0 value = 3, 0 [State 850, EnvShake] type = EnvShake trigger1 = Var(20) <= 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 850, Explod] type = Explod trigger1 = Var(20) <= 0 sprpriority = 2 pos = 0, 0 anim = F60 [State 850, Explod] type = Explod trigger1 = Var(20) <= 0 sprpriority = 3 pos = 0, 0 anim = F61 [State 850, Explod] type = Explod trigger1 = Var(20) <= 0 sprpriority = 4 pos = 0, 0 anim = F62 [State 850, HitDef] type = HitDef trigger1 = Var(20) <= 0 attr = A, SA damage = 100, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, 0 hitsound = S1, 2 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 down.bounce = 1 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 ground.velocity = ifelse (P2Dist X <= 0, 20, -20),-5 airguard.velocity = ifelse (P2Dist X <= 0, 10, -10),-2.5 air.type = High air.velocity = ifelse (P2Dist X <= 0, 20, -20),-5 air.hittime = 10 air.fall = 1 fall = 1 [State 850, 4] type = VelMul trigger1 = 1 x = .9 y = .9 [State 850, 1] type = ChangeAnim trigger1 = Anim = 801 trigger1 = AnimElem = 2, 5 value = 801 elem = 3 [State 850, 5] type = AngleSet trigger1 = Anim = 801 trigger1 = AnimElem = 3 value = -45 [State 850, 5] type = VelSet trigger1 = Anim = 801 trigger1 = AnimElem = 3 x = -5 y = -10 [State 850, 5] type = AngleSet trigger1 = Anim = 801 trigger1 = AnimElem = 4 value = 0 [State 850, 6] type = ChangeAnim trigger1 = Anim = 801 trigger1 = AnimElem = 5 value = 0 [State 850, State] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Floor Shock [Statedef 855] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 4 anim = 6 ctrl = 0 [State 855, 0] type = PosSet trigger1 = Time <= 0 y = 0 [State 855, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 855, HitDef] type = HitDef trigger1 = Time > 0 trigger1 = Root, MoveContact = 0 trigger1 = MoveContact = 0 attr = S, SA damage = 100, 10 animtype = Medium hitflag = MFD priority = 3, Hit pausetime = 0, 10 sparkno = 61 guard.sparkno = 60 sparkxy = -10, 0 hitsound = S3, 10 guardsound = S3, 10 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 down.bounce = 1 envshake.time = 10 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 ground.velocity = ifelse (P2Dist X <= 0, 2, -2),-5 airguard.velocity = ifelse (P2Dist X <= 0, 1, -1),-2.5 air.type = Trip air.velocity = ifelse (P2Dist X <= 0, 2, -2),-5 air.hittime = 10 air.fall = 1 fall = 1 [State 855, Destroy] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Shock [Statedef 856] type = A movetype = A physics = N juggle = 1 velset = 0,0 sprpriority = 5 anim = 5 ctrl = 0 [State 705, 0] type = PosSet trigger1 = Time <= 0 y = 0 [State 705, 0] type = VelSet trigger1 = AnimElem = 1,1 y = -10 [State 705, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 4 pos = 0, 0 anim = F60 [State 705, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 5 pos = 0, 0 anim = F61 [State 705, Explod] type = Explod trigger1 = TimeMod = 2,0 sprpriority = 5 pos = 0, 0 anim = F2 [State 705, HitDef] type = HitDef trigger1 = TimeMod = 5,0 attr = A, SP damage = 50, 10 animtype = Medium hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 3 sparkxy = 0, 0 hitsound = S2, 1 guardsound = S4, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0,-10 airguard.velocity = -2,-5 air.type = High air.velocity = -2,-10 air.hittime = 10 air.fall = 1 fall = 1 [State 705, Destroy] type = DestroySelf trigger1 = Time > 20 ;--------------------------------------------------------------------------- ; Finger Drill [Statedef 900] type = A movetype = A physics = N juggle = 1 poweradd = 80 sprpriority = 2 ctrl = 0 [State 900, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 900, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 900, 1] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 900 value = 900 [State 900, 2] type = AngleDraw trigger1 = Anim = 900 trigger1 = AnimElem = 4, < 0 [State 900, 2] type = AngleSet trigger1 = Var(20) <= 0 trigger2 = Anim = 900 trigger2 = AnimElem = 4 value = 0 [State 900, 2] type = AngleAdd triggerall = Anim = 900 trigger1 = AnimElem = 1, > 0 trigger1 = AnimElem = 4, < 0 value = 5 [State 900, 3] type = PosAdd triggerall = Anim = 900 trigger1 = AnimElem = 4 x = -40 [State 900, 2] type = HitDef triggerall = MoveContact = 0 trigger1 = Anim = 900 trigger1 = AnimElem = 9 attr = A, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = -10, -50 hitsound = S1,5 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = 0,-10 airguard.velocity = 0,-5 air.type = Low air.velocity = 0,-10 air.hittime = 20 air.fall = 1 fall = 1 [State 900, 2] type = HitDef triggerall = Anim = 901 trigger1 = AnimElem = 2 attr = A, SA damage = 20, 10 animtype = Heavy guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = -10, -10 hitsound = S1,5 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = ifelse (P2Dist X <= 0, -5, 5),Vel Y + 10 airguard.velocity = ifelse (P2Dist X <= 0, -5, 5),Vel Y + 5 air.type = Low air.velocity = ifelse (P2Dist X <= 0, -5, 5),Vel Y + 10 p2facing = ifelse (P2Dist X <= 0, -1, 1) air.hittime = 20 air.fall = 1 fall = 1 [State 900, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Var(20) = 50 y = -20 [State 900, VelSet] type = VelSet trigger1 = Var(20) >= 50 trigger1 = P2Dist X < 0 x = -2 [State 900, VelSet] type = VelSet trigger1 = Var(20) >= 50 trigger1 = P2Dist X >= 0 x = 2 [State 900, VelSet] type = VelAdd trigger1 = Var(20) >= 50 y = 1 [State 900, 1] type = ChangeAnim trigger1 = Anim != 901 trigger1 = Var(20) > 50 trigger1 = Vel Y > 0 value = 901 [State 900, State] type = ChangeState trigger1 = Var(20) > 50 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -10 value = 901 ;--------------------------------------------------------------------------- ; Finger Drill Land [Statedef 901] type = A movetype = A physics = N juggle = 1 sprpriority = 2 ctrl = 0 [State 900, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 900, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0.2 [State 900, 1] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 901 trigger1 = Anim != 902 value = 901 [State 900, 2] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 900, MakeDust] type = MakeDust trigger1 = Anim = 901 pos = 10,0 spacing = 4 [State 900, MakeDust] type = MakeDust trigger1 = Anim = 901 pos = 0,0 spacing = 2 [State 900, MakeDust] type = MakeDust trigger1 = Anim = 901 pos = -10,0 spacing = 6 [State 900, HitDef] type = HitDef triggerall = P2StateType != L triggerall = Anim = 901 trigger1 = AnimElem = 2 attr = A, SA damage = 20, 10 animtype = Heavy guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = -10, -20 hitsound = S1,5 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = ifelse (P2Dist X <= 0, -5, 5),10 airguard.velocity = ifelse (P2Dist X <= 0, -5, 5),5 air.type = Low air.velocity = ifelse (P2Dist X <= 0, -5, 5),10 down.velocity = ifelse (P2Dist X <= 0, -5, 5),0 air.hittime = 20 p2facing = ifelse (P2Dist X <= 0, -1, 1) air.fall = 1 fall = 1 [State 900, HitDef] type = HitDef triggerall = P2StateType = L triggerall = Anim = 901 trigger1 = AnimElem = 2 attr = A, SA damage = 20, 10 animtype = Heavy guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = -10, -10 hitsound = S1,10 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = ifelse (P2Dist X <= 0, -5, 5),10 airguard.velocity = ifelse (P2Dist X <= 0, -5, 5),5 air.type = Low air.velocity = ifelse (P2Dist X <= 0, -5, 5),10 down.velocity = ifelse (P2Dist X <= 0, -5, 5),0 air.hittime = 20 p2facing = ifelse (EnemyNear, Facing = -1, -1, 1) air.fall = 1 fall = 1 [State 900, HitDef] type = HitDef triggerall = Anim = 902 trigger1 = AnimElem = 2 attr = A, SA damage = 50, 10 animtype = DiagUp guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = -10, -10 hitsound = S1,5 guardsound = S4,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = ifelse (P2Dist X <= 0, 10, -10),-5 airguard.velocity = ifelse (P2Dist X <= 0, 5, -5),-2.5 air.type = Low air.velocity = ifelse (P2Dist X <= 0, 10, -10),-5 down.velocity = ifelse (P2Dist X <= 0, 10, -10),-5 down.bounce = 1 air.hittime = 20 p2facing = ifelse (P2Dist X <= 0, -1, 1) air.fall = 1 fall = 1 [State 900, Anim] type = ChangeAnim trigger1 = Var(20) >= 50 trigger1 = Anim = 901 trigger1 = AnimTime = 0 value = 902 [State 900, VelMul] type = VelMul trigger1 = Anim = 902 x = .9 y = .9 [State 900, State] type = ChangeState trigger1 = Var(20) > 100 trigger1 = Anim = 902 trigger1 = AnimTime = 0 value = 902 ;--------------------------------------------------------------------------- ; Finger Drill Stop [Statedef 902] type = A movetype = A physics = N juggle = 1 sprpriority = 2 ctrl = 0 [State 900, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 35 var(20) = 0 [State 900, VelSet] type = VelSet trigger1 = Var(20) <= 0 x = 0 y = 0 [State 900, 1] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 903 trigger1 = Anim != 0 value = 903 [State 900, 2] type = AngleDraw trigger1 = Anim = 903 trigger1 = AnimElem = 2, >= 0 [State 900, VelMul] type = VelMul trigger1 = 1 x = .9 y = .9 [State 900, PosSet] type = PosSet trigger1 = Var(20) <= 0 y = 0 [State 900, PosAdd] type = PosAdd trigger1 = Var(20) = 0 y = 20 [State 900, PosAdd] type = PosAdd trigger1 = Var(20) = 5 y = -10 [State 900, VelSet] type = VelSet trigger1 = Var(20) = 5 y = -10 [State 900, AngleSet] type = AngleSet trigger1 = Anim = 903 trigger1 = AnimElem = 2 value = -90 [State 900, AngleSet] type = AngleSet trigger1 = Anim = 903 trigger1 = AnimElem = 3 value = -45 [State 900, AngleSet] type = AngleSet trigger1 = Anim = 0 trigger2 = Anim = 903 trigger2 = AnimElem = 4 value = 0 [State 900, Anim] type = ChangeAnim trigger1 = Anim = 903 trigger1 = AnimTime = 0 value = 0 [State 900, State] type = ChangeState trigger1 = Anim = 0 trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Helper [Statedef 10000] type = A movetype= A physics = N juggle = 1 velset = 0,0 anim = 10 ctrl = 0 [State 10000, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 10000, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Invisible [State 10000, Destroy] type = DestroySelf triggerall = IsHelper(35) trigger1 = Root, MoveType != H trigger1 = Root, Time > 0 trigger2 = Root, StateNo = 5150 trigger3 = Root, StateNo = 5151 [State 10000, Destroy] type = DestroySelf triggerall = IsHelper(280) trigger1 = Root, MoveType != A trigger1 = Root, MoveType != H trigger1 = Root, Time > 0 trigger2 = Root, StateNo = 5150 trigger3 = Root, StateNo = 5151 [State 10000, Destroy] type = DestroySelf triggerall = IsHelper(5150) trigger1 = Root, MoveType != H trigger1 = Root, Time > 0 trigger2 = Root, StateNo = 5150 [State 10000, Destroy] type = DestroySelf triggerall = IsHelper(10000) trigger1 = Root, MoveType != A trigger1 = Root, MoveType != H trigger1 = Root, Time > 0 trigger2 = Root, StateNo >= 260 trigger3 = Root, StateNo = 5150 trigger4 = Root, StateNo = 5151 ;---------------------------------------------------------------------------