; Master Hand States ;--------------------------------------------------------------------------- ; Start [Statedef 0] type = S movetype = I physics = S sprpriority = 4 [State 0, NoTurn] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 0, AngleSet] type = AngleSet trigger1 = 1 value = 0 [State 0, 0] type = ChangeAnim trigger1 = Anim != 0 value = 0 [State 0, 1] type = VelSet trigger1 = Vel X != 0 x = 0 [State 0, 2] type = VelSet trigger1 = Vel Y != 0 y = 0 ;--------------------------------------------------------------------------- ; Crouch [Statedef 10] [State 10, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] [State 20, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Idle [Statedef 30] type = A movetype = I physics = N sprpriority = 4 ctrl = 1 [State 30, AngleSet] type = AngleSet trigger1 = 1 value = 0 [State 30, Anim] type = ChangeAnim trigger1 = Anim != 0 value = 0 [State 30, 0] type = null ;Turn trigger1 = Command = "holdback" [State 30, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 30, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 30, 3] type = VelSet trigger1 = command = "holdup" y = const(velocity.walk.back.x) [State 30, 4] type = VelSet trigger1 = command = "holddown" y = const(velocity.walk.fwd.x) [State 30, 5] type = VelSet trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 30, 5] type = VelSet trigger1 = command != "holdup" trigger1 = command != "holddown" y = 0 [State 30, 6] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 30, 6] type = PosSet trigger1 = Pos Y < -200 y = -200 ;--------------------------------------------------------------------------- ; Hit [Statedef 35] movetype = H sprpriority = -2 ctrl = 0 [State 35, Helper] type = Helper triggerall = NumHelper(35) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 35 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 35, AngleDraw] type = AngleDraw trigger1 = 1 [State 35, Anim] type = ChangeAnim trigger1 = 1 value = Anim elem = AnimElemNo(0) [State 35, 0] type = PalFX trigger1 = Time = 0 time = 2 add = 250,250,250 [State 35, PosAdd] type = PosAdd trigger1 = !HitShakeOver trigger1 = TimeMod = 1,0 y = -4 [State 35, PosAdd] type = PosAdd trigger1 = !HitShakeOver trigger1 = TimeMod = 2,0 y = 8 [State 35, PosFreeze] type = PosFreeze trigger1 = !HitShakeOver x = 1 y = 1 [State 35, PosSet] type = PosSet trigger1 = NumHelper(35) > 0 trigger1 = HitShakeOver x = Helper(35), Pos X y = Helper(35), Pos Y [State 35, 1] type = ChangeState trigger1 = HitShakeOver value = Var(10) ctrl = Var(11) [State 35, 2] type = ChangeState trigger1 = Life = 0 value = 5151 ;--------------------------------------------------------------------------- ; Jump [Statedef 40] [State 40, 0] type = ChangeState trigger1 = 1 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] ctrl = 0 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win State [Statedef 180] velset = 0,0 ctrl = 0 [State 180, Anim] type = ChangeAnim trigger1 = Anim != 180 value = 180 [State 180, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Intro [Statedef 190] velset = 0,0 ctrl = 0 [State 190, 0] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, Anim] type = ChangeAnim trigger1 = Anim != 0 value = 0 [State 190, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 200, 1] type = PosAdd trigger1 = Time = 0 x = -200 y = -200 [State 200, 2] type = VelSet trigger1 = Time = 0 x = 1 y = 1 [State 200, 3] type = PlaySnd trigger1 = Time = 50 value = 10, 0 [State 200, 4] type = VelSet trigger1 = Time = 200 x = 0 y = 0 [State 190, 5] type = ChangeState trigger1 = Time > 200 value = 191 ;--------------------------------------------------------------------------- ; Intro [Statedef 191] velset = 0,0 ctrl = 0 [State 190, 0] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, Anim] type = ChangeAnim trigger1 = Anim != 190 value = 190 [State 190, PosAdd] type = PosAdd trigger1 = AnimElem = 2, > 0 trigger1 = AnimElem = 3, < 0 trigger1 = TimeMod = 2,0 x = 8 y = -4 [State 190, PosAdd] type = PosAdd trigger1 = AnimElem = 2, > 0 trigger1 = AnimElem = 3, < 0 trigger1 = TimeMod = 1,0 x = -4 y = 2 [State 190, 5] type = ChangeState trigger1 = Anim = 190 trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = A movetype = I physics = N sprpriority = 4 velset = 0,0 ctrl = 0 [State 195, Anim] type = ChangeAnim trigger1 = Anim != 195 value = 195 [State 195, 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 195, 3] type = ChangeState trigger1 = AnimTime = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Dead [Statedef 5150] type = L movetype= H physics = N velset = 0,0 sprpriority = -5 ctrl = 0 [State 5150, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 5150, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, Anim] type = ChangeAnim trigger1 = Anim != 5150 value = 5150 [State 5150, PosSet] type = PosSet trigger1 = 1 y = 0 [State 5150, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Invisible ;--------------------------------------------------------------------------- ; Death [Statedef 5151] type = A movetype= H physics = N velset = 0,-1 sprpriority = -5 ctrl = 0 [State 5150, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 5150, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, Helper] type = Helper triggerall = NumHelper(5150) = 0 trigger1 = Time <= 0 helpertype = normal name = "Helper" id = 5150 pos = 0,0 postype = p1 stateno = 10000 keyctrl = 0 ownpal = 1 [State 5150, Anim] type = ChangeAnim trigger1 = Anim != 5151 value = 5151 [State 5150, PosSet] type = PosSet trigger1 = NumHelper(5150) > 0 trigger1 = Time <= 0 x = Helper(5150), Pos X y = Helper(5150), Pos Y [State 5150, AngleDraw] type = AngleDraw trigger1 = Time > 0 scale = 1-((Var(10))*.01), 1-((Var(10))*.01) [State 5150, PosFreeze] type = PosFreeze trigger1 = Time < 5 x = 1 y = 1 [State 5150, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 5150, VarAdd] type = VarAdd triggerall = Var(0) < 250 trigger1 = Time > 0 trigger1 = Time < 150 var(0) = 2 [State 5150, VarAdd] type = VarAdd triggerall = Var(0) > 0 trigger1 = Time > 150 trigger1 = Time < 200 var(0) = -5 [State 5150, PalFX] type = AllPalFX trigger1 = Time < 200 time = 1 add = var(0),Var(0),Var(0) [State 5150, EnvColor] type = EnvColor trigger1 = Time <= 0 value = 0,0,0 ignorehitpause = 1 persistent = 0 under = 1 time = 10 [State 5150, Pause] type = Pause trigger1 = Time = 1 time = 10 [State 5150, PosAdd] type = PosAdd triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 6,0 x = 10 [State 5150, PosAdd] type = PosAdd triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 3,0 x = -5 [State 5150, PosAdd] type = PosAdd triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 4,0 y = 8 [State 5150, PosAdd] type = PosAdd triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 2,0 y = -4 [State 5150, VarSet] type = VarSet trigger1 = Time <= 0 var(10) = 0 [State 5150, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 150 trigger1 = TimeMod = 2,0 var(10) = 1 [State 5150, Explod] type = Explod triggerall = NumExplod(5150) = 0 trigger1 = Time <= 0 sprpriority = -5 removetime = 150 bindtime = -1 pos = 0, 0 postype = p1 anim = 5151 id = 5150 [State 5150, Explod] type = ModifyExplod triggerall = NumExplod(5150) > 0 trigger1 = Time > 0 trigger1 = Time < 150 scale = 1-((Var(10))*.01), 1-((Var(10))*.01) id = 5150 [State 5150, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 5,0 value = 3, 0 [State 5150, Explod] type = Explod triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 50,50 pos = -20, -50 postype = p1 anim = F0 [State 5150, Explod] type = Explod triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 50,50 pos = -20, -50 postype = p1 anim = F1 [State 5150, Explod] type = Explod triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 50,50 pos = -20, -50 postype = p1 anim = F2 [State 5150, Explod] type = Explod triggerall = Time > 0 triggerall = Time < 150 trigger1 = TimeMod = 5,0 sprpriority = 10 random = 50,50 pos = -20, -50 postype = p1 anim = F3 [State 5150, AssertSpecial] type = AssertSpecial trigger1 = Time > 0 flag = Invisible [State 5150, State] type = ChangeState trigger1 = Time >= 200 value = 5150 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S sprpriority = 4 [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = RoundNo = 1 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = RoundNo = 1 fvalue = 0 [State 5900, 3] ;Intro type = ChangeState trigger1 = RoundNo = 1 value = 190 [state 5900, 4] ;Turns Mode Intro type = ChangeState trigger1 = RoundsExisted = 0 && TeamMode = Turns && Roundno > 1 value = 190 ;---------------------------------------------------------------------------