;--------------------------------------------------------------------------- ;MEGAMAN'S RUSH STATES by Jin Kazama ;--------------------------------------------------------------------------- ; Rush Falling [Statedef 1100] type = A ctrl = 0 anim = 1100 velset = 0,8 physics = N sprpriority = -4 [state 1100,1] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1100,2] type = ChangeState trigger1 = Time = 30 value = 1101 ;--------------------------------------------------------------------------- ; Rush Landing [Statedef 1101] type = S ctrl = 0 anim = 1101 velset = 0,0 physics = S sprpriority = -4 [state 1101,1] type = posset trigger1 = 1 y = -5 [state 1101,2] type = palfx trigger1 = time = [0,3] add = 160,160,160 time = 1 [state 1101,3] type = palfx trigger1 = time = [4,7] add = 120,120,120 time = 1 [state 1101,4] type = palfx trigger1 = time = [8,11] add = 80,80,80 time = 1 [state 1101,5] type = palfx trigger1 = time = [12,15] add = 40,40,40 time = 1 [State 1101,6] type = ChangeState trigger1 = AnimTime = 0 value = 1102 ;--------------------------------------------------------------------------- ; Rush Standing [Statedef 1102] type = S ctrl = 0 anim = 1102 velset = 0,0 physics = S sprpriority = -4 [state 1102,1] type = posset trigger1 = 1 y = -5 [state 1102,2] type = turn trigger1 = facing != root, facing [state 1102,3] type = velset trigger1 = 1 x = 0 [state 1102,4] type = palfx trigger1 = 1 add = 0,0,0 time = 1 [State 1102,5] ;Walk Forward type = ChangeState trigger1 = rootdist x = [101, 200] value = 1103 [State 1102,6] ;Walk Backward type = ChangeState trigger1 = rootdist x = [-200, -101] value = 1104 [State 1102,7] ;Run Forward type = ChangeState trigger1 = rootdist x = [201, 4000] value = 1105 [State 1102,8] ;Run Backward type = ChangeState trigger1 = rootdist x = [-4000, -201] value = 1106 [State 1102,9] ;Angry type = ChangeState trigger1 = root, var(1) > 10 value = 1107 [State 1102,10] ;Sad type = ChangeState trigger1 = root, life = 0 value = 1108 [state 1102,11] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1102,12] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1102,13] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1102,14] type = changestate trigger1 = root, stateno = 182 || root, stateno = 184 || root, stateno = 185 value = 1124 [state 1102,15] type = changestate trigger1 = root, stateno = 181 value = 1126 ;--------------------------------------------------------------------------- ; Rush Walking Forward [Statedef 1103] type = S ctrl = 0 anim = 1103 velset = 3.5,0 physics = N sprpriority = -4 [State 1103,1] ;Standing type = ChangeState trigger1 = rootdist x = [-50, 50] value = 1102 [State 1103,2] ;Angry type = ChangeState trigger1 = root, var(1) > 10 value = 1107 [state 1103,3] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1103,4] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1103,5] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 ;--------------------------------------------------------------------------- ; Rush Walking Backward [Statedef 1104] type = S ctrl = 0 anim = 1104 velset = -3,0 physics = N sprpriority = -4 [State 1104,1] ;Standing type = ChangeState trigger1 = rootdist x = [-50, 50] value = 1102 [State 1104,2] ;Angry type = ChangeState trigger1 = root, var(1) > 10 value = 1107 [state 1104,3] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1104,4] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1104,5] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 ;--------------------------------------------------------------------------- ; Rush Running Forward [Statedef 1105] type = S ctrl = 0 anim = 1105 velset = 5,0 physics = N sprpriority = -4 [State 1105,1] ;Standing type = ChangeState trigger1 = rootdist x = [-50, 100] value = 1102 [State 1105,2] ;Angry type = ChangeState trigger1 = root, var(1) > 10 value = 1107 [state 1105,3] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1105,4] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1105,5] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 ;--------------------------------------------------------------------------- ; Rush Running Backward [Statedef 1106] type = S ctrl = 0 anim = 1106 velset = -4,0 physics = N sprpriority = -4 [State 1106,1] ;Standing type = ChangeState trigger1 = rootdist x = [-50, 100] value = 1102 [State 1106,2] ;Angry type = ChangeState trigger1 = root, var(1) > 10 value = 1107 [state 1106,3] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1106,4] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1106,5] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 ;--------------------------------------------------------------------------- ; Rush Mad [Statedef 1107] type = S ctrl = 0 anim = 1107 velset = 0,0 physics = S sprpriority = -4 [state 1107,1] type = velset trigger1 = 1 x = 0 [State 1107,2] ;Standing type = ChangeState trigger1 = root, var(1) = 0 value = 1102 [state 1107,3] type = ChangeState trigger1 = root, stateno = 1000 trigger1 = root, animelem = 5, = 0 value = 1120 [state 1107,4] type = ChangeState trigger1 = root, stateno = 1030 trigger1 = root, animelem = 5, = 0 value = 1125 [state 1107,5] type = ChangeState trigger1 = root, stateno = 1040 trigger1 = root, animelem = 5, = 0 value = 1120 ;--------------------------------------------------------------------------- ; Rush Sad [Statedef 1108] type = S ctrl = 0 anim = 1108 velset = 0,0 physics = S sprpriority = -4 [state 1108,1] type = velset trigger1 = 1 x = 0 [State 1108,2] ;Standing type = ChangeState trigger1 = root, life != 0 value = 1102 ;--------------------------------------------------------------------------- ; Rush (Super Move 1) [Statedef 1120] type = A ctrl = 0 anim = 1102 physics = N sprpriority = -4 [state 1120,1] type = velset trigger1 = 1 x = rootdist x / 15 y = rootdist y / 7 [state 1120,2] type = palfx trigger1 = time = [0,3] add = 100,100,100 time = 1 [state 1120,3] type = palfx trigger1 = time = [4,7] add = 150,150,150 time = 1 [state 1120,4] type = palfx trigger1 = time = [8,11] add = 200,200,200 time = 1 [state 1120,5] type = palfx trigger1 = time = [12,15] add = 255,255,255 time = 1 [state 1120,6] type = changestate trigger1 = root, stateno != [1000, 1099] value = 1122 [state 1120,7] type = changestate trigger1 = time = 15 value = 1121 ;--------------------------------------------------------------------------- ; Rush (Super Move 2) [Statedef 1121] type = A ctrl = 0 anim = 1102 physics = N sprpriority = -4 [state 1121,1] type = assertspecial trigger1 = 1 flag = invisible [state 1121,2] type = bindtoroot trigger1 = 1 time = 1 [state 1121,3] type = changestate trigger1 = root, stateno != [1000, 1099] trigger2 = root, stateno = 1000 && root, time = 180 trigger3 = root, stateno = 1045 && root, time = 15 trigger4 = root, stateno = 1032 && root, time = 3 value = 1122 ;--------------------------------------------------------------------------- ; Rush (Super Move 3) [Statedef 1122] type = A ctrl = 0 anim = 1102 physics = N sprpriority = -4 [state 1122,1] type = velset trigger1 = time = 0 x = -5 y = - (pos y) / 13 [state 1122,2] type = velmul trigger1 = pos y >= -5 y = 0 [state 1122,3] type = palfx trigger1 = time = [0,3] add = 255,255,255 time = 1 [state 1122,4] type = palfx trigger1 = time = [4,7] add = 200,200,200 time = 1 [state 1122,5] type = palfx trigger1 = time = [8,11] add = 150,150,150 time = 1 [state 1122,6] type = palfx trigger1 = time = [12,15] add = 100,100,100 time = 1 [state 1122,7] type = changestate trigger1 = time = 15 value = 1102 ;--------------------------------------------------------------------------- ; Rush Rising [Statedef 1125] type = A ctrl = 0 anim = 1112 velset = 0,-8 physics = N sprpriority = -4 [state 1125,1] type = AssertSpecial trigger1 = 1 flag = NoShadow [state 1125,2] type = AssertSpecial trigger1 = time > 30 flag = invisible [state 1125,3] type = velset trigger1 = time = 30 y = 0 [State 1125,4] type = ChangeState trigger1 = root, stateno != [1030,1031] value = 1100 ;--------------------------------------------------------------------------- ; Rush Win Pose w/ Dr Light [Statedef 1124] type = S ctrl = 0 anim = 189 velset = 0,0 physics = S sprpriority = -4 [state 1124,1] type = posset trigger1 = 1 y = -5 [state 1124,2] type = velset trigger1 = 1 x = 0 ;--------------------------------------------------------------------------- ; Rush Win Pose (being held by Megaman) [Statedef 1126] type = S ctrl = 0 anim = 1103 velset = 0,0 physics = N sprpriority = -4 [state 1126,1] type = velset trigger1 = time = 0 && rootdist x = [60, 4000] x = 3.5 [state 1126,2] type = velset trigger1 = time = 0 && rootdist x = [-4000, 50] x = -3.5 [state 1126,3] type = changeanim trigger1 = anim != 1104 && vel x < 0 value = 1104 [state 1126,4] type = velmul trigger1 = rootdist x = [40,50] x = 0 [state 1126,5] type = ChangeAnim trigger1 = anim != 1126 && rootdist x = [40,50] value = 1126 [state 1126,6] type = sprpriority trigger1 = anim = 1126 value = 5