; Helpers ;--------------------------------------------------------------------------- ; Brain [Statedef 1] sprpriority = 4 anim = 1 ctrl = 0 [State 1, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1, 0] type = AssertSpecial trigger1 = NumHelper(8000) > 0 trigger2 = Root, Var(20) > 0 trigger3 = Root, Var(25) > 0 flag = NoShadow [State 1, 0] type = AssertSpecial trigger1 = Root, Var(20) > 0 trigger2 = Root, Var(25) > 0 flag = Invisible [State 1, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Root, Anim != 195 trigger2 = Var(0) >= 60 trigger3 = Root, Anim = 195 trigger3 = Var(0) > 15 v = 0 value = 0 [State 1, VarAdd] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1, 0] type = AngleDraw trigger1 = 1 scale = Root, FVar(5) * Const(size.xscale), Root, FVar(6) * Const(size.yscale) [State 1, 0] type = AngleSet trigger1 = Root, StateNo < 220 trigger2 = Root, StateNo > 225 trigger2 = Root, StateNo < 230 trigger3 = Root, StateNo > 235 trigger3 = Root, StateNo < 400 trigger4 = Root, StateNo = 421 trigger5 = Root, Pos Y >= -30 trigger5 = Root, Vel Y = 0 value = 0 [State 1, 1] type = AngleSet trigger1 = Root, StateNo = 231 trigger1 = Root, Var(0) >= 1 || Root, Var(0) < 5 trigger1 = Root, Time >= 10 trigger1 = Root, Time <= 25 trigger2 = Root, StateNo = 231 trigger2 = Root, Var(0) < 1 || Root, Var(0) >= 5 trigger2 = Root, Time >= 10 trigger2 = Root, Time <= 41 trigger3 = Root, StateNo = 461 trigger3 = Root, Time > 5 trigger3 = Root, Time < 70 value = Helper(5), FVar(0) + 22.5 [State 1, 1] type = AngleSet triggerall = Root, StateNo = 220 trigger1 = Root, Time > 0 trigger1 = Root, Time < 19 value = Helper(5), FVar(0) + 5 [State 1, 1] type = AngleSet triggerall = Root, StateNo = 221 trigger1 = Root, Time > 0 trigger1 = Root, Time < 19 value = Helper(5), FVar(0) - 5 [State 1, 1] type = AngleSet triggerall = Root, StateNo = 420 trigger1 = Root, Time >= 40 value = 90 [State 1, 1] type = AngleSet trigger1 = Root, StateNo >= 270 trigger1 = Root, StateNo < 275 trigger2 = Root, StateNo >= 280 trigger2 = Root, StateNo < 285 trigger3 = Root, StateNo > 2000 trigger3 = Root, StateNo < 2005 trigger3 = Root, StateTime > 0 value = Root, FVar(0) [State 1, 0] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 1, 0] type = SprPriority trigger1 = Root, StateNo = 35 value = -2 [State 1, 0] type = SprPriority trigger1 = Root, StateNo != 35 trigger1 = Root, StateNo != 803 value = 4 [State 1, 0] type = SprPriority trigger1 = Root, StateNo = 803 trigger1 = Root, Time >= 20 value = -10 [State 1, 1] type = PalFX triggerall = Root, StateNo != 35 triggerall = Root, StateNo != 802 triggerall = Root, StateNo != 803 triggerall = Root, StateNo != 804 triggerall = Root, StateNo != 813 triggerall = Root, StateNo != 5150 trigger1 = Root, Anim != 195 trigger1 = Var(0) >= 10 trigger1 = Var(0) < 20 trigger2 = Root, Anim = 195 trigger2 = Var(0) >= 2 trigger2 = Var(0) < 6 time = 1 add = 40,40,40 [State 1, 1] type = PalFX triggerall = Root, StateNo != 35 triggerall = Root, StateNo != 802 triggerall = Root, StateNo != 803 triggerall = Root, StateNo != 804 triggerall = Root, StateNo != 813 triggerall = Root, StateNo != 5150 trigger1 = Root, Anim != 195 trigger1 = Var(0) >= 30 trigger1 = Var(0) < 40 trigger2 = Root, Anim != 195 trigger2 = Var(0) >= 50 trigger2 = Var(0) < 60 trigger3 = Root, Anim = 195 trigger3 = Var(0) >= 8 trigger3 = Var(0) < 10 trigger4 = Root, Anim = 195 trigger4 = Var(0) >= 14 trigger4 = Var(0) < 16 time = 1 add = -40,-40,-40 [State 1, 1] type = PalFX triggerall = Root, StateNo != 35 triggerall = Root, StateNo != 802 triggerall = Root, StateNo != 803 triggerall = Root, StateNo != 804 triggerall = Root, StateNo != 813 triggerall = Root, StateNo != 5150 trigger1 = Root, Anim != 195 trigger1 = Var(0) >= 40 trigger1 = Var(0) < 50 trigger2 = Root, Anim = 195 trigger2 = Var(0) >= 10 trigger2 = Var(0) < 14 time = 1 add = -80,-80,-80 [State 1, 2] type = PalFX trigger1 = Root, StateNo = 35 trigger1 = Root, Time = 1 time = 2 add = 250,250,250 [State 1, 2] type = PalFX triggerall = Root, TimeMod = 3,0 trigger1 = Root, StateNo = 400 trigger1 = Root, Time > 10 trigger1 = Root, Time < 50 trigger2 = Root, StateNo = 240 trigger2 = Root, Time <= 20 time = 2 add = 200,200,200 [State 1,PalFX] type = PalFX trigger1 = Root, StateNo = 802 trigger1 = Root, Time = 50 add = 100,100,100 sinadd = 100,100,100,5 time = 150 [State 1, PalFX] type = PalFX triggerall = Root, StateNo = 2001 trigger1 = Root, Time = 100 add = 200,200,200 time = 2 [State 1, PalFX] type = PalFX triggerall = Root, StateNo = 2001 trigger1 = Root, Time = 50 trigger2 = Root, Time >= 140 trigger2 = Root, Time < 180 trigger2 = Root, TimeMod = 10,0 trigger3 = Root, Time >= 180 trigger3 = Root, Time < 220 trigger3 = Root, TimeMod = 8,0 trigger4 = Root, Time >= 220 trigger4 = Root, Time < 260 trigger4 = Root, TimeMod = 6,0 trigger5 = Root, Time >= 260 trigger5 = Root, Time < 300 trigger5 = Root, TimeMod = 4,0 trigger6 = Root, Time >= 300 trigger6 = Root, TimeMod = 2,0 time = 1 invertall = 1 ignorehitpause = 1 [State 1, Trans] type = Trans trigger1 = Root, StateNo = 813 trans = addalpha alpha = 200,200 [State 1, PalFX] type = PalFX trigger1 = Root, StateNo = 813 ignorehitpause = 1 add = -Root, Time * 2, -Root, Time * 2, -Root, Time * 2 time = 1 [State 1, PalFX] type = PalFX triggerall = Root, StateNo = 813 trigger1 = Root, TimeMod = 5,0 time = 1 invertall = 1 ignorehitpause = 1 [State 1, 4] type = ChangeState triggerall = Root, Var(25) <= 0 trigger1 = Root, StateNo = 5150 trigger2 = Root, StateNo = 5151 value = 2 [State 1, 5] type = DestroySelf triggerall = Root, Var(25) <= 0 trigger1 = Root, StateNo = 5150 trigger2 = Root, Anim = 5150 ;--------------------------------------------------------------------------- ; Brain Dissapearing [Statedef 2] sprpriority = 4 anim = 1 [State 2, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2, 0] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 2, 1] type = AssertSpecial trigger1 = Time > 5 trigger1 = TimeMod = 2,0 flag = Invisible [State 2, Trans] type = Trans trigger1 = Time > 5 trans = addalpha alpha = 200,200 [State 2, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 2, VarAdd] type = VarAdd trigger1 = Time > 0 v = 0 value = -1 [State 2, 1] type = PalFX trigger1 = 1 time = 1 add = var(0),Var(0),Var(0) [State 2, 2] type = DestroySelf trigger1 = Root, StateNo = 5150 trigger2 = Root, Anim = 5150 ;--------------------------------------------------------------------------- ; Body [Statedef 5] sprpriority = 4 anim = 5 [State 5, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5, 0] type = AssertSpecial trigger1 = NumHelper(8000) > 0 trigger2 = Root, Var(20) > 0 trigger3 = Root, Var(25) > 0 flag = NoShadow [State 5, 0] type = AssertSpecial trigger1 = Root, Var(20) > 0 trigger2 = Root, Var(25) > 0 flag = Invisible [State 5, 0] type = AngleDraw trigger1 = 1 scale = Root, FVar(5) * Const(size.xscale), Root, FVar(6) * Const(size.yscale) [State 5, 1] type = VarSet trigger1 = Root, StateNo < 220 trigger2 = Root, StateNo > 225 trigger2 = Root, StateNo < 230 trigger3 = Root, StateNo > 235 trigger3 = Root, StateNo < 400 trigger4 = Root, StateNo = 421 trigger5 = Root, Pos Y >= -30 trigger5 = Root, Vel Y = 0 fvar(0) = 0 [State 5, 1] type = VarAdd trigger1 = Root, StateNo = 231 trigger1 = Root, Var(0) >= 1 || Root, Var(0) < 5 trigger1 = Root, Time >= 10 trigger1 = Root, Time <= 25 trigger2 = Root, StateNo = 231 trigger2 = Root, Var(0) < 1 || Root, Var(0) >= 5 trigger2 = Root, Time >= 10 trigger2 = Root, Time <= 41 trigger3 = Root, StateNo = 461 trigger3 = Root, Time > 5 trigger3 = Root, Time < 70 fvar(0) = 22.5 [State 5, 1] type = VarAdd triggerall = Root, StateNo = 220 trigger1 = Root, Time > 0 trigger1 = Root, Time < 19 fvar(0) = 5 [State 5, 1] type = VarAdd triggerall = Root, StateNo = 221 trigger1 = Root, Time > 0 trigger1 = Root, Time < 19 fvar(0) = -5 [State 5, 1] type = VarSet trigger1 = Root, StateNo = 420 trigger1 = Root, Time >= 40 fvar(0) = 90 [State 5, 0] type = AngleSet trigger1 = Root, StateNo < 230 trigger2 = Root, StateNo > 235 trigger2 = Root, StateNo < 400 trigger3 = Root, StateNo = 421 trigger4 = Root, Pos Y >= -30 trigger4 = Root, Vel Y = 0 value = 0 [State 5, 1] type = AngleSet trigger1 = Root, StateNo >= 220 trigger1 = Root, StateNo < 225 trigger2 = Root, StateNo = 231 trigger3 = Root, StateNo = 420 trigger4 = Root, StateNo = 461 value = FVar(0) [State 5, 1] type = AngleSet trigger1 = Root, StateNo >= 270 trigger1 = Root, StateNo < 275 trigger2 = Root, StateNo >= 280 trigger2 = Root, StateNo < 285 trigger3 = Root, StateNo > 2000 trigger3 = Root, StateNo < 2005 trigger3 = Root, StateTime > 0 value = Root, FVar(0) [State 5, 0] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 5, 1] type = ChangeAnim trigger1 = Root, Anim = 220 trigger1 = Root, AnimElem = 4, >= 0 value = Anim elem = 2 [State 5, 1] type = ChangeAnim trigger1 = Root, Anim != 220 trigger2 = Root, Anim = 220 trigger2 = Root, AnimElem = 4, < 0 value = Anim elem = Parent, AnimElemNo(0) [State 5, 2] type = SprPriority trigger1 = Root, StateNo = 35 value = -2 [State 5, 2] type = SprPriority trigger1 = Root, StateNo != 35 trigger1 = Root, StateNo != 803 value = 4 [State 5, 2] type = SprPriority trigger1 = Root, StateNo = 803 trigger1 = Root, Time >= 20 value = -10 [State 5, 3] type = PalFX trigger1 = Root, StateNo = 35 trigger1 = Root, Time = 1 time = 2 add = 250,250,250 [State 5,PalFX] type = PalFX trigger1 = Root, StateNo = 802 trigger1 = Root, Time = 50 add = 100,100,100 sinadd = 100,100,100,5 time = 150 [State 5, PalFX] type = PalFX triggerall = Root, StateNo = 2001 trigger1 = Root, Time = 100 add = 200,200,200 time = 2 [State 5, PalFX] type = PalFX triggerall = Root, StateNo = 2001 trigger1 = Root, Time = 50 trigger2 = Root, Time >= 140 trigger2 = Root, Time < 180 trigger2 = Root, TimeMod = 10,0 trigger3 = Root, Time >= 180 trigger3 = Root, Time < 220 trigger3 = Root, TimeMod = 8,0 trigger4 = Root, Time >= 220 trigger4 = Root, Time < 260 trigger4 = Root, TimeMod = 6,0 trigger5 = Root, Time >= 260 trigger5 = Root, Time < 300 trigger5 = Root, TimeMod = 4,0 trigger6 = Root, Time >= 300 trigger6 = Root, TimeMod = 2,0 time = 1 invertall = 1 ignorehitpause = 1 [State 5, Trans] type = Trans trigger1 = Root, StateNo = 813 trans = addalpha alpha = 200,200 [State 5, PalFX] type = PalFX trigger1 = Root, StateNo = 813 ignorehitpause = 1 add = -Root, Time * 2, -Root, Time * 2, -Root, Time * 2 time = 1 [State 5, PalFX] type = PalFX triggerall = Root, StateNo = 813 trigger1 = Root, TimeMod = 5,0 add = -Root, Time * 2, -Root, Time * 2, -Root, Time * 2 time = 1 invertall = 1 ignorehitpause = 1 [State 5, 4] type = ChangeState triggerall = Root, Var(25) <= 0 trigger1 = Root, StateNo = 5150 trigger2 = Root, StateNo = 5151 value = 6 [State 5, 5] type = DestroySelf triggerall = Root, Var(25) <= 0 trigger1 = Root, StateNo = 5150 trigger2 = Root, Anim = 5150 ;--------------------------------------------------------------------------- ; Body Dissapearing [Statedef 6] sprpriority = 4 anim = 5 [State 6, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6, 0] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 6, 1] type = ChangeAnim trigger1 = 1 value = Anim elem = Parent, AnimElemNo(0) [State 6, 2] type = AssertSpecial trigger1 = Time > 5 trigger1 = TimeMod = 2,0 flag = Invisible [State 6, Trans] type = Trans trigger1 = Time > 5 trans = addalpha alpha = 200,200 [State 6, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 6, VarAdd] type = VarAdd trigger1 = Time > 0 v = 0 value = -1 [State 6, 1] type = PalFX trigger1 = 1 time = 1 add = var(0),Var(0),Var(0) [State 6, 3] type = DestroySelf trigger1 = Root, StateNo = 5150 trigger2 = Root, Anim = 5150 ;--------------------------------------------------------------------------- ; Intro - Container [Statedef 191] sprpriority = 20 velset = 0,0 anim = 191 ctrl = 0 [State 190, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 190, 0] type = BindToRoot trigger1 = Time < 200 trigger1 = Root, Anim = 190 pos = 0, 0 facing = 1 [State 190, 1] type = PosSet trigger1 = 1 y = 0 [State 190, PlaySnd] type = PlaySnd trigger1 = Time = 199 value = 1, 0 freqmul = 0.8 channel = 0 [State 190, Explod] type = Explod trigger1 = Time = 199 pausemovetime = -1 supermovetime = -1 anim = F3 pos = 0, -10 sprpriority = 15 [State 190, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 0 channel = 1 [State 190, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 1 channel = 2 [State 190, 1] type = AssertSpecial trigger1 = TimeMod = 2,0 trigger1 = AnimElem = 2, >= 50 flag = Invisible [State 190, 2] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Time > 300 ;--------------------------------------------------------------------------- ; Shot Air [Statedef 245] type = A movetype = A physics = N sprpriority = 4 anim = 4 ctrl = 0 [State 245, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 245, 1] type = VelSet triggerall = Root, Var(0) >= 2 trigger1 = Time <= 0 y = 10 [State 245, 1] type = VelSet triggerall = Time <= 0 trigger1 = Root, Var(0) = 3 trigger1 = P2Dist X >= 0 trigger2 = Root, Var(0) = 5 trigger2 = P2Dist X < 0 x = 10 [State 245, 1] type = VelSet triggerall = Time <= 0 trigger1 = Root, Var(0) = 5 trigger1 = P2Dist X >= 0 trigger2 = Root, Var(0) = 3 trigger2 = P2Dist X < 0 x = -10 [State 245, 1] type = VelSet triggerall = Time <= 0 trigger1 = Root, Var(0) = 6 trigger1 = P2Dist X >= 0 trigger2 = Root, Var(0) = 7 trigger2 = P2Dist X < 0 x = 5 [State 245, 1] type = VelSet triggerall = Time <= 0 trigger1 = Root, Var(0) = 7 trigger1 = P2Dist X >= 0 trigger2 = Root, Var(0) = 6 trigger2 = P2Dist X < 0 x = -5 [State 245, 1] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel X < 5 trigger1 = P2Dist X > 0 x = 1 [State 245, 1] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel X > -5 trigger1 = P2Dist X < 0 x = -1 [State 245, 1] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel Y < 5 trigger1 = P2Dist Y > 50 y = 1 [State 245, 1] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel Y > -5 trigger1 = P2Dist Y < 50 y = -1 [State 245, 2] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel X < 5 trigger1 = Root, Command = "holdfwd" trigger1 = Root, Var(40) >= 0 x = 2 [State 245, 2] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel X > -5 trigger1 = Root, Command = "holdback" trigger1 = Root, Var(40) >= 0 x = -2 [State 245, 2] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel Y < 5 trigger1 = Root, Command = "holddown" trigger1 = Root, Var(40) >= 0 y = 2 [State 245, 2] type = VelAdd triggerall = Root, Var(0) < 2 trigger1 = Vel Y > -5 trigger1 = Root, Command = "holdup" trigger1 = Root, Var(40) >= 0 y = -2 [State 245, 3] type = Explod trigger1 = Root, Var(0) < 2 trigger1 = TimeMod = 5,0 pausemovetime = -1 supermovetime = -1 anim = F3 pos = 0, 0 sprpriority = 5 [State 245, 3] type = Explod trigger1 = Root, Var(0) >= 2 pausemovetime = -1 supermovetime = -1 anim = F3 pos = 0, 0 sprpriority = 5 scale = .5,.5 [State 245, Flash] type = EnvColor trigger1 = MoveHit = 1 value = 250,250,250 ignorehitpause = 1 persistent = 0 time = 2 [State 245, 4] type = HitDef triggerall = P2Dist X >= 0 trigger1 = Root, Var(0) < 2 attr = A, SP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 10 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -20,-5 airguard.velocity = -10,-2.5 air.type = High down.velocity = 0,0 down.hittime = 10 air.velocity = -20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 245, 4] type = HitDef triggerall = P2Dist X < 0 trigger1 = Root, Var(0) < 2 attr = A, SP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 10 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 20,-5 airguard.velocity = -10,-2.5 air.type = High down.velocity = 0,0 down.hittime = 10 air.velocity = 20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 245, 4] type = HitDef triggerall = P2Dist X >= 0 trigger1 = Root, Var(0) >= 2 trigger1 = MoveContact = 0 attr = A, HP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 10 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -20,-5 airguard.velocity = -10,-2.5 air.type = High down.velocity = 0,0 down.hittime = 10 air.velocity = -20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 245, 4] type = HitDef triggerall = P2Dist X < 0 trigger1 = Root, Var(0) >= 2 trigger1 = MoveContact = 0 attr = A, HP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 10 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 20,-5 airguard.velocity = -10,-2.5 air.type = High down.velocity = 0,0 down.hittime = 10 air.velocity = 20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 245, 5] type = DestroySelf trigger1 = Time >= 100 trigger2 = Root, Var(0) < 2 trigger2 = MoveContact ignorehitpause = 1 [State 245, State] type = ChangeState trigger1 = Pos Y >= 0 value = 246 ;--------------------------------------------------------------------------- ; Shot Hit Floor [Statedef 246] type = A movetype = A physics = N sprpriority = 4 velset = 0,0 anim = 4 ctrl = 0 [State 246, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 246, Flash] type = EnvColor triggerall = PrevStateNo != 260 trigger1 = Time <= 0 value = 250,250,250 ignorehitpause = 1 persistent = 0 time = 2 [State 246, EnvShake] type = EnvShake trigger1 = Time = 0 time = 10 freq = 100 ampl = -10 phase = 10 [State 246, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 1, 0 freqmul = 0.6 [State 246, Shot] type = Helper trigger1 = TimeMod = 5,0 trigger1 = Root, Var(0) < 2 helpertype = normal name = "Shot" id = 15 pos = 0,0 postype = p1 stateno = 248 keyctrl = 0 ownpal = 1 [State 246, 1] type = PosSet trigger1 = Time <= 0 y = 0 [State 246, 1] type = VelSet triggerall = Time <= 0 triggerall = Root, Var(0) < 2 trigger1 = PrevStateNo != 260 trigger1 = P2Dist X >= 0 trigger2 = PrevStateNo = 260 trigger2 = RootDist X <= 0 x = 10 [State 246, 1] type = VelSet triggerall = Time <= 0 triggerall = Root, Var(0) < 2 trigger1 = PrevStateNo != 260 trigger1 = P2Dist X < 0 trigger2 = PrevStateNo = 260 trigger2 = RootDist X > 0 x = -10 [State 246, 1] type = VelSet triggerall = Time <= 0 trigger1 = Root, Var(0) >= 2 x = 0 y = -10 [State 246, 2] type = Explod trigger1 = Root, Var(0) >= 2 trigger1 = TimeMod = 2,0 pausemovetime = -1 supermovetime = -1 anim = F2 pos = 0, 0 sprpriority = 5 [State 246, 4] type = HitDef triggerall = P2Dist X >= 0 trigger1 = Root, Var(0) >= 2 trigger1 = MoveContact = 0 attr = A, HP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -20,-5 airguard.velocity = -10,-2.5 air.type = High down.hittime = 10 air.velocity = -20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 246, 4] type = HitDef triggerall = P2Dist X < 0 trigger1 = Root, Var(0) >= 2 trigger1 = MoveContact = 0 attr = A, HP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 20,-5 airguard.velocity = -10,-2.5 air.type = High down.hittime = 10 air.velocity = 20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 246, 5] type = DestroySelf trigger1 = Root, Var(0) < 2 trigger1 = Time >= 20 trigger2 = Root, Var(0) >= 2 trigger2 = Time >= 10 trigger3 = Root, Var(0) < 2 trigger3 = MoveContact ;--------------------------------------------------------------------------- ; Shot Floor Rising [Statedef 248] type = A movetype = A physics = N sprpriority = 4 velset = 0,-10 anim = 4 ctrl = 0 [State 248, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 248, 2] type = Explod trigger1 = Timemod = 2,0 pausemovetime = -1 supermovetime = -1 anim = F2 pos = 0, 0 sprpriority = 5 [State 248, 4] type = HitDef triggerall = Parent, Vel X > 0 trigger1 = MoveContact = 0 attr = A, SP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -20,-5 airguard.velocity = -10,-2.5 air.type = High down.hittime = 10 air.velocity = -20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 248, 4] type = HitDef triggerall = Parent, Vel X < 0 trigger1 = MoveContact = 0 attr = A, SP damage = 50, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 0, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 20,-5 airguard.velocity = -10,-2.5 air.type = High down.hittime = 10 air.velocity = 20,-5 air.hittime = 10 air.fall = 1 fall = 1 [State 248, 5] type = DestroySelf trigger1 = Time >= 10 ;--------------------------------------------------------------------------- ; Ground Pound [Statedef 260] type = S movetype = A physics = N velset = 0,0 anim = 260 ctrl = 0 [State 260, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 260, 0] type = Width trigger1 = 1 value = -40,-50 [State 260, 1] type = HitDef trigger1 = MoveContact = 0 attr = S, NA damage = 50, 10 animtype = Medium hitflag = MFD priority = 3, Hit pausetime = 0, 0 sparkno = 61 sparkxy = -10, 0 hitsound = S2, 50 guardsound = S3, 50 ground.type = Trip ground.slidetime = 10 ground.hittime = 10 ground.velocity = -1,-5 airguard.velocity = -1,-5 air.type = Trip air.velocity = -1,-5 air.hittime = 10 down.velocity = -1,-5 air.fall = 1 fall = 1 [State 260, State] type = ChangeState trigger1 = Time > 0 value = 246 ;--------------------------------------------------------------------------- ; Metroid [Statedef 500] type = A movetype = I physics = N sprpriority = 1 anim = 500 ctrl = 0 [State 500, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 500, Pound] type = Helper triggerall = NumHelper(501) <= 0 trigger1 = Time <= 0 name = "Metroid Brain" pos = 0, 0 stateno = 501 ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 facing = 1 ownpal = 1 under = 1 id = 501 [State 500, Pound] type = Helper triggerall = NumHelper(502) <= 0 trigger1 = Time <= 0 name = "Metroid Electricity" pos = 0, 0 stateno = 502 ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 facing = 1 ownpal = 1 under = 1 id = 502 [State 500, AssertSpecial] type = AssertSpecial trigger1 = Root, NumProjID(590) > 0 flag = NoShadow flag2 = Invisible [State 500, VarSet] type = VarSet trigger1 = RoundState > 2 v = 0 value = 0 [State 500, VarRandom] type = VarRandom trigger1 = RoundState = 2 v = 0 range = 0,599 [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 0 x = 0 [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 10 y = 0 [State 500, VelMul] type = VelMul triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 20 trigger2 = RoundState > 2 x = .9 y = .9 [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 30 x = -Vel X [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 40 y = -Vel Y [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 50 x = -Vel X / 2 [State 500, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 60 y = -Vel Y / 2 [State 500, 1] type = VelAdd triggerall = Vel X < 6 trigger1 = Var(0) >= 0 trigger1 = Var(0) < 300 trigger1 = RootDist X > 0 trigger2 = Var(0) >= 300 trigger2 = Var(0) < 600 trigger2 = P2Dist X > 0 x = .1 [State 500, 1] type = VelAdd triggerall = Vel X > -6 trigger1 = Var(0) >= 0 trigger1 = Var(0) < 300 trigger1 = RootDist X < 0 trigger2 = Var(0) >= 300 trigger2 = Var(0) < 600 trigger2 = P2Dist X < 0 x = -.1 [State 500, 1] type = VelAdd triggerall = Vel Y < 3 trigger1 = Var(0) >= 0 trigger1 = Var(0) < 300 trigger1 = RootDist Y > 50 trigger2 = Var(0) >= 300 trigger2 = Var(0) < 600 trigger2 = P2Dist Y > 50 y = .1 [State 500, 1] type = VelAdd triggerall = Vel Y > -3 trigger1 = Var(0) >= 0 trigger1 = Var(0) < 300 trigger1 = RootDist Y < 50 trigger2 = Var(0) >= 300 trigger2 = Var(0) < 600 trigger2 = P2Dist Y < 50 y = -.1 [State 500, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 500, State] type = ChangeState triggerall = RoundState = 2 triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 510 trigger2 = Root, NumHelper(600) > 0 trigger2 = Helper(600), MoveType != A trigger2 = Var(0) = 550 trigger3 = Root, NumHelper(600) <= 0 trigger3 = Var(0) = 550 trigger4 = Root, Power >= 1000 trigger4 = Var(0) = 590 value = Var(0) [State 500, State] type = ChangeState trigger1 = Root, Var(30) <= 0 trigger2 = RoundState > 2 value = 520 [State 500, State] type = ChangeState triggerall = Time > 100 triggerall = RoundState = 2 triggerall = P2MoveType != H triggerall = Root, NumHelper(600) > 0 triggerall = Helper(600), MoveType != A triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) >= 300 trigger1 = Var(0) < 600 trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 trigger1 = P2Dist Y < 100 trigger1 = P2Dist Y > 50 value = 550 [State 500, State] type = ChangeState triggerall = Time > 100 triggerall = RoundState = 2 triggerall = P2MoveType != H triggerall = Root, NumHelper(600) <= 0 triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) >= 300 trigger1 = Var(0) < 600 trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 trigger1 = P2Dist Y < 100 trigger1 = P2Dist Y > 50 value = 550 ;--------------------------------------------------------------------------- ; Metroid Brain [Statedef 501] type = A movetype = I physics = N sprpriority = -1 velset = 0,0 anim = 501 ctrl = 0 [State 501, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 501, 0] type = BindToParent trigger1 = 1 pos = 0, 0 facing = 1 [State 501, Anim] type = ChangeAnim triggerall = Parent, StateNo = 510 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) -AnimElemTime(AnimElemNo(0) + 1))/2) value = Anim elem = AnimElemNo(0) + 1 [State 501, PalFX] type = PalFX trigger1 = Parent, StateNo = 590 trigger1 = Parent, TimeMod = 2,0 time = 1 color = 0 mul = 50,150,150 add = 50,150,150 [State 501, PalFX] type = PalFX trigger1 = Parent, StateNo = 590 trigger1 = Parent, TimeMod = 2,1 time = 1 color = 0 mul = 100,200,200 add = 100,200,200 [State 501, AfterImage] type = AfterImage trigger1 = Parent, StateNo = 590 trigger1 = Parent, StateTime < 2 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 time = 0 [State 501, AfterImage] type = AfterImageTime trigger1 = Parent, StateNo = 590 trigger1 = Parent, Anim = 500 ignorehitpause = 1 time = 2 [State 501, AssertSpecial] type = AssertSpecial trigger1 = Parent, Anim = 591 trigger2 = Root, NumProjID(590) > 0 flag = NoShadow flag2 = Invisible [State 501, 5] type = DestroySelf trigger1 = NumHelper(500) <= 0 ;--------------------------------------------------------------------------- ; Metroid Electricity [Statedef 502] type = A movetype = I physics = N sprpriority = 2 velset = 0,0 anim = 502 ctrl = 0 [State 502, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 502, 0] type = BindToParent trigger1 = 1 pos = 0, 0 facing = 1 [State 502, AssertSpecial] type = AssertSpecial trigger1 = Parent, Anim = 591 trigger2 = Root, NumProjID(590) > 0 flag = NoShadow flag2 = Invisible [State 502, 5] type = DestroySelf trigger1 = NumHelper(500) <= 0 ;--------------------------------------------------------------------------- ; Metroid Taunt [Statedef 510] type = A movetype = I physics = N ctrl = 0 [State 510, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 510, 1] type = VelMul triggerall = TimeMod = 2,0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 510, 1] type = VelMul triggerall = TimeMod = 2,0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 510, 2] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -200 y = 0 [State 510, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 510, 3] type = ChangeState triggerall = RoundState = 2 trigger1 = Time > 100 value = 500 ;--------------------------------------------------------------------------- ; Metroid Leave [Statedef 520] type = A movetype = I physics = N sprpriority = 1 ctrl = 0 [State 520, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 520, 1] type = VelAdd trigger1 = Vel X < 10 trigger1 = RootDist X < 0 x = 0.5 [State 520, 1] type = VelAdd trigger1 = Vel X > -10 trigger1 = RootDist X >= 0 x = -0.5 [State 520, 1] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -200 y = 0 [State 520, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 520, 3] type = PosSet trigger1 = Pos Y <= -200 y = -200 [State 520, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 trigger3 = Time > 100 ;--------------------------------------------------------------------------- ; Metroid Attack [Statedef 550] type = A movetype = A physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 550, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 550, Turn] type = Turn triggerall = Time <= 0 trigger1 = Facing = 1 trigger1 = Enemy, Facing = 1 trigger2 = Facing = -1 trigger2 = Enemy, Facing = -1 [State 550, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 550, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 550, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = P2Dist Y > 75 y = .2 [State 550, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = P2Dist Y < 75 y = -.2 [State 550, 2] type = HitDef triggerall = P2MoveType != H trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 trigger1 = P2Dist Y < 90 trigger1 = P2Dist Y > 60 attr = A, NT damage = 0, 0 animtype = Heavy hitflag = MA priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = 50, 10 ground.velocity = -5,-5 air.velocity = -5,-5 down.velocity = -5,-5 p1stateno = 551 p2stateno = 555 p1facing = 1 p2facing = 1 air.fall = 1 numhits = 0 fall = 1 [State 550, 3] type = ChangeState triggerall = Time > 200 triggerall = NumTarget = 0 trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 trigger1 = P2Dist Y > 0 trigger1 = P2Dist Y < 100 value = 500 ;--------------------------------------------------------------------------- ; Metroid Grab [Statedef 551] type = A movetype = A physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 551, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 551, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 551, 1] type = TargetBind triggerall = NumTarget > 0 trigger1 = P2StateNo = 555 pos = 0, -10 time = 2 [State 551, LifeAdd] type = TargetLifeAdd trigger1 = NumTarget > 0 trigger1 = Target,Life > 0 value = -2 kill = 0 [State 551, PowerAdd] type = TargetPowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 value = -2 [State 551, PowerAdd] type = PowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 value = 2 [State 551, 1] type = VelAdd triggerall = Vel Y < 10 trigger1 = Time > 5 y = 1 [State 551, VelSet] type = VelSet trigger1 = Time > 5 trigger1 = Pos Y >= -50 x = 0 y = 0 [State 551, PosSet] type = PosSet trigger1 = Time > 5 trigger1 = Pos Y >= -50 y = -50 [State 551, State] type = ChangeState trigger1 = Time > 5 trigger1 = Pos Y >= -50 value = 552 [State 551, Drop] type = TargetDrop triggerall = Time > 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 555 trigger1 = Target, StateNo != 556 [State 551, VelSet] type = VelSet triggerall = Time > 0 trigger1 = NumTarget <= 0 x = -2.5 y = -2.5 [State 551, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget <= 0 value = 500 ;--------------------------------------------------------------------------- ; Metroid Hit Floor [Statedef 552] type = A movetype = A physics = N velset = 0,0 sprpriority = 1 ctrl = 0 [State 552, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 552, PosSet] type = PosSet trigger1 = 1 y = -40 [State 552, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 2, 1 [State 552, 4] type = TargetState triggerall = Time <= 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 556 ignorehitpause = 1 value = 556 [State 552, 4] type = BindToTarget triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = P2StateNo = 556 pos = -5, -40 time = 2 [State 552, LifeAdd] type = TargetLifeAdd trigger1 = NumTarget > 0 trigger1 = Target,Life > 0 value = -2 [State 552, PowerAdd] type = TargetPowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 value = -2 [State 552, PowerAdd] type = PowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 value = 2 [State 552, Drop] type = TargetDrop triggerall = Time > 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 555 trigger1 = Target, StateNo != 556 trigger2 = Time >= 200 [State 552, VelSet] type = VelSet triggerall = Time > 0 trigger1 = NumTarget <= 0 x = -2.5 y = -2.5 [State 552, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget <= 0 value = 500 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 555] type = A movetype = H physics = N velset = 0,0 sprpriority = 0 [State 555, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 555, PalFX] type = PalFX triggerall = Life > 0 trigger1 = TimeMod = 2,0 time = 1 add = 100,100,100 [State 555, PalFX] type = PalFX triggerall = Power > 0 trigger1 = TimeMod = 3,0 time = 1 add = -100,-100,-100 [State 555, Anim2] type = ChangeAnim2 triggerall = Time <= 10 triggerall = Vel Y = 0 trigger1 = Anim != 555 value = 555 elem = 1 [State 555, Anim2] type = ChangeAnim2 triggerall = Time > 10 trigger1 = Vel Y < 0 value = 555 elem = 2 [State 555, Anim2] type = ChangeAnim2 triggerall = Time > 10 trigger1 = Vel Y > 0 value = 555 elem = 3 [State 555, SelfState] type = SelfState trigger1 = Time > 0 trigger1 = Alive = 0 value = 5000 ;--------------------------------------------------------------------------- ; Grabbed Hit Floor [Statedef 556] type = C movetype = H physics = C velset = 0,0 sprpriority = 0 anim = 5020 [State 556, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 556, PosSet] type = PosSet trigger1 = 1 y = 0 [State 556, PalFX] type = PalFX triggerall = Life > 0 trigger1 = TimeMod = 2,0 time = 1 add = 100,100,100 [State 556, PalFX] type = PalFX triggerall = Power > 0 trigger1 = TimeMod = 3,0 time = 1 add = -100,-100,-100 [State 556, State] type = ChangeState trigger1 = Alive = 0 value = 557 [State 556, State] type = SelfState trigger1 = Time > 200 value = 5000 ;--------------------------------------------------------------------------- ; Opponent Collapse [Statedef 557] type = C movetype = H physics = C velset = 0,0 [State 557, Anim] type = ChangeAnim2 trigger1 = Anim != 556 value = 556 [State 557, State] type = SelfState trigger1 = AnimTime = 0 value = 5110 ;--------------------------------------------------------------------------- ; Metroid Ultimate Rocket Start [Statedef 590] type = A movetype = A physics = N sprpriority = 1 velset = 0,0 ctrl = 0 [State 590, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 590, Width] type = Width trigger1 = 1 value = -50 - Time, -50 - Time [State 590, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 ignorehitpause = 1 [State 590, PalFX] type = PalFX trigger1 = 1 time = 1 color = 0 mul = 100,200,200 add = 100,200,200 [State 590, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 590, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 590, Turn] type = Turn triggerall = Time <= 0 trigger1 = Facing = 1 trigger1 = Enemy, Facing = 1 trigger2 = Facing = -1 trigger2 = Enemy, Facing = -1 [State 590, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -10 anim = 100 time = 0 sound = S3, 2 poweradd = -1000 darken = 0 [State 590, VelAdd] type = VelAdd trigger1 = Vel X > -20 x = -0.25 [State 590, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 590, PalFX] type = BGPalFX trigger1 = 1 time = 1 add = var(0),Var(0),Var(0) [State 590, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Var(0) > -200 v = 0 value = -2 [State 590, State] type = ChangeState triggerall = Time > 30 trigger1 = BackEdgeDist < -100 trigger2 = Var(0) <= -200 trigger2 = Time > 100 value = 591 ;--------------------------------------------------------------------------- ; Ultimate Rocket Shoot [Statedef 591] type = A movetype = A physics = N sprpriority = 1 velset = 30,0 anim = 591 ctrl = 0 [State 590, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 590, PosSet] type = PosSet trigger1 = 1 y = -50 [State 590, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 590, PalFX] type = AllPalFX trigger1 = 1 time = 1 add = Var(0),Var(0),Var(0) [State 590, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 5 trigger1 = Var(0) >= 0 v = 0 value = 50 [State 590, VarAdd] type = VarAdd trigger1 = Time >= 5 trigger1 = Var(0) > 0 v = 0 value = -10 [State 590, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0, 10 freqmul = 1.5 [State 590, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 5, 0 freqmul = 1.5 [State 590, 3] type = Projectile trigger1 = Time <= 0 damage = 50,10 getpower = 0,0 attr = A, HA hitflag = MAF guardflag = MA animtype = Heavy projid = 590 projanim = 590 projhitanim = 590 projremanim = 590 projheightbound = -500,500 projedgebound = 1000 projstagebound = 1000 projpriority = 10 projmisstime = 0 projremove = 0 sprpriority = -2 p1sprpriority = -2 p2sprpriority = 4 projsprpriority = 0 projhits = 10 pausetime = 3,2 velocity = 30,0 remvelocity = 30,0 offset = 20,-20 sparkxy = 0,0 sparkno = 2 palfx.time = 30 palfx.color = 0 palfx.mul = 100,200,200 palfx.sinadd = 100,200,200,4 envshake.time = 5 envshake.freq = 50 envshake.ampl = -10 envshake.phase = 10 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10,-2 airguard.velocity = -5,-1 air.hittime = 20 air.type = High air.velocity = -10,-2 fall.recover = 0 air.juggle = 0 air.fall = 1 fall = 1 [State 590, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 ignorehitpause = 1 [State 590, VelSet] type = VelSet triggerall = Time > 0 trigger1 = Root, NumProjID(590) > 0 trigger1 = Root, ProjContactTime(590) > 5 x = 30 [State 590, VelSet] type = VelSet triggerall = Time > 0 trigger1 = Root, NumProjID(590) > 0 trigger1 = Root, ProjContactTime(590) >= 0 trigger1 = Root, ProjContactTime(590) <= 5 trigger2 = Root, NumProjID(590) = 0 x = 0 [State 590, VelSet] type = VelSet triggerall = Time > 0 trigger1 = Root, NumProjID(590) = 0 x = -5 y = -2.5 [State 590, PosSet] type = PosSet triggerall = Time > 0 trigger1 = Root, NumProjID(590) = 0 x = IfElse (Facing = 1, BackEdgeBodyDist - 250, FrontEdgeBodyDist + 250) [State 590, State] type = ChangeState triggerall = Time > 0 trigger1 = Root, NumProjID(590) = 0 value = 500 ;--------------------------------------------------------------------------- ; Mocktroid [Statedef 600] type = A movetype = I physics = N sprpriority = 2 anim = 600 ctrl = 0 [State 600, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 600, VarSet] type = VarSet trigger1 = RoundState > 2 v = 0 value = 0 [State 600, VarRandom] type = VarRandom trigger1 = RoundState = 2 v = 0 range = 100,699 [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 100 x = 0 [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 110 y = 0 [State 600, VelMul] type = VelMul triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 120 trigger2 = RoundState > 2 x = .9 y = .9 [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 130 x = -Vel X [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 140 y = -Vel Y [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 150 x = -Vel X / 2 [State 600, VelSet] type = VelSet triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 160 y = -Vel Y / 2 [State 600, 1] type = VelAdd triggerall = Vel X < 4 trigger1 = Var(0) >= 100 trigger1 = Var(0) < 400 trigger1 = RootDist X > 0 trigger2 = Var(0) >= 400 trigger2 = Var(0) < 700 trigger2 = P2Dist X > 0 x = .05 [State 600, 1] type = VelAdd triggerall = Vel X > -4 trigger1 = Var(0) >= 100 trigger1 = Var(0) < 400 trigger1 = RootDist X < 0 trigger2 = Var(0) >= 400 trigger2 = Var(0) < 700 trigger2 = P2Dist X < 0 x = -.05 [State 600, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = Var(0) >= 100 trigger1 = Var(0) < 400 trigger1 = RootDist Y > 50 trigger2 = Var(0) >= 400 trigger2 = Var(0) < 700 trigger2 = P2Dist Y > 50 y = .05 [State 600, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = Var(0) >= 100 trigger1 = Var(0) < 400 trigger1 = RootDist Y < 50 trigger2 = Var(0) >= 400 trigger2 = Var(0) < 700 trigger2 = P2Dist Y < 50 y = -.05 [State 600, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 600, State] type = ChangeState triggerall = RoundState = 2 triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) = 610 trigger2 = Root, NumHelper(500) > 0 trigger2 = Helper(500), MoveType != A trigger2 = Var(0) = 650 trigger3 = Root, NumHelper(500) <= 0 trigger3 = Var(0) = 650 trigger4 = Root, Power >= 1000 trigger4 = Var(0) = 690 value = Var(0) [State 600, State] type = ChangeState trigger1 = Root, Var(30) <= 0 trigger2 = RoundState > 2 value = 620 [State 600, State] type = ChangeState triggerall = Time > 100 triggerall = RoundState = 2 triggerall = P2MoveType != H triggerall = Root, NumHelper(500) > 0 triggerall = Helper(500), MoveType != A triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) >= 400 trigger1 = Var(0) < 700 trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 trigger1 = P2Dist Y < 100 trigger1 = P2Dist Y > 50 value = 650 [State 600, State] type = ChangeState triggerall = Time > 100 triggerall = RoundState = 2 triggerall = P2MoveType != H triggerall = Root, NumHelper(500) <= 0 triggerall = FrontEdgeDist >= 0 triggerall = BackEdgeDist >= 0 trigger1 = Var(0) >= 400 trigger1 = Var(0) < 700 trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 trigger1 = P2Dist Y < 100 trigger1 = P2Dist Y > 50 value = 650 ;--------------------------------------------------------------------------- ; Mocktroid Taunt [Statedef 610] type = A movetype = I physics = N ctrl = 0 [State 610, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 610, Anim] type = ChangeAnim trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) -AnimElemTime(AnimElemNo(0) + 1))/2) value = Anim elem = AnimElemNo(0) + 1 [State 610, 1] type = VelMul triggerall = TimeMod = 2,0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 610, 1] type = VelMul triggerall = TimeMod = 2,0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 610, 2] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -200 y = 0 [State 610, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 610, 3] type = ChangeState triggerall = RoundState = 2 trigger1 = Time > 100 value = 600 ;--------------------------------------------------------------------------- ; Mocktroid Leave [Statedef 620] type = A movetype = I physics = N sprpriority = 1 ctrl = 0 [State 620, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 620, 1] type = VelAdd trigger1 = Vel X < 10 trigger1 = RootDist X < 0 x = 0.5 [State 620, 1] type = VelAdd trigger1 = Vel X > -10 trigger1 = RootDist X >= 0 x = -0.5 [State 620, 1] type = VelSet trigger1 = Pos Y > 0 trigger2 = Pos Y < -200 y = 0 [State 620, 2] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 620, 3] type = PosSet trigger1 = Pos Y <= -200 y = -200 [State 620, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 trigger3 = Time > 100 ;--------------------------------------------------------------------------- ; Mocktroid Attack [Statedef 650] type = A movetype = A physics = N velset = 0,0 sprpriority = 5 ctrl = 0 [State 650, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 650, Turn] type = Turn triggerall = Time <= 0 trigger1 = Facing = 1 trigger1 = Enemy, Facing = 1 trigger2 = Facing = -1 trigger2 = Enemy, Facing = -1 [State 650, 1] type = VelAdd triggerall = Vel X < 2.5 trigger1 = P2Dist X > 5 x = .25 [State 650, 1] type = VelAdd triggerall = Vel X > -2.5 trigger1 = P2Dist X < -5 x = -.25 [State 650, 1] type = VelAdd triggerall = Vel Y < 1 trigger1 = P2Dist Y > 75 y = .1 [State 650, 1] type = VelAdd triggerall = Vel Y > -1 trigger1 = P2Dist Y < 75 y = -.1 [State 650, 2] type = HitDef triggerall = P2MoveType != H trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 trigger1 = P2Dist Y < 90 trigger1 = P2Dist Y > 60 attr = A, NT damage = 0, 0 animtype = Heavy hitflag = MA priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = 50, 10 ground.velocity = -5,-5 air.velocity = -5,-5 down.velocity = -5,-5 p1stateno = 651 p2stateno = 655 p1facing = 1 p2facing = 1 air.fall = 1 numhits = 0 fall = 1 [State 650, 3] type = ChangeState triggerall = Time > 200 triggerall = NumTarget = 0 trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 trigger1 = P2Dist Y > 0 trigger1 = P2Dist Y < 100 value = 600 ;--------------------------------------------------------------------------- ; Mocktroid Grab [Statedef 651] type = A movetype = A physics = N velset = 0,0 sprpriority = 5 anim = 650 ctrl = 0 [State 651, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 651, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 0,2 [State 651, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 651, VarSet] type = VarSet trigger1 = Time <= 0 var(10) = 0 [State 651, 1] type = TargetBind triggerall = NumTarget > 0 trigger1 = P2StateNo = 655 ignorehitpause = 1 pos = 0, -10 time = 2 [State 651, LifeAdd] type = TargetLifeAdd trigger1 = NumTarget > 0 trigger1 = Target,Life > 0 ignorehitpause = 1 value = -1 kill = 0 [State 651, PowerAdd] type = TargetPowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 ignorehitpause = 1 value = -1 [State 651, PowerAdd] type = PowerAdd trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 value = 1 [State 651, PosAdd] type = PosAdd trigger1 = AnimElem = 2 trigger2 = AnimTime = 0 y = -1 [State 651, PosAdd] type = PosAdd trigger1 = AnimElem = 3 y = -2 [State 651, PosAdd] type = PosAdd trigger1 = AnimElem = 4 y = 2 [State 651, PosAdd] type = PosAdd trigger1 = AnimElem = 5 y = 1 [State 651, HitDef] type = HitDef trigger1 = NumTarget > 0 trigger1 = Target,Power > 0 trigger1 = AnimElem = 3 attr = A, NT damage = 10 * Var(0) + 5, 0 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 6 + Var(0) + Var(0), 5 + Var(0) + Var(0) sparkno = Var(0) sparkxy = -10, 0 hitsound = S2, 20 + Var(0) getpower = 20 * Var(0) + 5 givepower = -20 * Var(0) - 5 ground.velocity = -5,-5 air.velocity = -5,-5 down.velocity = -5,-5 envshake.time = 10 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 p2stateno = 655 air.fall = 1 numhits = 0 fall = 1 [State 651, HitDef] type = HitDef trigger1 = NumTarget > 0 trigger1 = Target,Power <= 0 trigger1 = AnimElem = 3 attr = A, NT damage = 10 * Var(0) + 5, 0 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 6 + Var(0) + Var(0), 5 + Var(0) + Var(0) sparkno = Var(0) sparkxy = -10, 0 hitsound = S2, 20 + Var(0) getpower = 0 givepower = 0 ground.velocity = -5,-5 air.velocity = -5,-5 down.velocity = -5,-5 envshake.time = 10 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 p2stateno = 655 air.fall = 1 numhits = 0 fall = 1 [State 651, VarAdd] type = VarAdd trigger1 = MoveContact ignorehitpause = 1 var(10) = 1 [State 651, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;----- Blood ----- [State 651, Explod] type = Explod trigger1 = NumTarget > 0 trigger1 = AnimElem = 3 pausemovetime = -1 supermovetime = -1 postype = p1 ownpal = 1 ontop = 1 anim = F10 + Var(0) pos = 0,0 [State 651, Explod] type = Explod trigger1 = NumTarget > 0 trigger1 = AnimElem = 3 pausemovetime = -1 supermovetime = -1 postype = p2 ownpal = 1 ontop = 1 anim = F10 + Var(0) pos = 0,0 ;--------------- [State 651, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Var(10) >= 10 trigger2 = Time > 120 ignorehitpause = 1 value = 656 [State 651, Drop] type = TargetDrop triggerall = Time > 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 655 [State 651, VelSet] type = VelSet triggerall = Time > 0 trigger1 = NumTarget <= 0 x = -2.5 y = -2.5 [State 651, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget <= 0 value = 600 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 655] type = A movetype = H physics = N velset = 0,0 sprpriority = 0 [State 655, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 655, Anim2] type = ChangeAnim2 triggerall = Time <= 0 trigger1 = Anim != 655 value = 655 [State 655, Anim2] type = ChangeAnim2 trigger1 = Time > 0 trigger1 = Anim = 655 trigger1 = HitShakeOver = 0 value = Anim elem = AnimElemNo(0) [State 655, PalFX] type = PalFX triggerall = Life > 0 trigger1 = TimeMod = 2,0 time = 1 add = 100,100,100 [State 655, PalFX] type = PalFX triggerall = Power > 0 trigger1 = TimeMod = 3,0 time = 1 add = -100,-100,-100 [State 655, State] type = ChangeState trigger1 = Time > 0 trigger1 = Alive = 0 value = 656 ;--------------------------------------------------------------------------- ; Grabbed Hit Shake [Statedef 656] type = A movetype = H physics = N velset = 0,0 sprpriority = 0 [State 655, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 655, Anim2] type = ChangeAnim2 trigger1 = HitShakeOver = 0 value = Anim elem = AnimElemNo(0) [State 655, State] type = ChangeState trigger1 = HitShakeOver value = 657 ;--------------------------------------------------------------------------- ; Hit Fall [Statedef 657] type = A movetype = H physics = N velset = 0,0 [State 655, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 655, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 656 [State 655, HitVelSet] type = HitVelSet trigger1 = Time <= 0 x = 1 y = 1 [State 655, 4] type = VelAdd trigger1 = Time > 0 y = .4 [State 655, 5] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y > 10 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ; Mocktroid Dive Bomber [Statedef 690] type = A movetype = A physics = N sprpriority = 1 velset = 0,0 anim = 690 ctrl = 0 [State 690, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 690, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 690, VarSet] type = VarSet trigger1 = Time <= 0 fvar(0) = 0 [State 690, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 690, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 690, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 690, Turn] type = Turn trigger1 = Time <= 0 trigger1 = P2Dist X < 0 [State 690, VelSet] type = VelSet trigger1 = Time <= 0 persistent = 0 x = -5 y = Floor(-ScreenPos Y) / 10 [State 690, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -10 anim = 100 time = 0 sound = S3, 1 poweradd = -1000 darken = 0 [State 690, VarAdd] type = VarAdd triggerall = Var(0) <= 0 trigger1 = Time > 10 fvar(0) = -1 [State 690, PlaySnd] type = PlaySnd trigger1 = FVar(0) = 25 trigger2 = FVar(0) = -25 persistent = 0 value = 5,10 [State 690, PalFX] type = PalFX triggerall = FVar(0) >= 25 || FVar(0) <= -25 trigger1 = TimeMod = 4,0 time = 10 color = 0 mul = 250,200,0 add = 100,0,-100 sinadd = 200,100,0,4 [State 690, 0] type = AngleAdd triggerall = Var(0) <= 0 trigger1 = Time > 10 value = -FVar(0) [State 690, 0] type = AngleDraw trigger1 = Time > 10 [State 690, VarSet] type = VarSet trigger1 = FVar(0) > 50 trigger2 = FVar(0) < -50 persistent = 0 var(0) = 1 [State 690, 1] type = VelMul triggerall = Var(0) <= 0 trigger1 = Vel X < 0 trigger2 = Vel X > 0 x = .9 [State 690, 1] type = VelMul triggerall = Var(0) <= 0 trigger1 = Vel Y < 0 trigger2 = Vel Y > 0 y = .9 [State 690, PlaySnd] type = PlaySnd trigger1 = Var(0) > 0 persistent = 0 value = 0,10 channel = 1 [State 690, VelSet] type = VelSet trigger1 = Var(0) > 0 persistent = 0 x = (P2Dist X)/20 y = 10 [State 690, VelAdd] type = VelAdd trigger1 = Var(0) > 0 x = 0.5 y = 0.5 [State 690, 3] type = HitDef trigger1 = Var(0) > 0 trigger1 = MoveContact = 0 persistent = 0 attr = A, HA damage = 100, 10 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 0, 0 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -Vel X,Vel Y airguard.velocity = -Vel X/2,Vel Y/2 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 50 down.velocity = -Vel X,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = -Vel X,Vel Y air.hittime = 10 fall.recover = 0 air.fall = 1 numhits = 0 fall = 1 ;----- Burning Flames ----- [State 690, Helper] type = Helper triggerall = NumHelper(900) <= 0 trigger1 = MoveHit helpertype = normal size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 name = "Burning Flames" ignorehitpause = 1 id = 900 pos = 0, 0 postype = P2 stateno = 900 keyctrl = 0 [State 690, PlaySnd] type = PlaySnd triggerall = NumHelper(900) > 0 trigger1 = MoveHit ignorehitpause = 1 value = 5, 10 channel = 5 ;------------------------- [State 690, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 [State 690, 5] type = ChangeState trigger1 = Var(0) > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y > 0 value = 691 ;--------------------------------------------------------------------------- ; Dive Bomber Explosion [Statedef 691] type = A movetype = A physics = N sprpriority = 4 velset = 0,0 anim = 691 ctrl = 0 [State 690, PosSet] type = PosSet trigger1 = 1 y = 0 [State 690, AfterImage] type = AfterImageTime trigger1 = Time < 10 ignorehitpause = 1 time = 2 [State 690, 0] type = AngleDraw trigger1 = Time < 10 [State 690, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,11 [State 690, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 690, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 2 [State 690, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 690, Explod] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 persistent = 0 pos = 0,0 postype = p1 scale = 2,2 ownpal = 1 ontop = 1 anim = F3 [State 690, 3] type = HitDef trigger1 = Time <= 0 attr = A, HA damage = 100, 10 animtype = Heavy hitflag = MAFD guardflag = MA priority = 3, Hit pausetime = 5, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 guardsound = S0,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,-10 airguard.velocity = -2.5,-5 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 70 down.bounce = 1 down.velocity = -5,-10 down.hittime = 50 air.velocity = -5,-10 air.hittime = 10 fall.recover = 0 air.fall = 1 numhits = 0 fall = 1 ;----- Burning Flames ----- [State 690, Helper] type = Helper triggerall = NumHelper(900) <= 1 trigger1 = MoveHit helpertype = normal size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 name = "Burning Flames" ignorehitpause = 1 id = 900 pos = 0, 0 postype = P2 stateno = 900 keyctrl = 0 [State 690, PlaySnd] type = PlaySnd triggerall = NumHelper(900) > 0 trigger1 = MoveHit ignorehitpause = 1 value = 5, 10 channel = 5 ;------------------------- [State 690, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 [State 690, VarSet] type = VarSet trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 var(10) = 250 [State 690, PalFX] type = AllPalFX trigger1 = Var(0) > 0 ignorehitpause = 1 time = 1 add = Var(10),Var(10),Var(10) [State 690, VarAdd] type = VarAdd trigger1 = Var(10) > 0 ignorehitpause = 1 var(10) = -50 [State 690, VelSet] type = VelSet trigger1 = Time > 10 x = -2.5 y = -2.5 [State 690, State] type = ChangeState trigger1 = Time > 10 value = 600 ;--------------------------------------------------------------------------- ; Red Burning Flames [Statedef 900] type = A movetype = I physics = N velset = 0,0 sprpriority = 10 anim = 900 ctrl = 0 [State 900, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 900, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;----- Enemy ID ----- [State 900, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 ignorhitpause = 1 var(10) = EnemyNear, ID ;-------------------- ;----- Display ----- [State 900, Variables] type = DisplayToClipboard trigger1 = 1 text = "Player ID: %d" params = var(10) ;-------------------- [State 900, PosSet] type = PosSet trigger1 = PlayerID(Var(10)), StateType != L x = PlayerID(Var(10)), Pos X y = PlayerID(Var(10)), Pos Y + PlayerID(Var(10)), Const(size.mid.pos.y) + 10 [State 900, PosSet] type = PosSet trigger1 = PlayerID(Var(10)), StateType = L x = PlayerID(Var(10)), Pos X y = PlayerID(Var(10)), Pos Y - 10 ;----- Burning Flame ----- [State 900, Explod] type = Explod trigger1 = NumExplod(900) = 0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 900 id = 900 postype = p1 pos = -20, -15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 900, Explod] type = Explod trigger1 = NumExplod(900) = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 901 id = 900 postype = p1 pos = 20, -15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 900, Explod] type = Explod trigger1 = NumExplod(900) = 2 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 900 id = 900 postype = p1 pos = 20, 15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 900, Explod] type = Explod trigger1 = NumExplod(900) = 3 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 901 id = 900 postype = p1 pos = -20, 15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 ;------------------------- ;----- Flame Burning Off ----- [State 900, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(900) > 0 triggerall = NumExplod(905) = 0 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel X = 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger2 = PlayerID(Var(10)), StateNo >= 5100 trigger2 = PlayerID(Var(10)), HitPauseTime = 0 trigger2 = PlayerID(Var(10)), StateTime > 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 905 id = 905 postype = p1 pos = -20, -15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 900, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(900) > 0 triggerall = NumExplod(905) = 1 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel X = 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger2 = PlayerID(Var(10)), StateNo >= 5100 trigger2 = PlayerID(Var(10)), HitPauseTime = 0 trigger2 = PlayerID(Var(10)), StateTime > 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 906 id = 905 postype = p1 pos = 20, -15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 900, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(900) > 0 triggerall = NumExplod(905) = 2 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel X = 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger2 = PlayerID(Var(10)), StateNo >= 5100 trigger2 = PlayerID(Var(10)), HitPauseTime = 0 trigger2 = PlayerID(Var(10)), StateTime > 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 905 id = 905 postype = p1 pos = 20, 15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 900, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(900) > 0 triggerall = NumExplod(905) = 3 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel X = 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger2 = PlayerID(Var(10)), StateNo >= 5100 trigger2 = PlayerID(Var(10)), HitPauseTime = 0 trigger2 = PlayerID(Var(10)), StateTime > 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 906 id = 905 postype = p1 pos = -20, 15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 900, RemoveExplod] type = RemoveExplod trigger1 = NumExplod(905) > 0 trigger2 = PlayerID(Var(10)), MoveType != H id = 900 [State 900, RemoveExplod] type = null ;RemoveExplod trigger1 = PlayerID(Var(10)), MoveType != H id = 905 ;------------------------------ [State 900, Destroy] type = DestroySelf trigger1 = PlayerID(Var(10)), MoveType != H trigger2 = NumExplod(900) <= 0 trigger2 = NumExplod(905) <= 0 trigger2 = Time > 0 ;--------------------------------------------------------------------------- ; Burning Flames [Statedef 910] type = A movetype = I physics = N velset = 0,0 sprpriority = 10 anim = 910 ctrl = 0 [State 910, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 910, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;----- Enemy ID ----- [State 910, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(10) <= 0 ignorhitpause = 1 var(10) = EnemyNear, ID ;-------------------- ;----- Display ----- [State 910, Variables] type = DisplayToClipboard trigger1 = 1 text = "Player ID: %d" params = var(10) ;-------------------- [State 910, PosSet] type = PosSet trigger1 = 1 x = PlayerID(Var(10)), Pos X y = PlayerID(Var(10)), Pos Y + PlayerID(Var(10)), Const(size.mid.pos.y) + 10 ;----- Burning Flame ----- [State 910, Explod] type = Explod trigger1 = NumExplod(910) = 0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 910 id = 910 postype = p1 pos = -20, -15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 910, Explod] type = Explod trigger1 = NumExplod(910) = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 911 id = 910 postype = p1 pos = 20, -15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 910, Explod] type = Explod trigger1 = NumExplod(910) = 2 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 910 id = 910 postype = p1 pos = 20, 15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 [State 910, Explod] type = Explod trigger1 = NumExplod(910) = 3 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 911 id = 910 postype = p1 pos = -20, 15 bindtime = -1 sprpriority = 5 removetime = -1 ownpal = 1 ;------------------------- ;----- Flame Burning Off ----- [State 910, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(910) > 0 triggerall = NumExplod(915) = 0 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 915 id = 915 postype = p1 pos = -20, -15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 910, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(910) > 0 triggerall = NumExplod(915) = 1 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 916 id = 915 postype = p1 pos = 20, -15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 910, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(910) > 0 triggerall = NumExplod(915) = 2 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 915 id = 915 postype = p1 pos = 20, 15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 910, Explod] type = Explod triggerall = Time > 0 triggerall = NumExplod(910) > 0 triggerall = NumExplod(915) = 3 trigger1 = PlayerID(Var(10)), StateType != L trigger1 = PlayerID(Var(10)), MoveType = H trigger1 = PlayerID(Var(10)), Pos Y > 0 trigger1 = PlayerID(Var(10)), Vel Y > 0 trigger2 = PlayerID(Var(10)), StateType = L trigger2 = PlayerID(Var(10)), MoveType = H trigger2 = PlayerID(Var(10)), Pos Y >= 0 trigger2 = PlayerID(Var(10)), Vel Y >= 0 trigger3 = PlayerID(Var(10)), MoveType != H pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 trans = addalpha alpha = 200,200 persistent = 0 anim = 916 id = 915 postype = p1 pos = -20, 15 bindtime = -1 sprpriority = 5 ownpal = 1 [State 910, RemoveExplod] type = RemoveExplod trigger1 = NumExplod(915) > 0 trigger2 = PlayerID(Var(10)), MoveType != H id = 910 [State 910, RemoveExplod] type = null ;RemoveExplod trigger1 = PlayerID(Var(10)), MoveType != H id = 915 ;------------------------------ [State 910, Destroy] type = DestroySelf trigger1 = PlayerID(Var(10)), MoveType != H trigger2 = NumExplod(910) <= 0 trigger2 = NumExplod(915) <= 0 trigger2 = Time > 0 ;--------------------------------------------------------------------------- ; AI State [Statedef 6660] velset = 0,0 anim = 6666 ctrl = 0 [State 6660, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 6660, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6660, VarSet] type = VarSet trigger1 = 1 var(40) = Root, Var(40) [State 6660, Turn] type = Turn trigger1 = Facing != Root, Facing [State 6660, Variables] type = DisplayToClipboard trigger1 = Var(40) = 0 text = "AI Trigger:" [State 6660, Variables] type = DisplayToClipboard trigger1 = Var(40) > 0 text = "AI Trigger: Player" [State 6660, Variables] type = DisplayToClipboard trigger1 = Var(40) < 0 text = "AI Trigger: CPU" [State 6660, State] type = ChangeState trigger1 = Root, StateNo = 0 || Root, StateNo = 30 value = 6666 ;--------------------------------------------------------------------------- ; AI Trigger [Statedef 6666] velset = 0,0 anim = 6666 ctrl = 0 [State 6666, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 6666, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6666, VarSet] type = VarSet trigger1 = 1 var(40) = Root, Var(40) [State 6666, Turn] type = Turn trigger1 = Facing != Root, Facing [State 6666, CPU] type = ParentVarSet triggerall = Root, Ctrl triggerall = Root, StateNo < 800 triggerall = Root, RoundState = 2 trigger1 = Command != "fwd" && Root, Command = "fwd" trigger2 = Command != "back" && Root, Command = "back" trigger3 = Command != "down" && Root, Command = "down" trigger4 = Command != "up" && Root, Command = "up" trigger5 = Command != "x" && Root, Command = "x" trigger6 = Command != "y" && Root, Command = "y" trigger7 = Command != "z" && Root, Command = "z" trigger8 = Command != "a" && Root, Command = "a" trigger9 = Command != "b" && Root, Command = "b" trigger10 = Command != "c" && Root, Command = "c" trigger11 = Command != "s" && Root, Command = "s" var(40) = -1 [State 6666, Player] type = ParentVarSet triggerall = Root, Ctrl triggerall = Root, StateNo < 800 triggerall = Root, RoundState = 2 trigger1 = Command = "fwd" && Root, Command = "fwd" trigger2 = Command = "back" && Root, Command = "back" trigger3 = Command = "down" && Root, Command = "down" trigger4 = Command = "up" && Root, Command = "up" trigger5 = Command = "x" && Root, Command = "x" trigger6 = Command = "y" && Root, Command = "y" trigger7 = Command = "z" && Root, Command = "z" trigger8 = Command = "a" && Root, Command = "a" trigger9 = Command = "b" && Root, Command = "b" trigger10 = Command = "c" && Root, Command = "c" trigger11 = Command = "s" && Root, Command = "s" var(40) = 1 [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(40) = 0 text = "AI Trigger:" [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(40) > 0 text = "AI Trigger: Player" [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(40) < 0 text = "AI Trigger: CPU" [State 6666, State] type = ChangeState trigger1 = Root, StateNo > 30 value = 6660 ;--------------------------------------------------------------------------- ; Super Win KO BG Pause Special Effect [Statedef 7000] velset = 0,0 anim = 6666 ctrl = 0 [State 7000, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7000, Bind] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 7000, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 0,250 [State 7000, VarRandom] type = VarRandom trigger1 = 1 v = 1 range = 0,250 [State 7000, VarRandom] type = VarRandom trigger1 = 1 v = 2 range = 0,250 [State 7000, VarSet] type = VarSet trigger1 = Time <= 0 var(5) = 0 [State 7000, VarSet] type = VarSet trigger1 = Time <= 0 fvar(10) = 0 [State 7000, Pause] type = Pause trigger1 = Time <= 0 movetime = 40 time = 40 [State 7000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 6, 0 [State 7000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 6, 1 [State 7000, Explod] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 sprpriority = -10 removetime = 40 postype = left bindtime = -1 anim = 7010 pos = 160, 120 id = 7000 [State 7000, Explod] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 sprpriority = -10 removetime = 40 postype = left bindtime = -1 scale = .85, 1.10 anim = 7100 pos = 0, 0 id = 7100 [State 7000, VarAdd] type = VarAdd trigger1 = 1 var(5) = 2 [State 7000, VarAdd] type = VarAdd trigger1 = 1 fvar(10) = .5 [State 7000, Explod] type = ModifyExplod trigger1 = NumExplod(7000) > 0 sprpriority = 10 scale = (FVar(10))*.05, (FVar(10))*.05 id = 7000 [State 7000, AssertSpecial] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoBarDisplay flag2 = NoMusic [State 7000, AssertSpecial] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoFG flag2 = NoBG [State 7000, EnvColor] type = EnvColor trigger1 = 1 value = Var(0),Var(1),Var(2) ignorehitpause = 1 time = 1 under = 1 [State 7000, PalFX] type = AllPalFX trigger1 = TimeMod = 2,0 time = 1 add = Var(5),Var(5),Var(5) [State 7000, State] type = ChangeState trigger1 = Time >= 40 value = 7001 ;--------------------------------------------------------------------------- ; Super Win KO Flash Screen [Statedef 7001] velset = 0,0 anim = 6666 ctrl = 0 [State 7000, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7000, Bind] type = BindToRoot trigger1 = 1 pos = 0, 0 facing = 1 [State 7000, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 250 [State 7000, PalFX] type = AllPalFX trigger1 = 1 time = 1 add = Var(0), Var(0), Var(0) [State 7000, VarAdd] type = VarAdd trigger1 = Var(0) > 0 var(0) = -10 [State 7000, Destroy] type = DestroySelf trigger1 = Time > 0 trigger1 = Var(0) <= 0 ;--------------------------------------------------------------------------- ; Black [Statedef 8000] type = A movetype = I physics = N sprpriority = -8 anim = 8000 ctrl = 0 [State 8000, PosSet] type = PosSet trigger1 = 1 x = Root, Pos X - 15 y = -15 [State 8000, EnvColor] type = EnvColor trigger1 = 1 value = 0,0,0 under = 1 time = 20 [State 8000, SprPriority] type = SprPriority trigger1 = 1 value = -8 [State 8000, Destroy] type = DestroySelf trigger1 = Root, StateNo != 803 trigger2 = Root, MoveType != A trigger3 = Root, Pos Y < 0 ;--------------------------------------------------------------------------- ; Big Push [Statedef 8005] type = S movetype = I physics = S velset = 30,0 anim = 8005 ctrl = 0 [State 8005, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8005, PosSet] type = PosSet trigger1 = 1 y = 0 [State 8005, Push] type = PlayerPush trigger1 = 1 value = 1 [State 8005, Smoke] type = Explod trigger1 = Time <= 0 scale = 1,1 anim = F120 pos = 0,0 vel = 0,0 random = 0,0 accel = 1,0 postype = p1 facing = 1 sprpriority = 10 ontop = 1 [State 8005, Smoke] type = Explod trigger1 = Time <= 0 scale = 1,1 anim = F120 pos = 0,0 vel = 0,0 random = 0,0 postype = p1 facing = 1 bindtime = -1 sprpriority = 10 ontop = 1 [State 8005, Destroy] type = DestroySelf trigger1 = Time > 100 trigger2 = Vel X <= 0 trigger2 = Time > 0 ;--------------------------------------------------------------------------- ; Small Push [Statedef 8006] type = S movetype = I physics = S velset = 15,0 anim = 8005 ctrl = 0 [State 8005, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8005, PosSet] type = PosSet trigger1 = 1 y = 0 [State 8005, Push] type = PlayerPush trigger1 = 1 value = 1 [State 8005, Smoke] type = Explod trigger1 = Time <= 0 scale = 1,1 anim = F120 pos = 0,0 vel = 0,0 random = 0,0 postype = p1 facing = 1 bindtime = -1 sprpriority = 10 ontop = 1 [State 8005, Destroy] type = DestroySelf trigger1 = Time > 100 trigger2 = Vel X <= 0 trigger2 = Time > 0 ;--------------------------------------------------------------------------- ; Light Bottom [Statedef 8020] type = A movetype = I physics = N sprpriority = 10 anim = 8020 ctrl = 0 [State 8020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8020, PosSet] type = PosSet trigger1 = 1 x = Root, Pos X y = -20 [State 8020, Trans] type = Trans trigger1 = 1 trans = AddAlpha alpha = 100,200 [State 8020, Helper] type = Helper trigger1 = Time <= 0 trigger1 = NumHelper(8021) <= 0 helpertype = normal name = "Light" size.xscale = 1 size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 stateno = 8021 keyctrl = 1 pos = 0, 0 ownpal = 1 id = 8021 [State 8020, Anim] type = ChangeAnim trigger1 = Anim = 8020 trigger1 = Time = 100 value = 8025 [State 8020, Destroy] type = DestroySelf trigger1 = Anim = 8025 trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Light Top [Statedef 8021] type = A movetype = I physics = N sprpriority = 10 anim = 8021 ctrl = 0 [State 8020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8020, Trans] type = Trans trigger1 = 1 trans = AddAlpha alpha = 100,200 [State 8020, 0] type = BindToParent trigger1 = 1 pos = 0, 0 [State 8020, Anim] type = ChangeAnim trigger1 = Anim = 8021 trigger1 = Time = 100 value = 8026 [State 8020, Destroy] type = DestroySelf trigger1 = Anim = 8026 trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Super BG [Statedef 8050] type = A movetype = I physics = N velset = 0,0 sprpriority = 20 anim = 8050 ctrl = 0 [State 8050, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 8050, Invisible] type = AssertSpecial trigger1 = 1 flag = Invisible [State 8050, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 100,100 [State 8050, PosSet] type = PosSet trigger1 = 1 x = Root, Pos X y = Root, Pos Y -40 [State 8050, Explod] type = Explod trigger1 = NumExplod(8050) <= 0 trigger1 = Time <= 0 sprpriority = 20 removetime = 100 bindtime = -1 postype = P1 scale = 0.75,1 pos = 0, 0 anim = 8050 id = 8050 [State 8050, Explod] type = ModifyExplod trigger1 = NumExplod(8050) > 0 trigger1 = Time < 30 sprpriority = 20 scale = (Time)*.025, (Time)*.05 id = 8050 [State 8050, Destroy] type = DestroySelf trigger1 = Time >= 100 ;---------------------------------------------------------------------------