; Metroid Hyper Moves ;--------------------------------------------------------------------------- ; Hyper Blast [Statedef 400] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 400, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 400, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10,Var(5) channel = 0 [State 400, SuperPause] type = SuperPause trigger1 = Time = 0 pos = 0, -40 * const(size.yscale) anim = 100 time = 0 sound = S3, 0 poweradd = -1000 darken = 0 [State 400, SuperPause] type = SuperPause trigger1 = Time = 5 pos = 0, -40 * const(size.yscale) anim = 101 time = 0 sound = S3, 0 poweradd = -1000 darken = 0 [State 400, SuperPause] type = SuperPause trigger1 = Time = 10 pos = 0, -40 * const(size.yscale) anim = 102 time = 0 sound = S3, 0 poweradd = -1000 darken = 0 [State 400, 0] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 400, 0] type = VarSet trigger1 = Time <= 0 v = 1 value = 0 [State 400, 0] type = VarSet trigger1 = Time <= 0 v = 2 value = 0 [State 400, 0] type = VarAdd trigger1 = Time > 10 trigger1 = Time < 50 v = 0 value = -2 [State 400, 0] type = VarSet trigger1 = Time = 50 v = 0 value = 250 [State 400, 0] type = VarAdd trigger1 = Time > 50 trigger1 = Var(0) > 0 v = 0 value = -5 [State 400, 1] type = AllPalFX trigger1 = Time > 10 trigger1 = Time < 100 time = 1 add = var(0),Var(0),Var(0) [State 400, 1] type = EnvShake trigger1 = Time = 10 time = 50 freq = 100 ampl = -5 [State 400, 1] type = Explod trigger1 = Time >= 10 trigger1 = Time < 50 trigger1 = TimeMod = 5,0 pausemovetime = -1 supermovetime = -1 anim = F2 pos = 0, -40 sprpriority = 5 [State 400, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 1, 0 freqmul = 0.5 [State 400, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 1, 1 freqmul = 0.5 [State 400, VarRandom] type = VarRandom trigger1 = Time >= 50 trigger1 = Time <= 100 v = 1 range = 0,4 [State 400, VarRandom] type = VarRandom trigger1 = Time >= 50 trigger1 = Time <= 100 v = 2 range = 0,3 [State 400, 3] type = Projectile triggerall = P2Dist X < 0 trigger1 = Time >= 50 trigger1 = Time < 100 trigger1 = TimeMod = 5,0 projid = 10 projanim = 10 projshadow = -1 projremovetime = 2 offset = 0, 0 velocity = 0, 0 accel = 0, 0 projhits = 1 sprpriority = 5 ; HitDef attr = A, HP damage = 50,25 animtype = Heavy hitflag = MAFD guardflag = MA pausetime = 5,5 getpower = 0 givepower = -500 sparkno = -1 guard.sparkno = -1 sparkxy = 0, 0 ;hitsound = S2,Var(1) ;5,3 ;guardsound = S0,0 envshake.time = 50 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 fall.envshake.time = 20 fall.envshake.freq = 100 fall.envshake.ampl = -5 fall.envshake.phase = 10 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = 10,-20 airguard.velocity = 5,-5 air.type = Low down.velocity = 5,-10 air.velocity = 10,-20 fall.recover = 0 air.juggle = 1 air.fall = 1 yaccel = .8 fall = 1 [State 400, 3] type = Projectile triggerall = P2Dist X >= 0 trigger1 = Time >= 50 trigger1 = Time < 100 trigger1 = TimeMod = 5,0 projid = 10 projanim = 10 projshadow = -1 projremovetime = 2 offset = 0, 0 velocity = 0, 0 accel = 0, 0 projhits = 1 sprpriority = 5 ; HitDef attr = A, HP damage = 50,25 animtype = Heavy hitflag = MAFD guardflag = MA pausetime = 5,5 getpower = 0 givepower = -500 sparkno = -1 guard.sparkno = -1 sparkxy = 0, 0 ;hitsound = S2,Var(1) ;5,3 ;guardsound = S0,0 envshake.time = 50 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 fall.envshake.time = 20 fall.envshake.freq = 100 fall.envshake.ampl = -5 fall.envshake.phase = 10 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10,-20 airguard.velocity = -5,-5 air.type = Low down.velocity = -5,-10 air.velocity = -10,-20 fall.recover = 0 air.juggle = 1 air.fall = 1 yaccel = .8 fall = 1 ;----- Attack Hit ----- [State 400, Explod] type = Explod trigger1 = ProjHit(10) = 1 ignorehitpause = 1 pausemovetime = -1 supermovetime = -1 anim = F0 + Var(2) pos = 0, -60 postype = p2 sprpriority = 5 random = 100, 100 scale = 2, 2 [State 400, Explod] type = Explod trigger1 = ProjGuarded(10) = 1 ignorehitpause = 1 pausemovetime = -1 supermovetime = -1 anim = F40 pos = -30, -60 postype = p2 sprpriority = 5 random = 50, 50 scale = 2, 2 [State 400, Hit] type = PlaySnd trigger1 = ProjHit(10) = 1 ignorehitpause = 1 value = 2, Var(1) [State 400, Guard] type = PlaySnd trigger1 = ProjGuarded(10) = 1 ignorehitpause = 1 value = 0, 0 ;-------------------- [State 400, State] type = ChangeState trigger1 = Time >= 100 value = 30 ;--------------------------------------------------------------------------- ; Super Pause [Statedef 410] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 410, TargetState] type = TargetState triggerall = Time <= 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 415 ignorehitpause = 1 value = 415 [State 410, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 410, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10,Var(5) channel = 0 [State 410, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = Command = "y" && Command = "b" v = 1 value = 0 [State 410, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = Command = "x" && Command = "y" v = 1 value = 1 [State 410, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = Command = "x" && Command = "a" v = 1 value = 2 [State 410, VarSet] type = VarSet triggerall = Time <= 0 triggerall = PrevStateNo != 200 triggerall = PrevStateNo != 201 triggerall = PrevStateNo != 210 triggerall = PrevStateNo != 211 triggerall = PrevStateNo != 231 triggerall = PrevStateNo != 250 triggerall = PrevStateNo != 421 triggerall = PrevStateNo != 422 trigger1 = Command = "b" && Command = "c" v = 1 value = 3 [State 410, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = Command = "y" && Command = "z" v = 1 value = 4 [State 410, VarSet] type = VarSet triggerall = Time <= 0 triggerall = Pos Y > -50 triggerall = P2StateType = L triggerall = P2MoveType = H triggerall = PrevStateNo != 30 trigger1 = Command = "y" && Command = "b" v = 1 value = 5 [State 410, VarSet] type = VarSet triggerall = Time <= 0 triggerall = Pos Y > -50 triggerall = P2StateType = L triggerall = P2MoveType = H triggerall = PrevStateNo != 30 trigger1 = Command = "x" && Command = "y" v = 1 value = 6 [State 410, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 201 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger1 = PrevStateNo != 422 v = 0 value = 2 [State 410, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = PrevStateNo = 200 trigger2 = PrevStateNo = 201 trigger3 = PrevStateNo = 210 trigger4 = PrevStateNo = 250 trigger5 = PrevStateNo = 421 trigger6 = PrevStateNo = 422 v = 0 value = 10 [State 410, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 410, 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 410, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -40 * const(size.yscale) anim = 100 time = 30 sound = S3, 0 poweradd = -1000 darken = 0 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(1) = 0 value = 210 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(1) = 1 value = 200 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(0) = 2 trigger1 = Var(1) = 2 trigger1 = PrevStateNo != 211 value = 230 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(0) = 10 trigger1 = Var(1) = 2 trigger2 = PrevStateNo = 211 value = 231 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(1) = 3 value = 240 [State 410, State] type = ChangeState triggerall = Time > 0 trigger1 = Var(1) = 4 value = 220 [State 410, State] type = ChangeState triggerall = Time > 0 triggerall = Var(1) = 5 trigger1 = P2StateType = L trigger1 = P2MoveType = H value = 250 [State 410, State] type = ChangeState triggerall = Time > 0 triggerall = Var(1) = 6 trigger1 = P2StateType = L trigger1 = P2MoveType = H value = 233 ;--------------------------------------------------------------------------- ; Super Pause Hit [Statedef 415] type = U movetype = U physics = U ctrl = 0 [State 415, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Hyper Cross [Statedef 420] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 420, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 420, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10,Var(5) channel = 0 [State 420, ScreenBound] type = ScreenBound trigger1 = Time < 48 value = 0 movecamera = 1,0 ignorehitpause = 1 [State 420, ScreenBound] type = ScreenBound trigger1 = Time >= 48 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 420, Width] type = Width trigger1 = Time < 40 value = -50 - Time * 2, -50 - Time * 2 [State 420, 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 420, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 420, 0] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 420, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -40 * const(size.yscale) anim = 100 time = 0 sound = S3, 0 poweradd = -1000 darken = 0 [State 420, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 420, 0] type = Turn trigger1 = Time <= 0 trigger1 = P2Dist X < 0 trigger2 = Time = 60 [State 420, 0] type = VelSet trigger1 = Time <= 0 x = -10 [State 420, 0] type = AngleSet trigger1 = Time = 40 value = 90 [State 420, Anim] type = ChangeAnim trigger1 = Time = 40 value = 220 elem = 4 [State 420, PlaySnd] type = PlaySnd trigger1 = Time = 40 trigger2 = Time = 60 value = 0,10 channel = 1 [State 420, 1] type = VelSet trigger1 = Time = 40 trigger2 = Time = 60 x = 50 [State 420, 2] type = PosAdd trigger1 = Time = 40 trigger2 = Time = 60 x = P2Dist X + -300 [State 420, 2] type = PosAdd trigger1 = Time = 40 trigger2 = Time = 60 y = P2Dist Y + -60 [State 420, 3] type = HitDef trigger1 = Time = 40 trigger2 = Time = 60 attr = A, HA damage = 50, 10 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 0, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -3,-6 airguard.velocity = 0,0 air.type = High air.velocity = -3,-6 air.hittime = 20 fall.recover = 0 p2facing = 1 air.fall = 1 fall = 1 [State 420, State] type = ChangeState trigger1 = Time >= 80 value = 421 ;--------------------------------------------------------------------------- ; Hyper Cross Dive [Statedef 421] type = A movetype = A physics = N velset = 0,20 ctrl = 0 [State 421, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 421, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 421, Anim] type = ChangeAnim trigger1 = Vel X = 0 value = 200 elem = 2 [State 421, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,10 channel = 1 [State 421, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 421, 0] type = PosAdd trigger1 = Time = 0 x = P2Dist X y = -200 [State 421, 1] type = TargetBind triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = A pos = 0, 80 time = 2 [State 421, 2] type = TargetDrop triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = L [State 421, 3] type = HitDef trigger1 = MoveContact = 0 persistent = 0 attr = A, HA damage = 50, 10 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 5, 5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y airguard.velocity = 0,0 air.type = High fall.envshake.time = 20 fall.envshake.freq = 100 fall.envshake.ampl = -5 fall.envshake.phase = 10 fall.yvelocity = 0 down.velocity = 0,0 down.hittime = 10 air.velocity = 0,Vel Y air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 421, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Vel X >= 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 ignorehitpause = 1 y = 0 [State 421, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Vel X >= 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 ignorehitpause = 1 y = 0 [State 421, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel X >= 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 ignorehitpause = 1 value = 422 ;--------------------------------------------------------------------------- ; Hyper Cross Dive Land [Statedef 422] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 422, PosSet] type = PosSet trigger1 = 1 ignorehitpause = 1 y = 0 [State 422, Anim] type = ChangeAnim trigger1 = Vel X = 0 value = 200 elem = 2 [State 422, PlaySnd] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = 0,11 [State 422, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 value = 62 pos = 0, 0 [State 422, EnvShake] type = EnvShake trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 422, 4] type = HitDef triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = HitCount <= 1 persistent = 0 attr = A, HA damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ;7,2 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = 0,0 down.hittime = 50 air.velocity = 0,0 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 3000 triggerall = HitPauseTime > 0 triggerall = Command = "a" && Command = "c" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 461 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 1000 triggerall = HitPauseTime > 0 triggerall = Command = "x" && Command = "a" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 410 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 1000 triggerall = HitPauseTime > 0 triggerall = Command = "y" && Command = "b" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 410 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 1000 triggerall = HitPauseTime > 0 triggerall = Command = "x" && Command = "y" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 410 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = HitPauseTime > 0 triggerall = Command = "z" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 270 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = HitPauseTime > 0 triggerall = Command = "b" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 280 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = HitPauseTime > 0 triggerall = Command = "a" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 231 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = HitPauseTime > 0 triggerall = Command = "x" trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 233 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "y" || Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 trigger1 = P2StateType = L trigger1 = P2MoveType = H ignorehitpause = 1 value = 250 [State 422, State] type = ChangeState trigger1 = Time > 0 value = 300 ;--------------------------------------------------------------------------- ; Fast Diving Body Press [Statedef 450] type = A movetype = A physics = N velset = 0,-10 ctrl = 0 [State 460, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 460, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10,Var(5) channel = 0 [State 450, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,10 channel = 1 [State 450, Anim] type = ChangeAnim trigger1 = Time >= 50 value = 200 elem = 2 [State 450, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 450, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 time = 0 [State 450, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 450, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -40 * const(size.yscale) anim = 102 time = 0 sound = S3, 0 poweradd = -3000 darken = 0 [State 450, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .1 [State 450, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.1 [State 450, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 x = 0 [State 450, 2] type = VelAdd trigger1 = Time >= 50 trigger1 = Pos Y < -10 y = 1 [State 450, 3] type = HitDef triggerall = P2StateType != L triggerall = P2MoveType != H trigger1 = MoveHit = 0 trigger1 = Time >= 50 attr = A, HA damage = 250, 10 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 0, 0 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y airguard.velocity = 0,0 air.type = High fall.envshake.time = 20 fall.envshake.freq = 100 fall.envshake.ampl = -5 fall.envshake.phase = 10 down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 fall.recover = 0 air.fall = 1 numhits = 0 fall = 1 [State 450, 3] type = TargetBind triggerall = NumTarget > 0 triggerall = MoveHit trigger1 = P2StateType != L pos = 0, 80 time = 2 [State 450, 3] type = TargetDrop triggerall = NumTarget > 0 triggerall = MoveHit trigger1 = P2StateType = L [State 450, 4] type = VelSet triggerall = Time > 50 trigger1 = Pos Y >= -20 trigger1 = Vel Y >= 0 y = 0 [State 450, 4] type = PosSet triggerall = Time > 50 trigger1 = Pos Y >= -20 trigger1 = Vel Y >= 0 y = 0 [State 450, State] type = ChangeState triggerall = Time > 50 trigger1 = Pos Y >= -20 trigger1 = Vel Y >= 0 value = 451 ;--------------------------------------------------------------------------- ; Fast Diving Body Press Hit Floor [Statedef 451] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 450, Anim] type = ChangeAnim trigger1 = 1 value = 200 elem = 2 [State 450, PosSet] type = PosSet trigger1 = 1 y = 0 [State 450, VarSet] type = VarSet trigger1 = Time <= 0 ignorehitpause = 1 var(10) = 250 [State 450, PalFX] type = AllPalFX trigger1 = Var(10) > 0 ignorehitpause = 1 time = 1 add = Var(10),Var(10),Var(10) [State 450, VarAdd] type = VarAdd trigger1 = Var(10) > 0 ignorehitpause = 1 var(10) = -50 [State 450, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,11 [State 450, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 450, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 2 [State 450, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 450, 3] type = HitDef trigger1 = MoveContact = 0 persistent = 0 attr = A, HA damage = 250, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 0, 20 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 450, Explod] type = Explod trigger1 = MoveContact pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 persistent = 0 pos = 0,0 postype = p2 scale = 2,2 ownpal = 1 ontop = 1 anim = F3 [State 450, State] type = ChangeState trigger1 = Time >= 20 value = 300 ;--------------------------------------------------------------------------- ; Fast Diving Body Slam [Statedef 460] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 460, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 460, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10,Var(5) channel = 0 [State 460, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 time = 0 [State 460, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 460, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, -40 * const(size.yscale) anim = 102 time = 0 sound = S3, 0 poweradd = -3000 darken = 0 [State 460, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 200 elem = 2 [State 460, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 460, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 460, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = P2Dist Y > 150 y = .2 [State 460, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = P2Dist Y < 150 y = -.2 [State 460, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 x = 0 [State 460, 2] type = VelAdd trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 trigger1 = P2Dist Y > 0 trigger1 = Vel Y < 20 y = 2 [State 460, VelSet] type = VelSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 460, PosSet] type = PosSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 460, 1] type = null ;VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 460, 1] type = null ;VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 460, 1] type = null ;VelAdd triggerall = Vel Y < 5 trigger1 = P2Dist Y > 50 y = .5 [State 460, 1] type = null ;VelAdd triggerall = Vel Y > -5 trigger1 = P2Dist Y < 50 y = -.5 [State 460, 3] type = HitDef trigger1 = P2Dist X < 20 trigger1 = P2Dist X > -20 ;trigger1 = P2Dist Y > 20 trigger1 = P2Dist Y < 80 attr = A, HT damage = 0, 0 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = 50, 10 fall.envshake.time = 20 fall.envshake.freq = 100 fall.envshake.ampl = -5 fall.envshake.phase = 10 p1stateno = 461 p2stateno = 235 air.fall = 1 numhits = 0 fall = 1 [State 460, State] type = ChangeState triggerall = Time > 10 triggerall = NumTarget = 0 trigger1 = Pos Y >= -10 trigger1 = Vel Y >= 0 value = 300 [State 460, State] type = ChangeState triggerall = Time > 100 triggerall = NumTarget = 0 triggerall = P2Dist X < 10 triggerall = P2Dist X > -10 trigger1 = P2Dist Y > 40 trigger1 = P2Dist Y < 45 trigger2 = P2Dist Y > 55 trigger2 = P2Dist Y < 60 trigger3 = Pos Y <= -300 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Fast Diving Body Slam Grab [Statedef 461] type = A movetype = A physics = N velset = 0,0 [State 460, Anim] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 460, 0] type = NotHitBy trigger1 = 1 value = SCA time = 2 [State 460, PosSet] type = PosSet trigger1 = Time <= 0 trigger1 = NumTarget > 0 trigger1 = Target, StateType = L trigger1 = Target, Pos Y = 0 trigger1 = Target, Vel Y = 0 y = 0 [State 460, VarSet] type = VarSet trigger1 = Time <= 0 var(10) = 0 [State 460, SuperPause] type = SuperPause triggerall = PrevStateNo != 460 trigger1 = Time <= 0 pos = 0, -40 * const(size.yscale) anim = 102 time = 0 sound = S3, 0 poweradd = -3000 darken = 0 [State 460, Turn] type = Turn trigger1 = Time <= 0 [State 460, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 460, AfterImage] type = AfterImage trigger1 = Time <= 0 trigger1 = PrevStateNo != 460 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 time = 0 [State 460, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 460, 1] type = AngleSet trigger1 = Time <= 0 value = 0 [State 460, 1] type = AngleAdd trigger1 = Time >= 5 trigger1 = Time <= 68 value = 22.5 [State 460, 4] type = TargetState triggerall = NumTarget > 0 triggerall = P2StateNo != 235 trigger1 = Time < 5 ignorehitpause = 1 value = 235 [State 460, 3] type = TargetBind triggerall = NumTarget > 0 trigger1 = PrevStateNo != 211 trigger2 = PrevStateNo = 211 trigger2 = Time >= 5 ignorehitpause = 1 pos = 0, 0 time = 2 [State 460, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 460, 2] type = TargetState triggerall = Time >= 50 triggerall = NumTarget > 0 triggerall = P2StateNo = 235 trigger1 = Pos Y >= -50 trigger1 = Vel Y > 0 ignorehitpause = 1 value = 465 [State 460, PlaySnd] type = PlaySnd trigger1 = Time = 5 value = 0,10 channel = 1 [State 460, 1] type = VelSet trigger1 = Time = 5 x = -5 y = -30 [State 460, 1] type = VelMul trigger1 = Time >= 10 x = .98 [State 460, 1] type = VelAdd trigger1 = Time >= 8 y = 1 [State 460, 3] type = HitDef trigger1 = Time = 50 attr = A, HT damage = 500, 10 animtype = Up hitflag = FD priority = 3, Hit pausetime = 5,5 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 5,-10 airguard.velocity = 5,-10 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 down.velocity = 5,-10 down.hittime = 50 down.bounce = 1 fall.nimtype = Up air.velocity = 5,-10 air.hittime = 20 fall.recover = 0 p1facing = 1 p2facing = -1 p2stateno = 465 air.fall = 1 fall = 1 [State 460, Explod] type = Explod triggerall = Time > 0 trigger1 = MoveContact trigger1 = HitPauseTime > 0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 persistent = 0 pos = 0,-25 postype = p2 random = 50,50 scale = 2,2 ownpal = 1 ontop = 1 anim = F3 ;----- Burning Flames ----- [State 460, Helper] type = Helper triggerall = Time > 0 triggerall = NumTarget > 0 triggerall = NumExplod(900) = 0 trigger1 = HitPauseTime <= 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 persistent = 0 id = 900 pos = 0, 0 postype = P2 stateno = 900 keyctrl = 0 [State 460, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = NumTarget > 0 triggerall = NumExplod(900) = 0 trigger1 = HitPauseTime <= 0 trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 5,10 channel = 5 ;------------------------- [State 460, Explod] type = Explod triggerall = Time > 0 trigger1 = MoveContact trigger1 = HitPauseTime <= 0 pausemovetime = -1 supermovetime = -1 persistent = 0 pos = 0,-25 postype = p2 random = 50,50 scale = 2,2 ownpal = 1 ontop = 1 anim = F3 [State 460, PlaySnd] type = PlaySnd triggerall = Time > 0 trigger1 = MoveContact ignorehitpause = 1 persistent = 0 value = 0,11 [State 460, VarSet] type = VarSet trigger1 = Time > 0 trigger1 = MoveContact ignorehitpause = 1 persistent = 0 var(10) = 250 [State 460, PalFX] type = AllPalFX trigger1 = Var(10) > 0 ignorehitpause = 1 time = 1 add = Var(10),Var(10),Var(10) [State 460, VarAdd] type = VarAdd trigger1 = Var(10) > 0 ignorehitpause = 1 var(10) = -50 [State 460, 4] type = VelSet triggerall = Time >= 50 trigger1 = Pos Y >= -50 x = 0 y = 0 [State 460, 4] type = PosSet triggerall = Time >= 50 trigger1 = Pos Y >= -50 y = -30 [State 460, State] type = ChangeState triggerall = Time >= 50 triggerall = Pos Y >= -30 triggerall = Vel Y = 0 trigger1 = MoveContact trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger2 = P2StateNo != 235 trigger2 = P2StateNo != 465 trigger3 = NumTarget = 0 value = 300 ;--------------------------------------------------------------------------- ; Super Slam to Floor [Statedef 465] type = L movetype = H physics = N velset = 0,0 [State 465, Anim2] type = ChangeAnim2 trigger1 = HitShakeOver != 0 value = 465 [State 465, 0] type = NotHitBy trigger1 = HitShakeOver = 0 value = SCA time = 2 [State 465, PosSet] type = PosSet trigger1 = 1 y = 0 [State 465, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 2 [State 465, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 465, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -10 phase = 10 [State 465, HitVelSet] type = HitVelSet trigger1 = Time > 0 trigger1 = HitShakeOver x = 1 y = 1 [State 465, State] type = ChangeState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5400 [State 465, State] type = null ;SelfState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Call Helpers [Statedef 1000] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 1000, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 1000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 9,Var(5) channel = 0 [State 1000, 0] type = VarSet trigger1 = Time <= 0 v = 30 value = 1 [State 1000, 0] type = VarSet trigger1 = Time <= 0 v = 31 value = Power [State 1000, SuperPause] type = SuperPause trigger1 = Time = 0 pos = 0, -40 * const(size.yscale) anim = 100 time = 30 sound = S3, 0 poweradd = 0 darken = 0 ;-------------------- ; Metroid Helpers [State 1000, Metroid] type = Helper triggerall = Facing = 1 trigger1 = NumHelper(500) <= 0 name = "Metroid" pos = -50, -100 stateno = 500 ignorehitpause = 1 helpertype = normal sprpriority = 1 postype = Left keyctrl = 0 facing = 1 ownpal = 1 under = 1 id = 500 [State 1000, Metroid] type = Helper triggerall = Facing = -1 trigger1 = NumHelper(500) <= 0 name = "Metroid" pos = 50, -100 stateno = 500 ignorehitpause = 1 helpertype = normal sprpriority = 1 postype = Right keyctrl = 0 facing = -1 ownpal = 1 under = 1 id = 500 [State 1000, Metroid] type = Helper triggerall = Facing = 1 trigger1 = NumHelper(600) <= 0 name = "Mocktroid" pos = 50, -150 stateno = 600 ignorehitpause = 1 helpertype = normal sprpriority = 1 postype = Right keyctrl = 0 facing = 1 ownpal = 1 under = 1 id = 600 [State 1000, Metroid] type = Helper triggerall = Facing = -1 trigger1 = NumHelper(600) <= 0 name = "Mocktroid" pos = -50, -150 stateno = 600 ignorehitpause = 1 helpertype = normal sprpriority = 1 postype = Left keyctrl = 0 facing = -1 ownpal = 1 under = 1 id = 600 ;-------------------- [State 1000, State] type = ChangeState trigger1 = Time > 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Kamikaze Bomb Attack [Statedef 2000] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 2000, Turn] type = Turn triggerall = Time <= 0 trigger1 = P2Dist X < 0 [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 fvar(0) = 0 [State 2000, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 200 elem = 2 [State 2000, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .25 [State 2000, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.25 [State 2000, 1] type = VelAdd triggerall = Vel Y < 5 trigger1 = P2Dist Y > 150 y = .25 [State 2000, 1] type = VelAdd triggerall = Vel Y > -5 trigger1 = P2Dist Y < 150 y = -.25 [State 2000, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 x = 0 [State 2000, 2] type = VelAdd trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 trigger1 = P2Dist Y > 0 trigger1 = Vel Y < 20 y = 1.5 [State 2000, 3] type = TargetBind triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = A pos = 0, 60 time = 2 [State 2000, 3] type = TargetDrop triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = L [State 2000, 3] type = HitDef triggerall = P2StateType != A trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 ;trigger1 = P2Dist Y > 50 trigger1 = P2Dist Y < 100 attr = A, HT damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 p1stateno = 2001 p2stateno = 2005 air.fall = 1 [State 2000, 3] type = HitDef triggerall = MoveContact = 0 triggerall = P2StateType = A triggerall = P2MoveType != H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, HA damage = 0, 0 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y airguard.velocity = 0,0 air.type = High fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 numhits = 0 [State 2000, 3] type = HitDef triggerall = MoveContact = 0 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, HA damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 2000, VelSet] type = VelSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 2000, PosSet] type = PosSet triggerall = Time > 10 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 2000, State] type = ChangeState triggerall = Time > 10 trigger1 = Pos Y >= -10 value = 300 ;--------------------------------------------------------------------------- ; Kamikaze Bomb Binding Charge [Statedef 2001] type = A movetype = A physics = N velset = 0,0 anim = 200 ctrl = 0 [State 2000, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2000, 1] type = BindToTarget trigger1 = Time < 10 trigger1 = NumTarget > 0 pos = Const(size.mid.pos.x), (Target, Const(size.mid.pos.y)+10) time = 2 [State 2000, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 2000, 4] type = TargetState trigger1 = Time <= 0 trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 value = 2005 [State 2000, Turn] type = Turn triggerall = Time <= 0 trigger1 = BackEdgeDist > 100 || FrontEdgeDist <= 100 [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Time = 300 ignorehitpause = 1 var(0) = 0 [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Time = 300 ignorehitpause = 1 fvar(0) = 0 [State 2000, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 2000, 0] type = AngleSet trigger1 = Time > 0 value = FVar(0) [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Time = 300 ignorehitpause = 1 var(10) = 0 [State 2000, VarAdd] type = VarAdd trigger1 = Time >= 50 trigger1 = Time <= 100 trigger1 = Var(10) > -260 ignorehitpause = 1 var(10) = -5 [State 2000, VarAdd] type = VarAdd trigger1 = Time >= 300 trigger1 = Var(10) < 260 trigger1 = Vel Y > 0 ignorehitpause = 1 var(10) = 5 [State 2000, 1] type = BGPalFX trigger1 = Time <= 100 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 2000, 1] type = AllPalFX trigger1 = Time >= 300 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 2000, Anim] type = ChangeAnim triggerall = NumTarget > 0 triggerall = Target, Anim = 2005 trigger1 = Target, AnimElem = 2, < 0 trigger2 = Target, AnimElem = 5, >= 0 trigger2 = Target, AnimElem = 6, < 0 value = 200 elem = 4 [State 2000, Anim] type = ChangeAnim triggerall = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 2, >= 0 trigger1 = Target, AnimElem = 5, < 0 value = 200 elem = 2 [State 2000, VelSet] type = VelSet triggerall = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 2 y = 0.5 [State 2000, PosSet] type = PosSet trigger1 = Time <= 50 trigger1 = NumTarget > 0 trigger1 = Pos Y >= Target, Pos Y y = Target, Pos Y [State 2000, VelSet] type = VelSet trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 trigger2 = Time <= 50 trigger2 = NumTarget > 0 trigger2 = Pos Y >= Target, Pos Y ;trigger3 = Time = 100 y = 0 [State 2000, VelSet] type = VelAdd trigger1 = Time > 50 trigger1 = Time < 100 trigger1 = Vel Y > -2 y = -0.1 [State 2000, VarSet] type = VarSet trigger1 = Time = 100 fvar(1) = Pos Y [State 2000, VelAdd] type = VelAdd triggerall = Time > 100 triggerall = Time < 300 trigger1 = Pos Y > FVar(1) trigger1 = Vel Y > -5 y = -0.050 [State 2000, VelAdd] type = VelAdd triggerall = Time > 100 triggerall = Time < 300 trigger1 = Pos Y <= FVar(1) trigger1 = Vel Y < 5 y = 0.075 [State 2000, 1] type = BindToTarget triggerall = Time <= 300 triggerall = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5, >= 0 trigger1 = Target, AnimElem = 6, < 0 pos = Const(size.mid.pos.x), 0 time = 2 [State 2000, 1] type = BindToTarget triggerall = Time <= 300 triggerall = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 6, >= 0 pos = Const(size.mid.pos.x), 10 time = 2 [State 2000, 1] type = AllPalFX trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 time = 1 invertall = 1 ignorehitpause = 1 [State 2000, Flash] type = EnvColor trigger1 = Time = 100 value = 250,250,250 ignorehitpause = 1 under = 1 time = 2 [State 2000, Flash] type = EnvColor trigger1 = Time > 100 value = 0,0,0 ignorehitpause = 1 under = 1 time = 1 [State 2000, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 5 range = 0,1 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 9,Var(5) channel = 0 [State 2000, SuperPause] type = SuperPause trigger1 = Time = 100 pos = 0, -60 * const(size.yscale) anim = 102 time = 0 sound = S3, 0 poweradd = -3000 darken = 0 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time = 100 value = 3,2 [State 2000, PalFX] type = PalFX trigger1 = Time = 100 add = 200,200,200 time = 2 [State 2000, EnvShake] type = EnvShake trigger1 = Time = 100 time = 30 freq = 100 ampl = -10 phase = 10 [State 2000, 1] type = PalFX trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 trigger2 = Time >= 140 trigger2 = Time < 180 trigger2 = TimeMod = 10,0 trigger3 = Time >= 180 trigger3 = Time < 220 trigger3 = TimeMod = 8,0 trigger4 = Time >= 220 trigger4 = Time < 260 trigger4 = TimeMod = 6,0 trigger5 = Time >= 260 trigger5 = Time < 300 trigger5 = TimeMod = 4,0 trigger6 = Time >= 300 trigger6 = TimeMod = 2,0 time = 1 invertall = 1 ignorehitpause = 1 [State 2000, PlaySnd] type = PlaySnd trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 value = 0,1 freqmul = 0.5 [State 2000, PlaySnd] type = PlaySnd trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 value = 0,1 freqmul = 0.75 [State 2000, EnvShake] type = EnvShake trigger1 = NumTarget > 0 trigger1 = Target, Anim = 2005 trigger1 = Target, AnimElem = 5 trigger2 = Time >= 140 trigger2 = Time < 180 trigger2 = TimeMod = 10,0 trigger3 = Time >= 180 trigger3 = Time < 220 trigger3 = TimeMod = 8,0 trigger4 = Time >= 220 trigger4 = Time < 260 trigger4 = TimeMod = 6,0 trigger5 = Time >= 260 trigger5 = Time < 300 trigger5 = TimeMod = 4,0 trigger6 = Time >= 300 trigger6 = TimeMod = 2,0 time = 5 freq = 100 ampl = -10 phase = 10 [State 2000, VelSet] type = VelSet trigger1 = Time = 300 y = -15 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time = 300 value = 0,10 channel = 1 [State 2000, AfterImage] type = AfterImage trigger1 = Time = 300 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 2000, AfterImageTime] type = AfterImageTime trigger1 = Time >= 300 ignorehitpause = 1 time = 2 [State 2000, VarAdd] type = VarAdd trigger1 = Time >= 305 trigger1 = Time <= 330 trigger1 = Vel Y < 0 ignorehitpause = 1 var(0) = -1 [State 2000, VarAdd] type = VarAdd trigger1 = Time >= 305 trigger1 = Time <= 330 trigger1 = Vel Y < 0 ignorehitpause = 1 fvar(0) = Var(0) / 2 [State 2000, VelAdd] type = VelAdd trigger1 = Time > 300 trigger1 = Vel Y < 0 y = .5 [State 2000, VelAdd] type = VelAdd trigger1 = Time > 300 trigger1 = Vel Y >= 0 y = 2 [State 2000, VelSet] type = VelSet triggerall = Time > 300 trigger1 = Var(0) = -10 x = 5 [State 2000, VelSet] type = VelMul trigger1 = Time > 300 trigger1 = Vel X != 0 trigger1 = Vel Y < 0 x = 0.98 [State 2000, Anim] type = ChangeAnim trigger1 = Time > 300 trigger1 = Anim != 2000 trigger1 = Vel Y >= 0 value = 2000 [State 2000, VarSet] type = VarSet triggerall = Time > 300 trigger1 = Anim = 2000 trigger2 = Vel Y >= 0 ignorehitpause = 1 var(0) = 180 [State 2000, VarSet] type = VarSet triggerall = Time > 300 trigger1 = Anim = 2000 trigger2 = Vel Y >= 0 ignorehitpause = 1 fvar(0) = 180 [State 2000, 1] type = BindToTarget triggerall = Time > 300 trigger1 = Vel Y < 0 trigger1 = Anim != 2000 pos = Const(size.mid.pos.x), 10 time = 2 [State 2000, 1] type = BindToTarget triggerall = Time > 300 trigger1 = Vel Y >= 0 trigger2 = Anim = 2000 pos = Const(size.mid.pos.x), -10 time = 2 [State 2000, VelSet] type = VelSet trigger1 = Time > 300 trigger1 = Vel Y >= 0 x = 0 [State 2000, Spark] type = Explod triggerall = Time > 300 triggerall = TimeMod = 4,0 trigger1 = Anim = 2000 trigger2 = Vel Y >= 0 scale = 2,1 anim = F60 pos = 0,80 vel = 0,0 accel = 0,-2 postype = P1 facing = 1 sprpriority = 5 [State 2000, Spark] type = Explod triggerall = Time > 300 triggerall = TimeMod = 6,0 trigger1 = Anim = 2000 trigger2 = Vel Y >= 0 scale = 2,1 anim = F61 pos = 0,80 vel = 0,0 accel = 0,-4 postype = P1 facing = 1 sprpriority = 5 [State 2000, PosSet] type = PosSet triggerall = Time > 300 trigger1 = Pos Y >= -75 trigger1 = Vel Y >= 0 y = -75 [State 2000, VelSet] type = VelSet triggerall = Time > 300 trigger1 = Pos Y >= -75 trigger1 = Vel Y >= 0 y = 0 [State 2000, State] type = ChangeState trigger1 = Time > 300 trigger1 = Pos Y >= -75 trigger1 = Vel Y >= 0 value = 2002 ;--------------------------------------------------------------------------- ; Kamikaze Bomb Explode [Statedef 2002] type = A movetype = A physics = N velset = 0,0 anim = 10 ctrl = 0 [State 2000, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2000, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2000, Turn] type = Turn triggerall = Time <= 0 trigger1 = Facing = 1 trigger1 = Enemy(0), Facing = -1 trigger2 = Facing = -1 trigger2 = Enemy(0), Facing = 1 [State 2000, 4] type = TargetState trigger1 = Time <= 0 trigger1 = NumTarget > 0 trigger1 = Target, StateNo = 2005 ignorehitpause = 1 persistent = 0 value = 2006 [State 2000, LifeAdd] type = TargetLifeAdd trigger1 = NumTarget > 0 value = -1000 [State 2000, VarSet] type = VarSet trigger1 = NumTarget > 0 trigger1 = Target, Alive = 0 ignorhitpause = 1 var(25) = Target, ID [State 2000, Drop] type = TargetDrop triggerall = NumTarget > 0 trigger1 = P2StateType = L persistent = 0 [State 2000, VarSet] type = VarSet trigger1 = 1 ignorehitpause = 1 var(0) = 0 [State 2000, VarSet] type = VarSet trigger1 = 1 ignorehitpause = 1 fvar(0) = 0 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,11 freqmul = 0.5 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 6,0 freqmul = 0.5 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,11 [State 2000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 6,0 [State 2000, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 25 freq = 100 ampl = -10 phase = 10 [State 2000, Spark] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 anim = F3 pos = 0,-40 postype = p1 scale = 2,2 sprpriority = 10 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time <= 0 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8010 postype = p1 pos = 0, 0 facing = 1 scale = 2,2 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time <= 0 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8011 postype = p1 pos = 0, 0 facing = -1 scale = 2,2 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time = 5 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8010 postype = p1 pos = 0, 0 facing = 1 scale = 3,3 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time = 5 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8011 postype = p1 pos = 0, 0 facing = -1 scale = 3,3 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time = 10 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8010 postype = p1 pos = 0, 0 facing = 1 scale = 4,4 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, Explod] type = Explod trigger1 = Time = 10 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8011 postype = p1 pos = 0, 0 facing = -1 scale = 4,4 sprpriority = 5 ownpal = 1 ontop = 1 [State 2000, 3] type = HitDef trigger1 = Time <= 0 attr = A, HA damage = 1000, 100 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 0, 5 affectteam = B getpower = 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 20,-10 airguard.velocity = 10,-5 air.type = High air.velocity = 20,-10 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 2000, 3] type = HitDef trigger1 = Time > 0 ignorehitpause = 1 persistent = 0 [State 2000, Spark] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 5,0 pausemovetime = -1 supermovetime = -1 anim = F2 pos = 0,-40 postype = p1 scale = 2,2 random = 100,100 sprpriority = 5 [State 2000, Spark] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 6,0 pausemovetime = -1 supermovetime = -1 anim = F1 pos = 0,-40 postype = p1 scale = 2,2 random = 100,100 sprpriority = 4 [State 2000, Spark] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 7,0 pausemovetime = -1 supermovetime = -1 anim = F0 pos = 0,-40 postype = p1 scale = 2,2 random = 100,100 sprpriority = 3 [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 ignorehitpause = 1 var(10) = 250 [State 2000, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Var(10) > 0 ignorehitpause = 1 var(10) = -10 [State 2000, 1] type = AllPalFX trigger1 = 1 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 2000, LifeSet] type = LifeSet trigger1 = Var(25) > 0 ignorehitpause = 1 value = 1 [State 2000, State] type = ChangeState trigger1 = Time > 50 trigger2 = Var(10) <= 0 trigger2 = Time > 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 2005] type = S movetype = H physics = N velset = 0,0 ctrl = 0 [State 2005, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2005, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 2005 [State 2005, Set] type = AngleSet trigger1 = Time <= 0 value = 0 [State 2005, Draw] type = AngleDraw trigger1 = Time > 0 [State 2005, Angle] type = AngleSet triggerall = Time > 0 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = EnemyNear, FVar(0) [State 2005, VelSet] type = VelSet trigger1 = Anim = 2005 trigger1 = AnimElem = 2 y = -1 [State 2005, PosSet] type = PosSet trigger1 = Time <= 50 trigger1 = Pos Y <= EnemyNear, Pos Y y = EnemyNear, Pos Y [State 2005, VelSet] type = VelSet trigger1 = Anim = 2005 trigger1 = AnimElem = 5 trigger2 = Time <= 50 trigger2 = Pos Y <= EnemyNear, Pos Y y = 0 [State 2005, StateType] type = StateTypeSet trigger1 = Anim = 2005 trigger1 = AnimElem = 5 statetype = C movetype = H physics = N [State 2005, Scale] type = AngleDraw trigger1 = Anim = 2005 trigger1 = AnimElem = 6, >= 0 scale = EnemyNear, FVar(5), EnemyNear, FVar(6) [State 2005, PalFX] type = PalFX trigger1 = Time = 100 add = 200,200,200 time = 2 [State 235, Angle] type = AngleSet triggerall = Time >= 100 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -EnemyNear, FVar(0) [State 2000, 1] type = PalFX trigger1 = Anim = 2005 trigger1 = AnimElem = 5 trigger2 = Time >= 140 trigger2 = Time < 180 trigger2 = TimeMod = 10,0 trigger3 = Time >= 180 trigger3 = Time < 220 trigger3 = TimeMod = 8,0 trigger4 = Time >= 220 trigger4 = Time < 260 trigger4 = TimeMod = 6,0 trigger5 = Time >= 260 trigger5 = Time < 300 trigger5 = TimeMod = 4,0 trigger6 = Time >= 300 trigger6 = TimeMod = 2,0 time = 1 invertall = 1 ignorehitpause = 1 [State 2005, AfterImage] type = AfterImage trigger1 = EnemyNear, StateNo = 2001 trigger1 = EnemyNear, StateTime = 300 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 2005, AfterImageTime] type = AfterImageTime trigger1 = Time >= 300 trigger1 = EnemyNear, StateNo = 2001 trigger1 = EnemyNear, StateTime >= 300 ignorehitpause = 1 time = 2 [State 2005, Anim2] type = ChangeAnim2 triggerall = Anim = 2005 triggerall = AnimElem = 6, >= 0 trigger1 = Time <= 300 trigger2 = Vel Y < 0 trigger2 = Time > 300 value = Anim elem = 6 [State 2005, Anim2] type = ChangeAnim2 triggerall = Anim = 2005 triggerall = AnimElem = 6, >= 0 trigger1 = Vel Y >= 0 trigger1 = Time > 300 value = Anim elem = 7 [State 2005, SelfState] type = SelfState triggerall = Time > 0 trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 5050 ;--------------------------------------------------------------------------- ; Hit Explode [Statedef 2006] type = A movetype = H physics = N velset = 0,0 anim = 5110 ctrl = 0 [State 2005, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2005, 0] type = AssertSpecial trigger1 = 1 flag = Invisible [State 2005, LifeSet] type = LifeSet trigger1 = 1 value = 0 [State 2005, 4] type = PosSet trigger1 = Time <= 0 y = 0 [State 2005, ChangeState] type = ChangeState trigger1 = Time > 0 trigger1 = Alive = 0 value = 5150 [State 2005, SelfState] type = SelfState trigger1 = Time > 0 trigger1 = Alive value = 5110 ;--------------------------------------------------------------------------- ; Opponent Hit [Statedef 5400] type = A movetype = H physics = N velset = 0,0 [State 5400, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 5400 [State 5400, HitVelSet] type = HitVelSet trigger1 = Time <= 0 x = 1 y = 1 [State 5400, PalFX] type = PalFX trigger1 = TimeMod = 4,0 time = 5 color = 0 mul = 250,200,0 add = 100,0,-100 sinadd = 200,100,0,4 [State 5400, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 5400, 1] type = AngleAdd trigger1 = Time > 0 value = 22.5 [State 5400, 2] type = AngleDraw trigger1 = Time > 0 trigger1 = Pos Y < 10 [State 5400, 4] type = VelAdd trigger1 = Time > 0 y = .4 [State 5400, 5] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y > 10 value = 5100 ;Hit ground ;---------------------------------------------------------------------------