; Metroid Special Moves ;--------------------------------------------------------------------------- ; Diving Body Press [Statedef 200] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 200, 0] type = VarSet triggerall = Time <= 0 trigger1 = PrevStateNo != 410 v = 0 value = 0 [State 200, AfterImageTime] type = AfterImageTime trigger1 = PrevStateNo = 410 ignorehitpause = 1 time = 2 [State 200, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 200 elem = 2 [State 200, 1] type = VelAdd triggerall = Time < 100 triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 200, 1] type = VelAdd triggerall = Time < 100 triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 200, 1] type = VelAdd triggerall = Time < 100 triggerall = Vel Y < 2 trigger1 = P2Dist Y > 150 y = .2 [State 200, 1] type = VelAdd triggerall = Time < 100 triggerall = Vel Y > -2 trigger1 = P2Dist Y < 150 y = -.2 [State 200, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 trigger2 = Time >= 100 x = 0 [State 200, 1] type = VelAdd triggerall = P2Dist X > 5 || P2Dist X < -5 trigger1 = Time <= 0 trigger1 = Var(0) >= 2 y = -5 [State 200, 1] type = VelAdd triggerall = P2Dist X < 5 triggerall = P2Dist X > -5 trigger1 = Time <= 0 trigger1 = Var(0) >= 2 y = -10 [State 200, 2] type = VelSet triggerall = Time < 100 triggerall = P2MoveType != H triggerall = P2Dist X < 5 triggerall = P2Dist X > -5 trigger1 = P2StateType != L trigger1 = Var(0) < 2 y = -1 [State 200, 2] type = VelAdd triggerall = Time < 100 triggerall = Vel Y < 20 triggerall = P2Dist X < 5 triggerall = P2Dist X > -5 triggerall = P2Dist Y > 0 trigger1 = P2StateType = L trigger2 = Var(0) >= 2 y = 2 [State 200, 2] type = VelAdd triggerall = Vel Y < 20 trigger1 = Time >= 100 y = 2 [State 200, 3] type = TargetBind triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = A trigger1 = Vel Y >= 0 pos = 0, 80 time = 2 [State 200, 3] type = TargetDrop triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = L [State 200, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 200, VelSet] type = VelSet trigger1 = Time > 10 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 trigger2 = NumTarget > 0 trigger2 = Target, StateType = L ignorehitpause = 1 y = 0 [State 200, PosSet] type = PosSet trigger1 = Time > 10 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 trigger2 = NumTarget > 0 trigger2 = Target, StateType = L ignorehitpause = 1 y = 0 [State 200, 3] type = HitDef triggerall = Time >= 100 triggerall = Vel X = 0 triggerall = Vel Y > 0 trigger1 = MoveContact = 0 trigger1 = P2StateType != L trigger1 = P2MoveType != H persistent = 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 5, 5 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 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 200, 3] type = HitDef triggerall = Vel X = 0 triggerall = Vel Y > 0 triggerall = P2StateType != L trigger1 = Var(0) >= 2 trigger1 = TimeMod = 3,0 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 5, 5 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 = 40 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 fall = 1 [State 200, State] type = ChangeState trigger1 = Time > 10 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 ignorehitpause = 1 value = 201 [State 200, State] type = ChangeState triggerall = Time >= 150 triggerall = NumTarget = 0 trigger1 = Pos Y <= -200 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Diving Body Press Floor [Statedef 201] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 200, Anim] type = ChangeAnim trigger1 = 1 value = 200 elem = 2 [State 200, VelSet] type = VelSet trigger1 = 1 ignorehitpause = 1 y = 0 [State 200, PosSet] type = PosSet trigger1 = 1 ignorehitpause = 1 y = 0 [State 200, PlaySnd] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = 0,11 [State 200, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 value = 62 pos = 0, 0 [State 200, EnvShake] type = EnvShake trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 200, 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 200, 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 200, 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 200, 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 200, 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 200, 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 200, 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 200, 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 200, 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 200, 3] type = HitDef triggerall = P2StateType = L trigger1 = Var(0) >= 2 persistent = 0 attr = A, HA damage = 100, 10 animtype = Heavy hitflag = MAFD getpower = 0 priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ground.type = High envshake.time = 40 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 200, 3] type = HitDef triggerall = Var(0) < 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Time >= 100 trigger1 = HitCount = 0 persistent = 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 10, 10 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 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 200, 3] type = HitDef triggerall = Var(0) < 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = MoveContact = 0 persistent = 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ;7,2 ground.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 numhits = 0 fall = 1 [State 200, State] type = ChangeState trigger1 = Time > 0 value = 300 ;--------------------------------------------------------------------------- ; Floor Pound [Statedef 205] type = A movetype = A physics = N velset = 0,-10 ctrl = 0 [State 200, 0] type = VarSet triggerall = Time <= 0 trigger1 = PrevStateNo != 410 v = 0 value = 0 [State 205, Turn] type = Turn triggerall = Time <= 0 trigger1 = P2Dist X < 0 [State 205, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,10 channel = 1 [State 205, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 50 [State 205, VelAdd] type = VelAdd trigger1 = Vel X < 5 trigger1 = command = "holdfwd" x = .2 [State 205, VelAdd] type = VelAdd trigger1 = Vel X > -5 trigger1 = command = "holdback" x = -.2 [State 205, Anim] type = ChangeAnim trigger1 = Vel Y <= 0 value = 0 elem = 1 [State 205, Anim] type = ChangeAnim trigger1 = Vel Y > 0 value = 0 elem = 2 [State 205, VelAdd] type = VelAdd trigger1 = Vel Y < 0 y = .5 [State 205, VelAdd] type = VelAdd trigger1 = Time > 20 trigger1 = Vel Y >= 0 y = 5 [State 205, PosSet] type = PosSet triggerall = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 205, VelSet] type = VelSet triggerall = Time > 0 trigger1 = Pos Y >= 0 y = 0 [State 205, HitDef] type = HitDef triggerall = Time > 0 trigger1 = MoveContact = 0 trigger1 = Vel Y > 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 6, 4 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,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 = -5,Vel Y air.hittime = 10 fall.recover = 0 air.fall = 1 numhits = 0 fall = 1 [State 205, State] type = ChangeState triggerall = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Pos Y >= -50 value = 206 ;--------------------------------------------------------------------------- ; Pound To Floor [Statedef 206] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 205, Anim] type = ChangeAnim trigger1 = 1 value = 0 elem = 2 [State 205, PosSet] type = PosSet trigger1 = 1 y = 0 [State 205, Turn] type = Turn triggerall = Time <= 0 trigger1 = P2Dist X < 0 [State 205, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,11 [State 205, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 205, 3] type = HitDef trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAFD getpower = 0 priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 ground.type = High envshake.time = 40 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,Vel Y airguard.velocity = 0,0 air.type = High down.velocity = -5,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = -5,Vel Y air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 205, Pound] type = Helper triggerall = NumHelper(260) <= 0 trigger1 = Time <= 0 name = "Pound" pos = 50, 0 stateno = 260 ignorehitpause = 1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 1 under = 1 id = 260 [State 205, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 2 [State 205, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 62 pos = 0, 0 [State 205, State] type = ChangeState trigger1 = Time >= 20 value = 300 ;--------------------------------------------------------------------------- ; Drain Attack [Statedef 210] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 210, 0] type = VarSet triggerall = PrevStateNo != 410 triggerall = Time <= 0 trigger1 = command = "b" v = 0 value = 1 [State 210, 0] type = VarSet triggerall = PrevStateNo != 410 triggerall = Time <= 0 trigger1 = command = "y" v = 0 value = 0 [State 210, AfterImageTime] type = AfterImageTime trigger1 = PrevStateNo = 410 ignorehitpause = 1 time = 2 [State 210, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 200 elem = 2 [State 210, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 210, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 210, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = P2Dist Y > 150 y = .2 [State 210, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = P2Dist Y < 150 y = -.2 [State 210, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 x = 0 [State 210, 2] type = VelAdd trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 trigger1 = P2Dist Y > 0 trigger1 = Vel Y < 20 y = 2 [State 210, 3] type = TargetBind triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = A pos = 0, 60 time = 2 [State 210, 3] type = TargetDrop triggerall = NumTarget > 0 triggerall = MoveContact trigger1 = P2StateType = L [State 210, 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 210, 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 210, 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 210, 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 210, 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 210, 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 210, 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 210, 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 210, 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 210, 3] type = HitDef triggerall = P2StateType != A triggerall = Var(0) = 0 trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 ;trigger1 = P2Dist Y > 40 trigger1 = P2Dist Y < 80 attr = A, ST damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 p1stateno = 211 p2stateno = 215 air.fall = 1 [State 210, 3] type = HitDef triggerall = P2StateType != A triggerall = Var(0) = 1 trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 ;trigger1 = P2Dist Y > 40 trigger1 = P2Dist Y < 80 attr = A, ST damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 p1stateno = 211 p2stateno = 216 air.fall = 1 [State 210, 3] type = HitDef triggerall = P2StateType != A triggerall = Var(0) >= 2 trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 ;trigger1 = P2Dist Y > 40 trigger1 = P2Dist Y < 80 attr = A, HT damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, 0 p1stateno = 211 p2stateno = 217 air.fall = 1 [State 210, 3] type = HitDef triggerall = Var(0) < 2 triggerall = MoveContact = 0 triggerall = P2StateType = A triggerall = P2MoveType != H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 5, 5 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.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 numhits = 0 [State 210, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = MoveContact = 0 triggerall = P2StateType = A triggerall = P2MoveType != H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 5, 5 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.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 numhits = 0 [State 210, 3] type = HitDef triggerall = Var(0) < 2 triggerall = MoveContact = 0 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, NA damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 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 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 210, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = MoveContact = 0 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 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 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 210, VelSet] type = VelSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 210, PosSet] type = PosSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 210, State] type = ChangeState triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y >= 0 value = 300 [State 210, State] type = ChangeState triggerall = Time >= 150 triggerall = NumTarget = 0 trigger1 = Pos Y <= -200 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Drain [Statedef 211] type = A movetype = A physics = N velset = 0,0 anim = 195 ctrl = 0 [State 210, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 210, 0] type = VarSet trigger1 = Var(0) = 1 trigger1 = command = "y" trigger2 = Var(0) < 2 trigger2 = NumTarget > 0 trigger2 = Target,Power = 0 v = 0 value = 0 [State 210, 0] type = VarSet trigger1 = Var(0) = 0 trigger1 = command = "b" trigger2 = Var(0) >= 2 trigger2 = command = "a" v = 0 value = 1 [State 210, PlaySnd] type = PlaySnd trigger1 = TimeMod = 100,0 value = 10,0 channel = 0 [State 210, 1] type = BindToTarget triggerall = NumTarget > 0 trigger1 = Time <= 0 pos = Const(size.mid.pos.x), (Target, Const(size.mid.pos.y) + 10) time = 2 [State 210, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 210, LifeAdd] type = LifeAdd triggerall = NumTarget > 0 triggerall = Target,Life > 0 trigger1 = Var(0) = 0 trigger2 = Var(0) >= 2 value = 2 [State 210, LifeAdd] type = TargetLifeAdd triggerall = NumTarget > 0 triggerall = Target,Life > 0 trigger1 = Var(0) = 0 trigger2 = Var(0) >= 2 value = -2 [State 210, PowerAdd] type = PowerAdd triggerall = NumTarget > 0 triggerall = Target,Power > 0 trigger1 = Var(0) = 1 trigger2 = Var(0) >= 2 value = 10 [State 210, PowerAdd] type = TargetPowerAdd triggerall = NumTarget > 0 triggerall = Target,Power > 0 trigger1 = Var(0) = 1 trigger2 = Var(0) >= 2 value = -10 [State 210, 2] type = VelSet triggerall = Time > 0 trigger1 = TimeMod = 2,0 x = 1 [State 210, 2] type = VelSet triggerall = Time > 0 trigger1 = TimeMod = 3,0 x = -1 [State 210, 2] type = VelSet triggerall = Time > 0 trigger1 = TimeMod = 4,0 y = 1 [State 210, 2] type = VelSet triggerall = Time > 0 trigger1 = TimeMod = 5,0 y = -1 [State 210, 4] type = TargetState triggerall = NumTarget > 0 triggerall = Var(0) < 2 trigger1 = Command = "y" trigger2 = Target,StateNo != 215 trigger2 = Target,Power = 0 ignorehitpause = 1 value = 215 [State 210, 4] type = TargetState triggerall = NumTarget > 0 triggerall = Var(0) < 2 trigger1 = Command = "b" ignorehitpause = 1 value = 216 [State 210, 4] type = TargetState triggerall = NumTarget > 0 triggerall = Time > 0 trigger1 = Target,Life = 0 ignorehitpause = 1 value = 218 [State 210, State] type = ChangeState triggerall = Var(40) >= 0 && Time > 0 || Var(40) < 0 && Time > 100 && RoundState = 2 trigger1 = Power >= 3000 trigger1 = Command = "a" && Command = "c" value = 461 [State 210, State] type = ChangeState triggerall = Var(40) >= 0 && Time > 0 || Var(40) < 0 && Time > 100 && RoundState = 2 trigger1 = Power >= 1000 trigger1 = Command = "a" && Command = "x" value = 410 [State 210, State] type = ChangeState triggerall = Var(40) >= 0 && Time > 0 || Var(40) < 0 && Time > 100 && RoundState = 2 trigger1 = Command = "a" value = 231 [State 210, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, StateNo != 215 trigger1 = Target, StateNo != 216 trigger1 = Target, StateNo != 217 trigger2 = Command = "y" && Command = "b" trigger3 = NumTarget <= 0 value = 300 ;--------------------------------------------------------------------------- ; Grabbed - Life Drain [Statedef 215] type = S movetype = H physics = N velset = 0,0 ctrl = 0 [State 215, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 215, Anim] type = ChangeAnim trigger1 = SelfAnimExist(5300) trigger1 = Anim != 5300 value = 5300 [State 215, Anim] type = ChangeAnim trigger1 = !SelfAnimExist(5300) value = 5000 [State 215, PalFX] type = PalFX trigger1 = TimeMod = 4,0 time = 2 add = 100,100,100 [State 215, SelfState] type = SelfState trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed - Power Drain [Statedef 216] type = S movetype = H physics = N velset = 0,0 ctrl = 0 [State 216, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 216, Anim] type = ChangeAnim trigger1 = SelfAnimExist(5300) trigger1 = Anim != 5300 value = 5300 [State 216, Anim] type = ChangeAnim trigger1 = !SelfAnimExist(5300) value = 5000 [State 216, PalFX] type = PalFX trigger1 = TimeMod = 4,0 time = 2 add = -100,-100,-100 [State 216, SelfState] type = SelfState trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed - Life/Power Drain [Statedef 217] type = S movetype = H physics = N velset = 0,0 ctrl = 0 [State 217, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 217, Anim] type = ChangeAnim trigger1 = SelfAnimExist(5300) trigger1 = Anim != 5300 value = 5300 [State 217, Anim] type = ChangeAnim trigger1 = !SelfAnimExist(5300) value = 5000 [State 217, PalFX] type = PalFX trigger1 = TimeMod = 4,0 time = 2 add = 100,100,100 [State 217, PalFX] type = PalFX trigger1 = TimeMod = 6,0 time = 2 add = -100,-100,-100 [State 217, SelfState] type = SelfState trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Opponent Collapse [Statedef 218] type = S movetype = H physics = N velset = 0,0 [State 218, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 218, Anim] type = ChangeAnim2 trigger1 = Anim != 218 value = 218 [State 218, State] type = SelfState trigger1 = AnimTime = 0 value = 5110 ;--------------------------------------------------------------------------- ; Dash Attack [Statedef 220] type = A movetype = A physics = N anim = 220 ctrl = 0 [State 220, ScreenBound] type = ScreenBound trigger1 = MoveContact = 0 ignorehitpause = 1 value = 0 movecamera = 0,0 [State 220, 0] type = Turn triggerall = Time <= 0 trigger1 = P2Dist X < 0 [State 220, 0] type = VarSet trigger1 = PrevStateNo != 410 v = 0 value = 0 [State 220, VarRandom] type = VarRandom trigger1 = PrevStateNo = 410 v = 1 range = 0,4 [State 220, 0] type = VelSet trigger1 = Time <= 0 x = -10 [State 220, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 220, 0] type = AngleAdd trigger1 = Time >= 0 trigger1 = Time < 18 value = 5 [State 220, 0] type = Width trigger1 = Time >= 10 ignorehitpause = 1 value = -20,20 [State 220, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = P2Dist Y > 70 y = .2 [State 220, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = P2Dist Y < 70 y = -.2 [State 220, 1] type = VelMul trigger1 = Time < 50 x = .9 [State 220, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 0,10 channel = 1 [State 220, AfterImage] type = AfterImage trigger1 = Time = 50 trigger1 = PrevStateNo != 410 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 0 [State 220, 1] type = VelSet trigger1 = Time = 50 x = 30 [State 220, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 220, 2] type = VelSet triggerall = P2Dist X > 0 ;trigger1 = Var(0) < 2 ;trigger1 = MoveContact trigger1 = Var(0) >= 2 trigger1 = HitCount >= 5 x = -5 y = -2 [State 220, 2] type = VelSet triggerall = P2Dist X < 0 trigger1 = Var(0) < 2 trigger1 = MoveContact trigger2 = Var(0) >= 2 trigger2 = HitCount >= 5 x = 5 y = -2 [State 220, 2] type = VelSet trigger1 = MoveContact trigger1 = Var(0) >= 2 trigger1 = HitCount < 5 y = 0 [State 220, 3] type = HitDef triggerall = Var(0) < 2 triggerall = Time >= 50 trigger1 = Vel X > 0 trigger1 = MoveContact = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2,0 ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = 0,0 air.type = High air.velocity = -10,-5 air.hittime = 10 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X > 0 trigger1 = TimeMod = 4,0 trigger1 = HitCount < 4 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S2,Var(1) ;5,3 ground.type = Low ground.slidetime = 10 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = 0,0 fall.animtype = Heavy air.type = Low air.velocity = -10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X > 0 trigger1 = TimeMod = 4,2 trigger1 = HitCount < 4 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S2,Var(1) ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = 0,0 fall.animtype = Heavy air.type = High air.velocity = -10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X < 0 trigger1 = TimeMod = 4,0 trigger1 = HitCount < 4 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S2,Var(1) ;5,3 ground.type = Low ground.slidetime = 10 ground.hittime = 20 ground.velocity = 10,-5 airguard.velocity = 0,0 fall.animtype = Heavy air.type = Low air.velocity = 10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X < 0 trigger1 = TimeMod = 4,2 trigger1 = HitCount < 4 attr = A, HA damage = 75, 10 animtype = Heavy hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, 0 hitsound = S2,Var(1) ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 10,-5 airguard.velocity = 0,0 fall.animtype = Heavy air.type = High air.velocity = 10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X > 0 trigger1 = TimeMod = 2,0 trigger1 = HitCount >= 4 attr = A, HA damage = 75, 10 animtype = DiagUp hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = 0,0 fall.animtype = DiagUp air.type = High air.velocity = -10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, 3] type = HitDef triggerall = Var(0) >= 2 triggerall = Time >= 50 trigger1 = Vel X != 0 trigger1 = P2Dist X < 0 trigger1 = TimeMod = 2,0 trigger1 = HitCount >= 4 attr = A, HA damage = 75, 10 animtype = DiagUp hitflag = MAF getpower = 0 priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 10,-5 airguard.velocity = 0,0 fall.animtype = DiagUp air.type = High air.velocity = 10,-5 air.hittime = 10 snap = 10, 50 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, Bind] type = TargetBind trigger1 = Var(0) >= 2 trigger1 = NumTarget > 0 trigger1 = MoveHit pos = 10, 50 time = 1 [State 220, State] type = ChangeState triggerall = MoveContact triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "z" || Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 trigger1 = Var(0) < 2 trigger2 = Var(0) >= 2 trigger2 = HitCount >= 5 ignorehitpause = 1 value = 222 [State 220, 4] type = Velset trigger1 = Time >= 100 x = 0 [State 220, State] type = ChangeState trigger1 = Time > 100 trigger1 = MoveContact = 0 trigger2 = Var(0) < 2 trigger2 = MoveContact trigger3 = Var(0) >= 2 trigger3 = HitCount >= 5 value = 221 ;--------------------------------------------------------------------------- ; Dash Attack End [Statedef 221] type = A movetype = A physics = N velset = -4,-1 anim = 221 ctrl = 0 [State 220, 0] type = AngleSet trigger1 = Time <= 0 value = 90 [State 220, 0] type = AngleAdd trigger1 = Time >= 0 trigger1 = Time < 18 value = -5 [State 220, 0] type = AngleSet trigger1 = Time >= 20 value = 0 [State 220, State] type = ChangeState trigger1 = AnimTime = 0 value = 195 ;--------------------------------------------------------------------------- ; Dash Grab Attack [Statedef 222] type = A movetype = A physics = N velocity = 30,0 anim = 222 ctrl = 0 [State 220, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 220, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 220, Anim] type = ChangeAnim trigger1 = 1 value = 222 elem = 4 [State 220, 0] type = AngleSet trigger1 = 1 value = 90 [State 220, 1] type = TargetState triggerall = NumTarget > 0 trigger1 = Target, StateNo != 225 value = 225 [State 220, VelSet] type = VelSet trigger1 = 1 x = 30 y = 0 [State 220, Bind] type = TargetBind trigger1 = NumTarget > 0 pos = -10, 50 time = 1 [State 220, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 220, State] type = ChangeState trigger1 = Time > 0 trigger1 = NumTarget <= 0 value = 221 [State 220, State] type = ChangeState triggerall = Vel X > 0 triggerall = Time > 0 trigger1 = FrontEdgeBodyDist <= 0 value = 223 ;--------------------------------------------------------------------------- ; Slam to Wall [Statedef 223] type = S movetype = A physics = N velset = 0,0 anim = 223 ctrl = 0 [State 220, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 220, ScreenBound] type = ScreenBound trigger1 = 1 ignorehitpause = 1 value = 0 movecamera = 0,0 [State 220, 0] type = AngleSet trigger1 = 1 value = 90 [State 220, 0] type = Width trigger1 = 1 ignorehitpause = 1 value = -20,20 [State 220, Bind] type = BindToTarget trigger1 = Time < 5 trigger1 = NumTarget > 0 trigger1 = AnimElem = 2, < 0 ignorehitpause = 1 pos = -15, -50 time = 1 [State 220, Bind] type = BindToTarget trigger1 = Time < 5 trigger1 = NumTarget > 0 trigger1 = AnimElem = 2, >= 0 ignorehitpause = 1 pos = -30, -50 time = 1 [State 220, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 220, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 2 [State 220, Spark] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 anim = F70 pos = 20,0 postype = p1 facing = -1 sprpriority = 3 [State 220, Spark] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 anim = F71 pos = 20,0 postype = p1 facing = -1 sprpriority = 3 [State 220, Spark] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 anim = F72 pos = 20,0 postype = p1 facing = -1 sprpriority = 3 [State 220, 2] type = HitDef trigger1 = NumTarget > 0 trigger1 = MoveContact = 0 attr = S, SA damage = 50, 10 animtype = Medium hitflag = MAF priority = 3, Hit pausetime = 0, 20 sparkno = 2 sparkxy = -20, 0 hitsound = S2, 10 guardsound = S3, 0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -5,-5 airguard.velocity = -2.5,-2.5 air.type = Low fall.animtype = Medium air.velocity = -5,-5 air.hittime = 10 p2stateno = 226 p1facing = 1 p2facing = 1 air.fall = 1 fall = 1 [State 220, PlaySnd] type = PlaySnd trigger1 = MoveContact ignorehitpause = 1 persistent = 0 value = 0,11 [State 220, State] type = ChangeState trigger1 = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger2 = NumTarget = 0 trigger2 = Time > 10 value = 221 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 225] type = S movetype = H physics = N velset = 0,0 [State 225, AfterImage] type = AfterImage trigger1 = Time <= 0 trigger1 = EnemyNear, Var(0) <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 0 [State 225, AfterImage] type = AfterImage trigger1 = Time <= 0 trigger1 = EnemyNear, Var(0) > 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 225, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 255, Anim] type = ChangeAnim trigger1 = Anim != 5000 trigger1 = Anim != 5001 trigger1 = Anim != 5002 trigger2 = Anim = 5001 trigger2 = TimeMod = 16,12 value = 5000 [State 255, Anim] type = ChangeAnim trigger1 = Anim = 5000 trigger1 = TimeMod = 16,0 trigger2 = Anim = 5002 trigger2 = TimeMod = 16,8 value = 5001 [State 255, Anim] type = ChangeAnim trigger1 = Anim = 5001 trigger1 = TimeMod = 16,4 value = 5002 ;--------------------------------------------------------------------------- ; Wall Hit [Statedef 226] type = A movetype = H physics = N velset = 0,0 [State 255, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 255, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ignorehitpause = 1 [State 255, Anim] type = ChangeAnim trigger1 = Anim != 5010 trigger1 = Anim != 5011 trigger1 = Anim != 5012 value = 5010 [State 255, Anim] type = ChangeAnim trigger1 = Anim = 5010 trigger1 = AnimElemTime(1) > 0 value = 5011 [State 255, Anim] type = ChangeAnim trigger1 = Anim = 5011 trigger1 = AnimElemTime(1) > 0 trigger2 = Anim = 5012 value = 5012 [State 225, Set] type = AngleSet trigger1 = Time <= 0 value = 0 [State 225, Scale] type = AngleDraw trigger1 = 1 scale = EnemyNear, FVar(6), EnemyNear, FVar(5) [State 255, State] type = SelfState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Grab Attempt [Statedef 230] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 230, 0] type = VarSet trigger1 = PrevStateNo != 410 v = 0 value = 1 [State 230, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 200 elem = 2 [State 230, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = P2Dist X > 5 x = .5 [State 230, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = P2Dist X < -5 x = -.5 [State 230, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = P2Dist Y > 150 y = .2 [State 230, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = P2Dist Y < 150 y = -.2 [State 230, 2] type = VelSet trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 x = 0 [State 230, 2] type = VelAdd trigger1 = P2Dist X < 5 trigger1 = P2Dist X > -5 trigger1 = P2Dist Y > 0 trigger1 = Vel Y < 20 y = 2 [State 230, VelSet] type = VelSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 230, PosSet] type = PosSet triggerall = Time > 10 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 230, AfterImageTime] type = AfterImageTime trigger1 = PrevStateNo = 410 ignorehitpause = 1 time = 2 [State 230, 3] type = HitDef trigger1 = P2Dist X < 10 trigger1 = P2Dist X > -10 ;trigger1 = P2Dist Y > 20 trigger1 = P2Dist Y < 80 attr = A, NT damage = 0, 0 animtype = Heavy hitflag = MAFD priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = 50, 10 p1stateno = 231 p2stateno = 235 air.fall = 1 numhits = 0 fall = 1 [State 230, State] type = ChangeState triggerall = Time > 10 triggerall = NumTarget = 0 trigger1 = Pos Y >= -10 trigger1 = Vel Y >= 0 value = 300 [State 230, 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 <= -200 value = 30 ctrl = 1 [State 230, State] type = ChangeState triggerall = Time > 200 triggerall = NumTarget = 0 trigger1 = Pos Y <= -200 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Body Slam [Statedef 231] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 231, Anim] type = ChangeAnim trigger1 = 1 value = 0 elem = 4 [State 231, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 231, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 231, 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 231, Turn] type = Turn trigger1 = Time <= 0 [State 231, PlaySnd] type = PlaySnd triggerall = Time = 0 trigger1 = Var(0) <= 2 trigger2 = Var(0) = 10 trigger2 = PrevStateNo = 410 value = 0,1 [State 231, 4] type = TargetState triggerall = Time <= 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 235 ignorehitpause = 1 value = 235 [State 231, 4] type = TargetDrop triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, StateNo != 235 trigger1 = Target, StateNo != 236 trigger1 = Target, HitShakeOver trigger1 = HitPauseTime <= 0 trigger2 = NumTarget <= 0 ignorehitpause = 1 [State 231, 1] type = AngleSet trigger1 = Time <= 0 value = 0 [State 231, AfterImageTime] type = AfterImageTime trigger1 = PrevStateNo = 410 trigger2 = PrevStateNo = 230 trigger3 = PrevStateNo = 231 ignorehitpause = 1 time = 2 [State 231, 1] type = AngleAdd trigger1 = Var(0) >= 1 || Var(0) < 5 trigger1 = Time >= 9 trigger1 = Time <= 24 trigger2 = Var(0) < 1 || Var(0) >= 5 trigger2 = Time >= 9 trigger2 = Time <= 40 value = 22.5 [State 231, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 231, 1] type = TargetBind triggerall = NumTarget > 0 triggerall = Target, Anim != 236 triggerall = Target, Anim != 5020 triggerall = P2StateNo = 235 trigger1 = PrevStateNo != 211 trigger1 = PrevStateNo != 410 trigger2 = PrevStateNo = 211 trigger2 = Time >= 10 trigger3 = PrevStateNo = 410 trigger3 = Var(0) >= 2 trigger3 = Time >= 10 trigger4 = PrevStateNo = 410 trigger4 = Var(0) >= 3 pos = 0, 0 time = 2 [State 231, 1] type = TargetBind triggerall = Time >= 10 triggerall = NumTarget > 0 triggerall = Target, Anim = 236 || Target, Anim = 5020 triggerall = P2StateNo = 235 trigger1 = PrevStateNo != 211 trigger1 = PrevStateNo != 410 trigger2 = PrevStateNo = 211 trigger2 = Time >= 10 trigger3 = PrevStateNo = 410 trigger3 = Var(0) >= 2 trigger3 = Time >= 10 trigger4 = PrevStateNo = 410 trigger4 = Var(0) >= 3 pos = 0, 0 time = 2 [State 231, 2] type = VarSet trigger1 = PrevStateNo != 230 trigger1 = PrevStateNo != 231 trigger1 = PrevStateNo >= 200 trigger1 = PrevStateNo <= 300 ignorehitpause = 1 v = 0 value = 0 [State 231, 2] type = VarAdd triggerall = Time = 10 trigger1 = Var(0) >= 2 v = 0 value = 1 [State 231, 2] type = VarSet triggerall = Time = 10 trigger1 = PrevStateNo = 410 ignorehitpause = 1 v = 0 value = 3 [State 231, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 0,10 channel = 1 [State 231, 2] type = VelSet trigger1 = Time = 10 trigger1 = Var(0) < 2 x = -5 [State 231, 2] type = VelSet trigger1 = Time = 10 trigger1 = Var(0) >= 2 x = -4 [State 231, 2] type = VelMul trigger1 = Vel Y >= 0 x = .9 [State 231, 2] type = VelSet triggerall = Time = 10 trigger1 = Var(0) = 1 y = -25 [State 231, 2] type = VelSet triggerall = Time = 10 trigger1 = Var(0) = 3 trigger2 = Var(0) = 4 y = -10 [State 231, 2] type = VelSet triggerall = Time = 10 trigger1 = Var(0) = 0 trigger2 = Var(0) >= 5 y = -20 [State 231, 2] type = VelAdd triggerall = Pos Y < -50 triggerall = Vel Y < 200 trigger1 = Var(0) = 0 || Var(0) = 2 || Var(0) = 3 || Var(0) >= 5 trigger1 = Time >= 10 trigger2 = Var(0) = 4 trigger2 = Time >= 20 y = 1 [State 231, 2] type = VelAdd triggerall = Pos Y < -50 triggerall = Vel Y < 100 trigger1 = Var(0) = 1 trigger1 = Time >= 10 trigger2 = Vel Y > 0 y = 2 [State 231, PlaySnd] type = PlaySnd trigger1 = Var(0) > 2 trigger1 = Var(0) < 5 trigger1 = NumTarget > 0 trigger1 = Target, Vel X = 0 trigger1 = Target, Vel Y = 0 trigger1 = Vel X = 0 trigger1 = Vel Y = 0 ignorehitpause = 1 persistent = 0 value = 0,11 [State 231, PlaySnd] type = PlaySnd trigger1 = MoveContact trigger1 = Time > 0 ignorehitpause = 1 persistent = 0 value = 0,11 [State 231, 2] type = HitDef trigger1 = Var(0) < 2 trigger1 = Time = 20 attr = A, NT damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 10 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ;7,2 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,20 airguard.velocity = 0,10 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,20 air.hittime = 10 fall.recover = 0 p2stateno = 236 air.fall = 1 fall = 1 [State 231, 2] type = HitDef trigger1 = Var(0) >= 2 trigger1 = Var(0) < 5 trigger1 = Time = 20 attr = A, HT damage = 100, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 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 = 0,20 airguard.velocity = 0,10 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,20 air.hittime = 10 fall.recover = 0 p1stateno = 231 p2stateno = 235 air.fall = 1 fall = 1 kill = 0 [State 231, 2] type = HitDef trigger1 = Var(0) >= 5 trigger1 = Time = 20 attr = A, HT damage = 100, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 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 = 0,20 airguard.velocity = 0,10 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,20 air.hittime = 10 fall.recover = 0 p2stateno = 236 air.fall = 1 fall = 1 [State 231, 2] type = TargetState triggerall = Time >= 20 triggerall = NumTarget > 0 triggerall = P2StateNo = 235 trigger1 = Pos Y >= -50 trigger1 = Vel Y > 0 ignorehitpause = 1 value = 236 [State 231, VelSet] type = VelSet trigger1 = Time >= 20 trigger1 = Pos Y >= -50 x = 0 y = 0 [State 231, PosSet] type = PosSet triggerall = PrevStateNo != 410 triggerall = NumTarget > 0 trigger1 = Var(0) > 2 trigger1 = Time <= 0 trigger2 = Time >= 20 trigger2 = Pos Y >= -50 y = -30 [State 231, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = NumTarget > 0 triggerall = Command = "a" || Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = MoveContact ignorehitpause = 1 value = 232 [State 231, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = Power >= 1000 triggerall = Command = "x" && Command = "y" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 410 [State 231, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = Command = "x" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 233 [State 231, Anim] type = ChangeAnim triggerall = Time >= 20 triggerall = Pos Y >= -30 triggerall = Vel Y = 0 trigger1 = MoveContact trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger2 = P2StateNo != 235 trigger2 = P2StateNo != 236 trigger3 = NumTarget = 0 value = 0 elem = 2 [State 231, State] type = ChangeState triggerall = Time >= 20 triggerall = Vel X = 0 triggerall = Vel Y = 0 trigger1 = MoveContact trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger2 = P2StateNo != 235 trigger2 = P2StateNo != 236 trigger3 = NumTarget = 0 value = 300 ;--------------------------------------------------------------------------- ; Body Slam to Floor [Statedef 232] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 232, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 232, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 232, VarRandom] type = VarRandom trigger1 = 1 ignorehitpause = 1 v = 5 range = 0,1 [State 232, Anim] type = ChangeAnim trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver = 0 value = 0 elem = 4 [State 232, State] type = TargetState trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo != 237 ignorehitpause = 1 persistent = 0 value = 237 [State 232, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 232, PosSet] type = PosSet trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo = 237 trigger1 = Target, StateTime <= 2 y = -20 [State 232, Anim] type = ChangeAnim trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo = 237 trigger1 = Target, StateTime <= 2 value = 0 elem = 1 [State 232, PosSet] type = PosSet trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo = 237 trigger1 = Target, StateTime > 2 y = 0 [State 232, Anim] type = ChangeAnim trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo = 237 trigger1 = Target, StateTime > 2 value = 0 elem = 2 [State 232, 2] type = HitDef trigger1 = NumTarget > 0 trigger1 = Target, HitShakeOver trigger1 = Target, StateNo = 237 trigger1 = Target, StateTime > 2 trigger1 = MoveContact = 0 attr = A, NT damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 20, 20 sparkno = 2 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ;7,2 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,20 airguard.velocity = 0,10 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,20 air.hittime = 10 fall.recover = 0 air.fall = 1 fall = 1 [State 232, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = Power >= 1000 triggerall = Command = "x" && Command = "y" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 410 [State 232, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "x" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 233 [State 200, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "z" || Var(5) > 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 270 [State 232, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Vel Y = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "b" || Var(5) <= 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = PrevStateNo != 200 trigger1 = PrevStateNo != 210 trigger1 = PrevStateNo != 250 trigger1 = PrevStateNo != 421 trigger2 = PrevStateNo != 200 trigger2 = Time > 10 trigger3 = PrevStateNo != 210 trigger3 = Time > 10 trigger4 = PrevStateNo != 421 trigger4 = Time > 10 ignorehitpause = 1 value = 280 [State 232, State] type = ChangeState trigger1 = MoveContact trigger1 = NumTarget > 0 trigger2 = NumTarget <= 0 trigger2 = Time > 0 value = 300 ;--------------------------------------------------------------------------- ; Body Slide [Statedef 233] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 233, 0] type = VarSet trigger1 = PrevStateNo != 410 v = 1 value = 0 [State 233, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 233, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 233, AfterImageTime] type = AfterImageTime trigger1 = PrevStateNo = 410 ignorehitpause = 1 time = 2 [State 233, State] type = TargetState triggerall = Time <= 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 238 ignorehitpause = 1 value = 238 [State 233, Anim] type = ChangeAnim trigger1 = NumTarget > 0 trigger1 = Vel Y = 0 value = 0 elem = 4 [State 233, Anim] type = null ;ChangeAnim trigger1 = Var(1) < 6 trigger1 = MoveContact trigger2 = Var(1) >= 6 trigger2 = HitCount >= 5 value = 0 elem = 2 [State 233, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 233, Bind] type = TargetBind triggerall = NumTarget > 0 trigger1 = P2StateNo = 238 pos = 0, 0 time = 2 [State 233, Drop] type = TargetDrop triggerall = NumTarget > 0 trigger1 = P2StateNo != 238 [State 233, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 233, PlaySnd] type = PlaySnd triggerall = PrevStateNo != 231 triggerall = PrevStateNo != 410 trigger1 = Time = 0 value = 0,1 [State 233, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 2, 1 freqmul = .5 [State 233, PowerAdd] type = PowerAdd trigger1 = Vel X != 0 value = 2 [State 233, VelSet] type = VelSet triggerall = Time = 10 triggerall = Var(1) < 6 trigger1 = Var(40) >= 0 trigger1 = Command = "holdfwd" trigger2 = Command != "holdfwd" trigger2 = Command != "holdback" trigger2 = Var(40) >= 0 trigger2 = BackEdgeDist <= 100 || FrontEdgeDist > 100 trigger3 = Var(40) < 0 && RoundState = 2 trigger3 = BackEdgeDist <= 100 || FrontEdgeDist > 100 x = 20 [State 233, VelSet] type = VelSet triggerall = Time = 10 triggerall = Var(1) < 6 trigger1 = Var(40) >= 0 trigger1 = Command = "holdback" trigger2 = Command != "holdfwd" trigger2 = Command != "holdback" trigger2 = Var(40) >= 0 trigger2 = BackEdgeDist > 100 || FrontEdgeDist <= 100 trigger3 = Var(40) < 0 && RoundState = 2 trigger3 = BackEdgeDist > 100 || FrontEdgeDist <= 100 x = -20 [State 233, VelSet] type = VelSet triggerall = Time >= 5 triggerall = Var(1) >= 6 trigger1 = TimeMod = 10,1 trigger1 = HitCount > 0 trigger1 = HitCount < 5 trigger2 = Time = 10 x = 20 [State 233, VelSet] type = Turn triggerall = Time >= 5 triggerall = Var(1) >= 6 trigger1 = TimeMod = 10,1 trigger1 = HitCount < 4 [State 233, 2] type = HitDef triggerall = Time > 10 triggerall = Var(1) >= 6 trigger1 = TimeMod = 10,0 trigger1 = HitCount < 4 attr = A, HT damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 0 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ground.type = High ground.slidetime = 40 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 30 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 p2stateno = 238 air.fall = 1 kill = 0 fall = 1 [State 233, 2] type = HitDef triggerall = Time > 10 triggerall = Var(1) >= 6 trigger1 = TimeMod = 10,0 trigger1 = HitCount = 4 attr = A, HT damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 2, 2 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ground.type = High ground.slidetime = 40 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 30 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = -10,-5 down.hittime = 50 down.bounce = 1 air.velocity = 0,0 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 233, 2] type = HitDef triggerall = Time > 10 triggerall = Var(1) < 6 triggerall = MoveContact = 0 trigger1 = Time = 50 trigger1 = Vel X >= 0 trigger2 = FrontEdgeBodyDist <= 15 attr = A, ST damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 0 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ground.type = High ground.slidetime = 40 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 30 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = -10,-5 down.hittime = 50 down.bounce = 1 air.velocity = 0,0 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 233, 2] type = HitDef triggerall = Time > 10 triggerall = Var(1) < 6 triggerall = MoveContact = 0 trigger1 = Time = 50 trigger1 = Vel X < 0 trigger2 = BackEdgeBodyDist <= 15 attr = A, ST damage = 50, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 0 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ;5,3 ground.type = High ground.slidetime = 10 ground.hittime = 40 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High palfx.mul = 250,200,0 palfx.add = 100,0,-100 palfx.sinadd = 200,100,0,4 palfx.color = 0 palfx.time = 30 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 down.velocity = 10,-5 down.hittime = 50 down.bounce = 1 air.velocity = 0,0 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 ;----- Burning Flames ----- [State 233, Helper] type = Helper triggerall = Time > 0 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 persistent = 0 id = 900 pos = 0, 0 postype = P2 stateno = 900 keyctrl = 0 [State 233, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = NumHelper(900) > 0 trigger1 = MoveHit ignorehitpause = 1 value = 5,10 channel = 5 ;------------------------- [State 233, Reset] type = MoveHitReset triggerall = Time > 0 trigger1 = MoveContact ignorehitpause = 1 [State 233, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget = 0 trigger2 = Var(1) < 6 trigger2 = MoveContact trigger3 = Var(1) >= 6 trigger3 = HitCount >= 5 trigger4 = NumTarget > 0 trigger4 = Target, StateNo != 238 value = 234 ;--------------------------------------------------------------------------- ; Body Slide Let Go [Statedef 234] type = A movetype = H physics = N velset = 0,0 [State 234, Anim] type = ChangeAnim trigger1 = Time <= 0 value = 0 elem = 2 [State 234, VelSet] type = Turn triggerall = Time <= 0 trigger1 = Facing = 1 trigger1 = Pos X >= 0 trigger2 = Facing = -1 trigger2 = Pos X < 0 [State 234, Drop] type = TargetDrop trigger1 = NumTarget > 0 [State 234, PosAdd] type = PosAdd trigger1 = Time <= 0 y = -20 [State 234, VelSet] type = VelSet trigger1 = Time <= 0 x = 5 y = -5 [State 234, State] type = ChangeState trigger1 = Pos Y <= -50 value = 195 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 235] type = A movetype = H physics = N velset = 0,0 [State 235, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 235, Angle] type = AngleSet trigger1 = Time <= 5 value = 0 [State 235, Angle] type = AngleDraw trigger1 = 1 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 231 triggerall = EnemyNear, Var(0) >= 1 triggerall = EnemyNear, Var(0) < 5 triggerall = EnemyNear, Time >= 10 triggerall = EnemyNear, Time <= 25 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = 22.5 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 231 triggerall = EnemyNear, Var(0) >= 1 triggerall = EnemyNear, Var(0) < 5 triggerall = EnemyNear, Time >= 10 triggerall = EnemyNear, Time <= 25 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -22.5 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 231 triggerall = EnemyNear, Var(0) < 1 || EnemyNear, Var(0) >= 5 triggerall = EnemyNear, Time >= 10 triggerall = EnemyNear, Time <= 41 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = 22.5 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 231 triggerall = EnemyNear, Var(0) < 1 || EnemyNear, Var(0) >= 5 triggerall = EnemyNear, Time >= 10 triggerall = EnemyNear, Time <= 41 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -22.5 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 461 triggerall = EnemyNear, Time > 5 triggerall = EnemyNear, Time < 70 ;l85 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = 22.5 [State 235, Angle] type = AngleAdd triggerall = EnemyNear, StateNo = 461 triggerall = EnemyNear, Time > 5 triggerall = EnemyNear, Time < 70 ;85 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -22.5 [State 235, AfterImage] type = AfterImage triggerall = Time <= 0 triggerall = Vel X = 0 triggerall = EnemyNear, Vel X = 0 triggerall = EnemyNear, StateTime < 5 trigger1 = EnemyNear, Var(0) >= 2 trigger1 = EnemyNear, PrevStateNo = 230 trigger2 = EnemyNear, PrevStateNo = 410 trigger3 = EnemyNear, PrevStateNo = 460 trigger4 = EnemyNear, StateNo = 461 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 235, AfterImageTime] type = AfterImageTime trigger1 = EnemyNear, PrevStateNo = 230 trigger2 = EnemyNear, StateNo = 231 trigger3 = EnemyNear, PrevStateNo = 410 trigger4 = EnemyNear, PrevStateNo = 460 trigger5 = EnemyNear, StateNo = 461 ignorehitpause = 1 time = 2 [State 235, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 235, 0] type = NotHitBy trigger1 = HitShakeOver = 0 value = SCA time = 2 [State 235, Anim] type = ChangeAnim triggerall = Anim != 235 triggerall = Anim != 236 trigger1 = HitShakeOver = 0 value = Anim [State 235, Anim2] type = ChangeAnim2 triggerall = Anim = 235 trigger1 = HitShakeOver = 0 value = 235 [State 235, Anim2] type = ChangeAnim2 triggerall = Anim = 236 trigger1 = HitShakeOver = 0 value = 236 [State 235, Anim2] type = ChangeAnim2 triggerall = Vel Y = 0 triggerall = HitShakeOver trigger1 = Anim != 235 trigger1 = Anim != 5020 trigger1 = Anim != 5080 trigger1 = Anim != 5110 trigger1 = Anim != 5300 value = 235 elem = 1 [State 235, Anim2] type = ChangeAnim2 trigger1 = Vel Y < 0 trigger1 = HitShakeOver value = 235 elem = 2 [State 235, Anim2] type = ChangeAnim2 trigger1 = Vel Y > 0 trigger1 = HitShakeOver value = 235 elem = 3 [State 235, State] type = SelfState triggerall = Vel X = 0 triggerall = Vel Y = 0 trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 5050 ;--------------------------------------------------------------------------- ; Slam to Floor [Statedef 236] type = L movetype = H physics = N velset = 0,0 [State 236, 0] type = NotHitBy trigger1 = HitShakeOver = 0 value = SCA time = 2 [State 236, Anim2] type = ChangeAnim2 trigger1 = Anim != 236 trigger2 = Anim = 236 trigger2 = HitShakeOver = 0 value = 236 [State 236, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 236, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = F7, 2 [State 236, GameMakeAnim] type = GameMakeAnim trigger1 = Time = 0 value = 62 pos = 0, 0 [State 236, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 freq = 100 ampl = -5 phase = 10 [State 236, State] type = SelfState trigger1 = AnimTime = 0 value = 5110 ;--------------------------------------------------------------------------- ; Liedown on Floor [Statedef 237] type = L movetype = H physics = N velset = 0,0 anim = 5100 [State 5100, Anim] type = ChangeAnim trigger1 = HitShakeOver = 0 value = Anim [State 5100, Anim] type = ChangeAnim trigger1 = HitShakeOver trigger1 = Anim = 5100 trigger1 = AnimTime = 0 value = 5110 [State 236, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 236, State] type = SelfState trigger1 = Time >= 50 value = 5120 ;--------------------------------------------------------------------------- ; Grabbed to Slide [Statedef 238] type = L movetype = H physics = N velset = 0,0 [State 233, Push] type = PlayerPush trigger1 = Vel X != 0 value = 0 [State 233, AfterImage] type = AfterImage triggerall = Time <= 0 triggerall = Vel X = 0 triggerall = EnemyNear, Vel X = 0 trigger1 = EnemyNear, PrevStateNo = 410 trigger1 = EnemyNear, StateTime < 5 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 persistent = 0 trans = Add1 time = 0 [State 233, AfterImageTime] type = AfterImageTime trigger1 = EnemyNear, PrevStateNo = 410 time = 2 [State 238, Anim] type = ChangeAnim triggerall = HitShakeOver triggerall = SelfAnimExist(5110) trigger1 = Anim != 5110 trigger1 = Vel X = 0 trigger2 = PrevStateNo = 236 trigger2 = Anim = 5020 value = 5110 [State 238, Anim] type = ChangeAnim triggerall = HitShakeOver triggerall = SelfAnimExist(5080) trigger1 = Anim != 5080 trigger1 = Vel X != 0 trigger2 = Anim = 5080 trigger2 = AnimElem >= 3 value = 5080 elem = 1 ;----- Dust/Spark ----- [State 238, Dust] type = Explod trigger1 = Vel X != 0 trigger1 = TimeMod = 2,0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 anim = F120 pos = 0,0 sprpriority = 5 ownpal = 1 [State 238, Spark] type = Explod trigger1 = Vel X != 0 trigger1 = TimeMod = 4,0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 anim = F1 pos = 0,0 sprpriority = 2 ownpal = 1 ;-------------------- ;----- Blood ----- [State 238, Explod] type = Explod trigger1 = Vel X != 0 trigger1 = TimeMod = 3,0 pausemovetime = -1 supermovetime = -1 pos = 0,-5 postype = p2 random = 10,0 ;scale = 1.5,1.5 ownpal = 1 ontop = 1 anim = F10 [State 238, Explod] type = Explod trigger1 = Vel X != 0 trigger1 = TimeMod = 6,0 pausemovetime = -1 supermovetime = -1 pos = 0,-5 postype = p2 random = 15,0 ;scale = 1.5,1.5 ownpal = 1 ontop = 1 anim = F11 [State 238, Explod] type = Explod trigger1 = Vel X != 0 trigger1 = TimeMod = 9,0 pausemovetime = -1 supermovetime = -1 pos = 0,-5 postype = p2 random = 20,0 ;scale = 1.5,1.5 ownpal = 1 ontop = 1 anim = F12 ;--------------- [State 238, LifeAdd] type = LifeAdd trigger1 = Vel X != 0 value = -1 kill = 0 ;--------------------------------------------------------------------------- ; Concentrated Shot [Statedef 240] type = A movetype = A physics = N velset = 0,0 sprpriority = 0 ctrl = 0 [State 240, 0] type = VarSet triggerall = Time <= 0 trigger1 = PrevStateNo != 410 v = 0 value = 0 [State 240, 0] type = VarAdd triggerall = Var(0) >= 2 trigger1 = Time = 20 trigger2 = Time = 25 trigger3 = Time = 30 trigger4 = Time = 35 trigger5 = Time = 40 v = 0 value = 1 [State 240, 1] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 5,0 pausemovetime = -1 supermovetime = -1 anim = F2 pos = 0, -40 sprpriority = 5 [State 240, EnvShake] type = EnvShake trigger1 = Time < 20 trigger1 = TimeMod = 5,0 time = 5 freq = 100 ampl = -2 phase = 10 [State 240, PowerAdd] type = PowerAdd trigger1 = Var(0) < 2 trigger1 = Time = 20 value = -250 [State 240, EnvShake] type = EnvShake trigger1 = Time = 20 trigger2 = Var(0) >= 2 trigger2 = Time = 25 trigger3 = Var(0) >= 2 trigger3 = Time = 30 trigger4 = Var(0) >= 2 trigger4 = Time = 35 trigger5 = Var(0) >= 2 trigger5 = Time = 40 time = 10 freq = 100 ampl = -10 phase = 10 [State 240, Flash] type = EnvColor trigger1 = Time = 20 trigger2 = Var(0) >= 2 trigger2 = Time = 25 trigger3 = Var(0) >= 2 trigger3 = Time = 30 trigger4 = Var(0) >= 2 trigger4 = Time = 35 trigger5 = Var(0) >= 2 trigger5 = Time = 40 value = 250,250,250 ignorehitpause = 1 time = 1 [State 240, PlaySnd] type = PlaySnd trigger1 = Time = 20 trigger2 = Var(0) >= 2 trigger2 = Time = 25 trigger3 = Var(0) >= 2 trigger3 = Time = 30 trigger4 = Var(0) >= 2 trigger4 = Time = 35 trigger5 = Var(0) >= 2 trigger5 = Time = 40 value = 1, 0 freqmul = 0.8 [State 240, Shot] type = Helper trigger1 = Time = 20 trigger2 = Var(0) >= 2 trigger2 = Time = 25 trigger3 = Var(0) >= 2 trigger3 = Time = 30 trigger4 = Var(0) >= 2 trigger4 = Time = 35 trigger5 = Var(0) >= 2 trigger5 = Time = 40 helpertype = normal name = "Shot" id = 10 pos = 0,-40 postype = p1 stateno = 245 keyctrl = 0 ownpal = 1 [State 240, State] type = ChangeState trigger1 = Time > 20 trigger1 = NumHelper(10) = 0 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; LieDown Press [Statedef 250] type = A movetype = A physics = N velset = 0,0 anim = 195 ctrl = 0 [State 250, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 250, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 250, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 0,4 [State 250, VarSet] type = VarSet trigger1 = PrevStateNo != 410 v = 1 value = 0 [State 250, AfterImage] type = AfterImageTime trigger1 = PrevStateNo = 410 ignorehitpause = 1 time = 2 [State 250, 4] type = TargetState triggerall = Time <= 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo != 255 ignorehitpause = 1 value = 255 [State 250, 3] type = BindToTarget triggerall = NumTarget > 0 trigger1 = Time <= 0 pos = 0, 0 time = 2 [State 250, PosSet] type = PosSet trigger1 = NumTarget > 0 ignorehitpause = 1 x = Target, Pos X [State 250, 1] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 250, 1] type = PosAdd triggerall = Time < 10 trigger1 = P2Dist Y > -30 y = -5 [State 250, 1] type = PosAdd triggerall = Time > 10 trigger1 = AnimTime = 0 y = 15 [State 250, 1] type = PosAdd triggerall = Time > 10 trigger1 = AnimElem = 1,1 ;2 y = 30 [State 250, 1] type = PosAdd triggerall = Time > 10 trigger1 = AnimElem = 2,1 ;3 y = -30 [State 250, 1] type = PosAdd triggerall = Time > 10 trigger1 = AnimElem = 3,1 ;4 y = -15 [State 250, Anim] type = ChangeAnim trigger1 = Time < 10 trigger1 = AnimElem = 4, >= 0 value = 195 elem = 4 [State 250, Speed] type = ChangeAnim trigger1 = Time >= 10 trigger1 = AnimElem = 4, < 0 value = Anim elem = AnimElemNo(0) + 1 [State 250, 4] type = HitDef triggerall = Time > 10 triggerall = AnimElem = 2 trigger1 = Var(1) < 5 trigger1 = HitCount < 4 attr = A, SA damage = 20, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 8, 8 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, Var(0) ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 air.velocity = 0,0 air.hittime = 10 envshake.time = 10 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 p2stateno = 256 kill = 0 [State 250, 4] type = HitDef triggerall = Time > 10 triggerall = AnimElem = 2 trigger1 = Var(1) >= 5 trigger1 = HitCount < 9 attr = A, HA damage = 20, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 4, 4 getpower = 0 sparkno = 2 sparkxy = 0, 0 hitsound = S2, Var(0) ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 air.velocity = 0,0 air.hittime = 10 envshake.time = 10 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 p2stateno = 256 kill = 0 [State 250, 4] type = HitDef triggerall = Time > 10 triggerall = AnimElem = 2 trigger1 = Var(1) < 5 trigger1 = HitCount >= 4 attr = A, SA damage = 40, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 getpower = 0 sparkno = 3 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 down.velocity = 0,0 down.hittime = 50 air.velocity = 0,0 air.hittime = 10 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 [State 250, 4] type = HitDef triggerall = Time > 10 triggerall = AnimElem = 2 trigger1 = Var(1) >= 5 trigger1 = HitCount >= 9 attr = A, HA damage = 40, 10 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 10, 10 getpower = 0 sparkno = 3 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 down.velocity = 0,0 down.hittime = 50 air.velocity = 0,0 air.hittime = 10 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 10 ;----- Hit Sound ----- [State 250, Hit] type = null ;PlaySnd triggerall = MoveHit triggerall = Time > 0 trigger1 = Var(1) < 5 trigger1 = HitCount <= 4 trigger2 = Var(1) >= 5 trigger2 = HitCount <= 9 ignorehitpause = 1 value = 2, Var(0) channel = 2 [State 250, Hit] type = null ;PlaySnd triggerall = MoveHit triggerall = Time > 0 trigger1 = Var(1) < 5 trigger1 = HitCount > 4 trigger2 = Var(1) >= 5 trigger2 = HitCount > 9 ignorehitpause = 1 value = 2, 10 channel = 2 [State 250, Reset] type = null ;MoveHitReset triggerall = Time > 0 trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 250, State] type = ChangeState triggerall = Time > 0 triggerall = Power >= 3000 triggerall = HitPauseTime > 0 triggerall = Command = "a" && Command = "c" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 461 [State 250, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 1000 triggerall = HitPauseTime > 0 triggerall = Command = "x" && Command = "a" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 410 [State 250, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = Power >= 1000 triggerall = HitPauseTime > 0 triggerall = Command = "x" && Command = "y" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 410 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "z" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 270 [State 422, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "b" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 280 [State 250, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = NumTarget > 0 triggerall = HitPauseTime > 0 triggerall = Command = "a" || Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 231 [State 250, State] type = ChangeState triggerall = Time > 0 triggerall = Vel X = 0 triggerall = HitPauseTime > 0 triggerall = Command = "x" triggerall = P2StateType = L triggerall = P2MoveType = H trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 ignorehitpause = 1 value = 233 [State 250, State] type = TargetState triggerall = NumTarget > 0 triggerall = MoveContact triggerall = P2StateNo != 255 triggerall = AnimElem = 4 trigger1 = Var(1) < 5 trigger1 = HitCount < 5 trigger2 = Var(1) >= 5 trigger2 = HitCount < 10 ignorehitpause = 1 value = 255 [State 250, State] type = ChangeState triggerall = Time > 10 trigger1 = Var(1) < 5 trigger1 = HitCount >= 5 trigger2 = Var(1) >= 5 trigger2 = HitCount >= 10 trigger3 = P2StateType != L trigger3 = P2MoveType != H trigger4 = NumTarget > 0 trigger4 = Target, StateNo != 255 trigger4 = Target, StateNo != 256 trigger5 = NumTarget <= 0 trigger6 = Time > 100 value = 300 ;--------------------------------------------------------------------------- ; Grabbed LieDown [Statedef 255] type = L movetype = H physics = N velset = 0,0 anim = 5110 [State 255, 0] type = PosSet trigger1 = 1 y = 0 [State 255, SelfState] type = SelfState triggerall = Time > 0 trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 5110 ;--------------------------------------------------------------------------- ; Hit LieDown [Statedef 256] type = L movetype = H physics = N velset = 0,0 anim = 5080 [State 256, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 256, SelfState] type = SelfState triggerall = Time > 0 trigger1 = EnemyNear, MoveType != A trigger2 = EnemyNear, MoveType = H value = 5110 ;--------------------------------------------------------------------------- ; Back Breaker [Statedef 270] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 270, Anim] type = ChangeAnim trigger1 = Time <= 10 trigger2 = Time > 10 trigger2 = FVar(0) < 90 value = 200 elem = 4 [State 270, Anim] type = ChangeAnim trigger1 = Time > 10 trigger1 = FVar(0) >= 90 value = 271 elem = 4 [State 270, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 270, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 270, Turn] type = Turn triggerall = Time <= 0 trigger1 = BackEdgeDist < 100 || FrontEdgeDist >= 100 [State 270, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 270, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 270, 0] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 270, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 270, State] type = TargetState trigger1 = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 275 [State 270, 3] type = TargetBind trigger1 = NumTarget > 0 pos = 0, 0 time = 2 [State 270, VelSet] type = VelSet trigger1 = Time = 10 x = -10 y = -20 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 0,10 channel = 1 [State 270, AfterImage] type = AfterImage trigger1 = Time = 10 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 40 [State 270, VelMul] type = VelMul trigger1 = Time >= 10 x = .9 [State 270, 0] type = VarAdd trigger1 = Time >= 10 trigger1 = FVar(0) < 180 fv = 0 value = 10 [State 270, 0] type = AngleSet trigger1 = Time >= 10 value = FVar(0) [State 270, VelAdd] type = VelAdd trigger1 = Time >= 10 trigger1 = Vel Y < 0 y = 1 [State 270, VelAdd] type = VelAdd trigger1 = Time >= 10 trigger1 = Vel Y >= 0 trigger1 = Vel Y < 20 y = 2 [State 270, VelSet] type = VelSet trigger1 = Time > 10 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 y = 0 [State 270, PosSet] type = PosSet trigger1 = Time > 10 trigger1 = Pos Y >= -80 trigger1 = Vel Y >= 0 y = -80 [State 270, State] type = ChangeState triggerall = Time > 10 trigger1 = Pos Y >= -80 trigger1 = Vel Y >= 0 value = 271 ;--------------------------------------------------------------------------- ; Back Breaker Attack [Statedef 271] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 270, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 270, VarRandom] type = VarRandom trigger1 = 1 ignorehitpause = 1 v = 5 range = 0,1 [State 270, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 0 [State 270, Anim] type = ChangeAnim trigger1 = 1 value = 271 elem = 4 [State 270, Turn] type = Turn trigger1 = Time <= 0 [State 270, PosSet] type = PosSet trigger1 = Time <= 0 y = -75 [State 270, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 270, 0] type = AngleSet trigger1 = 1 value = FVar(0) [State 270, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 75 under = 1 [State 270, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 1 [State 270, AngleSet] type = AngleSet trigger1 = 1 ignorehitpause = 1 value = FVar(0) [State 270, 3] type = HitDef trigger1 = Time <= 0 persistent = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAFD+ priority = 3, Hit pausetime = 20, 20 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,-10 airguard.velocity = -3,-5 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 down.velocity = -5,-10 down.hittime = 50 air.velocity = -5,-10 air.hittime = 10 fall.recover = 0 p2stateno = 276 air.fall = 1 snap = 0,10 fall = 1 ;----- Hit Impact ----- [State 270, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 20,-10 postype = p2 random = 20,0 facing = -1 ownpal = 1 ontop = 1 anim = F2 [State 270, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = -20,-10 postype = p2 random = 20,0 facing = -1 ownpal = 1 ontop = 1 anim = F1 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 2 channel = 2 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 3 channel = 3 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 4 channel = 4 ;-------------------- [State 270, 3] type = TargetBind trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 pos = 0, 10 time = 2 [State 270, PosSet] type = PosSet trigger1 = MoveContact ignorehitpause = 1 persistent = 0 y = -60 [State 270, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger1 = Command = "b" || Var(5) <= 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 ignorehitpause = 1 value = 283 [State 270, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger1 = Command = "z" || Var(5) > 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 ignorehitpause = 1 value = 272 [State 270, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger2 = NumTarget > 0 trigger2 = Target, Pos Y >= 0 trigger3 = NumTarget > 0 trigger3 = Target, MoveType != A trigger3 = Target, MoveType != H trigger4 = NumTarget <= 0 value = 282 ;--------------------------------------------------------------------------- ; Aerial Suplex Jump [Statedef 272] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 270, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 270, Turn] type = Turn triggerall = Time <= 0 trigger1 = BackEdgeDist >= 100 || FrontEdgeDist < 100 [State 270, Anim] type = ChangeAnim trigger1 = Time < 10 value = 272 elem = 1 [State 270, Anim] type = ChangeAnim trigger1 = Time >= 10 value = 272 elem = 2 [State 270, 3] type = TargetBind trigger1 = NumTarget > 0 trigger1 = Time <= 0 pos = 0, 0 time = 1 [State 270, State] type = TargetState trigger1 = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 277 [State 270, PosSet] type = PosSet trigger1 = Time <= 0 y = -60 [State 270, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 270, PosSet] type = PosSet trigger1 = Time = 5 y = -75 [State 270, VarSet] type = VarSet trigger1 = Time = 5 fv = 0 value = 165 [State 270, PosAdd] type = PosAdd trigger1 = Time = 5 trigger2 = Time = 10 x = 10 [State 270, VarSet] type = VarSet trigger1 = Time = 10 fv = 0 value = 150 [State 270, 0] type = AngleSet trigger1 = 1 value = FVar(0) [State 270, VelSet] type = VelSet trigger1 = Time = 10 x = 5 y = -15 [State 270, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 0,10 channel = 1 [State 270, AfterImage] type = AfterImage trigger1 = Time = 10 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 40 [State 270, VelAdd] type = VelAdd trigger1 = Time > 10 y = 1 [State 270, State] type = ChangeState trigger1 = Time > 10 trigger1 = P2Dist Y >= 0 trigger2 = Time >= 20 value = 273 [State 270, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, Pos Y >= 0 trigger2 = NumTarget > 0 trigger2 = Target, MoveType != A trigger2 = Target, MoveType != H trigger3 = NumTarget <= 0 trigger4 = Pos Y >= 0 trigger4 = Vel Y >= 0 trigger4 = Time > 10 value = 282 ;--------------------------------------------------------------------------- ; Aerial Suplex Grab [Statedef 273] type = A movetype = A physics = N velset = Vel X, Vel Y ctrl = 0 [State 270, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 270, State] type = TargetState trigger1 = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 278 [State 270, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 270, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 150 [State 270, 0] type = AngleSet trigger1 = 1 value = FVar(0) [State 270, Anim] type = ChangeAnim trigger1 = FVar(0) > 90 value = 272 elem = 4 [State 270, Anim] type = ChangeAnim trigger1 = FVar(0) <= 90 value = 200 elem = 4 [State 270, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = FVar(0) > 0 fv = 0 value = -10 [State 270, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 0 y = 1 [State 270, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y >= 0 y = 2 [State 270, VelMul] type = VelMul trigger1 = Time > 0 x = .9 [State 270, 3] type = TargetBind trigger1 = NumTarget > 0 trigger1 = Target, Anim = 285 ignorehitpause = 1 pos = 0, 20 time = 2 [State 270, 3] type = TargetBind trigger1 = NumTarget > 0 trigger1 = Target, Anim != 285 ignorehitpause = 1 pos = 0, 0 time = 2 [State 270, State] type = ChangeState trigger1 = Time > 10 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -20 ignorehitpause = 1 value = 274 ;--------------------------------------------------------------------------- ; Aerial Suplex Land [Statedef 274] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 270, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 270, Anim] type = ChangeAnim trigger1 = 1 value = 200 elem = 4 [State 270, VelSet] type = VelSet trigger1 = 1 ignorehitpause = 1 y = 0 [State 270, PosSet] type = PosSet trigger1 = 1 ignorehitpause = 1 y = 0 [State 270, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 0 [State 270, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 270, AngleSet] type = AngleSet trigger1 = 1 value = FVar(0) [State 270, Turn] type = Turn trigger1 = Time <= 0 [State 270, PlaySnd] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = F7, 1 [State 270, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 value = 61 pos = 0, 0 [State 270, EnvShake] type = EnvShake trigger1 = Time <= 0 ignorehitpause = 1 persistent = 0 time = 10 freq = 100 ampl = -5 phase = 10 [State 270, 3] type = HitDef trigger1 = Time <= 0 persistent = 0 attr = A, SA damage = 75, 10 animtype = Heavy hitflag = MAFD+ priority = 3, Hit pausetime = 20, 20 sparkno = 3 sparkxy = 0, 0 hitsound = S2,10 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 5,-10 airguard.velocity = 3,-5 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 down.velocity = 5,-10 down.hittime = 50 air.velocity = 5,-10 air.hittime = 10 fall.recover = 0 p2stateno = 279 air.fall = 1 snap = 0,0 fall = 1 [State 270, 3] type = TargetBind trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 pos = 0, 0 time = 2 ;----- Hit Impact ----- [State 270, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 20,-10 postype = p2 random = 20,0 facing = -1 ownpal = 1 ontop = 1 anim = F2 [State 270, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = -20,-10 postype = p2 random = 20,0 facing = -1 ownpal = 1 ontop = 1 anim = F1 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 2 channel = 2 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 3 channel = 3 [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 4 channel = 4 ;-------------------- [State 270, State] type = ChangeState trigger1 = Time > 0 value = 300 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 275] type = L movetype = H physics = N velset = 0,0 anim = 5080 [State 275, 1] type = NotHitBy trigger1 = Time <= 10 trigger2 = Time > 10 trigger2 = Vel X != 0 trigger2 = Vel Y != 0 value = SCA time = 1 [State 275, 0] type = PosSet trigger1 = Time <= 0 y = 0 [State 275, Angle] type = AngleSet trigger1 = Time <= 0 value = 0 [State 275, Anim] type = ChangeAnim trigger1 = HitShakeOver trigger1 = Anim = 5080 value = 5110 [State 275, Anim2] type = ChangeAnim2 trigger1 = Time = 10 value = 275 [State 275, AfterImage] type = AfterImage trigger1 = Time = 10 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 40 [State 275, Angle] type = AngleSet triggerall = Time >= 10 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = EnemyNear, FVar(0) [State 275, Angle] type = AngleSet triggerall = Time >= 10 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -EnemyNear, FVar(0) [State 275, Angle] type = AngleDraw trigger1 = Time >= 10 ;--------------------------------------------------------------------------- ; Opponent Hit [Statedef 276] type = A movetype = H physics = N velset = 0,0 anim = 5080 [State 275, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 275, Anim] type = ChangeAnim trigger1 = 1 value = Anim [State 275, Angle] type = AngleSet trigger1 = 1 value = 0 [State 275, Turn] type = Turn trigger1 = Time <= 0 [State 275, 0] type = PosAdd trigger1 = Time > 0 trigger1 = HitShakeOver persistent = 0 y = 25 [State 275, State] type = SelfState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Aerial Hit Fly [Statedef 277] type = A movetype = H physics = N velset = 0,0 anim = 5080 [State 275, 1] type = NotHitBy trigger1 = Time <= 20 trigger2 = Time > 20 trigger2 = Vel X != 0 trigger2 = Vel Y != 0 value = SCA time = 1 [State 275, SprPriority] type = SprPriority trigger1 = HitShakeOver persistent = 0 value = -5 [State 275, Anim] type = ChangeAnim trigger1 = HitShakeOver = 0 value = Anim [State 275, Anim2] type = ChangeAnim2 trigger1 = HitShakeOver trigger1 = Anim != 285 persistent = 0 value = 285 elem = 3 [State 275, VelSet] type = VelSet triggerall = Vel X = 0 triggerall = HitShakeOver trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 persistent = 0 x = 3.5 [State 275, VelSet] type = VelSet triggerall = Vel X = 0 triggerall = HitShakeOver trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 persistent = 0 x = -3.5 [State 275, VelSet] type = VelSet trigger1 = Vel Y = 0 trigger1 = HitShakeOver persistent = 0 y = -15 [State 275, VelAdd] type = VelAdd trigger1 = HitShakeOver trigger1 = Vel Y < 0 y = 1 [State 275, VelAdd] type = VelAdd trigger1 = HitShakeOver trigger1 = Vel Y >= 0 y = 0.5 [State 275, VelSet] type = VelSet triggerall = Time > 0 trigger1 = HitShakeOver trigger1 = Pos Y >= 0 trigger2 = Vel Y >= 0 persistent = 0 y = 0 [State 275, VelSet] type = PosSet triggerall = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 persistent = 0 y = 0 [State 275, State] type = SelfState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; Aerial Grabbed Hit [Statedef 278] type = A movetype = H physics = N sprpriority = -5 [State 275, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 trigger1 = Anim != 285 persistent = 0 value = 285 elem = 4 [State 275, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 40 [State 275, 1] type = NotHitBy trigger1 = Time > 0 trigger1 = Vel X != 0 trigger1 = Vel Y != 0 trigger2 = Time <= 0 value = SCA time = 1 [State 275, Angle] type = AngleSet triggerall = Anim = 285 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 value = EnemyNear, FVar(0) + 180 [State 275, Angle] type = AngleSet triggerall = Anim = 285 trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 value = -EnemyNear, FVar(0) + 180 [State 275, Angle] type = AngleSet trigger1 = Anim != 285 trigger2 = HitShakeOver trigger2 = Pos Y >= 0 trigger2 = Vel Y >= 0 value = 0 [State 275, Angle] type = AngleDraw trigger1 = Anim = 285 [State 275, Turn] type = Turn triggerall = Time > 0 trigger1 = HitShakeOver trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 persistent = 0 [State 275, Anim] type = ChangeAnim triggerall = Time > 0 trigger1 = HitShakeOver trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 persistent = 0 value = 5100 [State 275, VelSet] type = VelSet triggerall = Time > 0 trigger1 = HitShakeOver trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 persistent = 0 x = 0 y = 0 [State 275, VelSet] type = PosSet triggerall = Time > 0 trigger1 = HitShakeOver trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 persistent = 0 y = 0 ;--------------------------------------------------------------------------- ; Hit LieDown [Statedef 279] type = L movetype = H physics = N velset = 0,0 anim = 5080 [State 275, 0] type = PosSet trigger1 = Time <= 0 persistent = 0 y = 0 [State 275, Anim] type = ChangeAnim trigger1 = HitShakeOver = 0 value = Anim [State 275, 0] type = PosAdd trigger1 = Time > 0 trigger1 = HitShakeOver persistent = 0 y = 50 [State 275, State] type = SelfState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Spike Tentacle Jump [Statedef 280] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 280, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 280, State] type = ChangeState trigger1 = NumTarget <= 0 ignorehitpause = 1 value = 300 [State 280, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,1 [State 280, Turn] type = Turn triggerall = Time <= 0 trigger1 = BackEdgeDist < 100 || FrontEdgeDist >= 100 [State 280, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 280, 0] type = VarSet trigger1 = Time <= 0 fv = 0 value = 0 [State 280, 0] type = AngleSet trigger1 = Time <= 0 value = 0 [State 280, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 285 [State 280, Anim] type = ChangeAnim trigger1 = Time < 10 value = 200 elem = 4 [State 280, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time = 10 ignorehitpause = 1 value = 286 [State 280, VelSet] type = VelSet trigger1 = Time = 10 x = -10 y = -10 [State 280, PlaySnd] type = PlaySnd trigger1 = Time = 10 value = 0,10 channel = 1 [State 280, AfterImage] type = AfterImage trigger1 = Time = 10 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 40 [State 280, Anim] type = ChangeAnim trigger1 = Time = 10 value = 280 [State 280, PosAdd] type = PosAdd trigger1 = Time = 10 x = 0 y = -20 [State 280, 0] type = VarSet trigger1 = Time = 10 fv = 0 value = 90 [State 280, 0] type = VarAdd trigger1 = Time > 10 trigger1 = FVar(0) < 180 fv = 0 value = 10 [State 280, 0] type = AngleSet trigger1 = Time > 10 value = FVar(0) [State 280, VelMul] type = VelMul trigger1 = Time > 10 x = .9 [State 280, VelAdd] type = VelAdd trigger1 = Time > 10 trigger1 = Vel Y < 10 trigger1 = Pos Y < -10 y = .5 [State 280, State] type = ChangeState triggerall = Time > 10 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -80 value = 281 ;--------------------------------------------------------------------------- ; Spike Tentacle Attack [Statedef 281] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 280, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 280, VarRandom] type = VarRandom trigger1 = 1 ignorehitpause = 1 v = 5 range = 0,1 [State 280, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 0 [State 280, Anim] type = ChangeAnim trigger1 = 1 value = 281 elem = 2 [State 280, PosSet] type = PosSet trigger1 = Time <= 0 y = -75 [State 280, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 280, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 75 under = 1 [State 280, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 1 [State 280, AngleSet] type = AngleSet trigger1 = 1 ignorehitpause = 1 value = FVar(0) [State 280, 3] type = HitDef trigger1 = Time <= 0 persistent = 0 attr = A, SA damage = 75, 10 animtype = Heavy hitflag = MAFD+ priority = 3, Hit pausetime = 20, 20 sparkno = 2 sparkxy = 0, 0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,-10 airguard.velocity = -3,-5 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 down.velocity = -5,-10 down.hittime = 50 air.velocity = -5,-10 air.hittime = 10 fall.recover = 0 p2stateno = 287 air.fall = 1 snap = 0,10 fall = 1 ;----- Blood ----- [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 facing = -1 ownpal = 1 ontop = 1 anim = F12 [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 facing = 1 ownpal = 1 ontop = 1 anim = F11 [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 ownpal = 1 ontop = 1 anim = F10 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 0 channel = 2 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 20 channel = 3 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 22 channel = 4 ;-------------------- [State 280, 3] type = TargetBind trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 pos = 0, 10 time = 2 [State 280, PosSet] type = PosSet trigger1 = MoveContact ignorehitpause = 1 persistent = 0 y = -60 [State 280, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger1 = Command = "z" || Var(5) <= 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 ignorehitpause = 1 value = 272 [State 280, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger1 = Command = "b" || Var(5) > 0 && Var(40) < 0 && MoveContact && Target, StateTime > 0 && RoundState = 2 ignorehitpause = 1 value = 283 [State 280, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger2 = NumTarget > 0 trigger2 = Target, Pos Y >= 0 trigger3 = NumTarget > 0 trigger3 = Target, MoveType != A trigger3 = Target, MoveType != H trigger4 = NumTarget <= 0 value = 282 ;--------------------------------------------------------------------------- ; Spike Tentacle Rise [Statedef 282] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 280, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 280, Anim] type = ChangeAnim trigger1 = Time <= 0 value = Anim [State 280, 0] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 280, PosSet] type = PosSet trigger1 = Time = 1 y = -80 [State 280, VelSet] type = VelSet trigger1 = Time = 1 y = -10 [State 280, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 5 y = 0.5 [State 280, 0] type = VarAdd trigger1 = Time > 0 trigger1 = Vel Y > -5 trigger1 = FVar(0) > 0 fv = 0 value = -10 [State 280, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= -5 persistent = 0 value = 282 [State 280, 0] type = VarSet trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 fv = 0 value = 0 [State 280, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = FVar(0) <= 0 value = 195 ;--------------------------------------------------------------------------- ; Spike Suplex Jump [Statedef 283] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 280, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 288 [State 280, Bind] type = TargetBind trigger1 = NumTarget > 0 pos = 0, 20 time = 2 [State 280, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 280, Anim] type = ChangeAnim trigger1 = Vel Y <= 0 value = 281 elem = 4 [State 280, Anim] type = ChangeAnim trigger1 = Vel Y > 0 value = 281 elem = 1 [State 280, Turn] type = Turn trigger1 = Time <= 0 [State 280, 0] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 280, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 0,10 channel = 1 [State 280, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 280, PosSet] type = PosSet trigger1 = Time <= 0 y = -80 [State 280, VelSet] type = VelSet trigger1 = Time <= 0 y = -10 [State 280, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y < 0 y = 0.5 [State 280, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = Vel Y >= 0 y = 2 [State 280, State] type = ChangeState triggerall = Time > 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= -80 value = 284 ;--------------------------------------------------------------------------- ; Spike Suplex Land [Statedef 284] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 280, 1] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 time = 1 [State 280, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 0 [State 280, Anim] type = ChangeAnim trigger1 = 1 value = 281 elem = 2 [State 280, PosSet] type = PosSet trigger1 = Time <= 0 y = -75 [State 280, VarSet] type = VarSet trigger1 = Time <= 0 fv = 0 value = 180 [State 280, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 value = 61 pos = 0, 75 under = 1 [State 280, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = F7, 1 [State 280, AngleSet] type = AngleSet trigger1 = 1 ignorehitpause = 1 value = FVar(0) [State 280, 3] type = HitDef trigger1 = Time <= 0 persistent = 0 attr = A, SA damage = 50, 10 animtype = Heavy hitflag = MAFD+ priority = 3, Hit pausetime = 20, 20 sparkno = 2 sparkxy = 0, 0 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = -5,-10 airguard.velocity = -3,-5 air.type = High envshake.time = 20 envshake.freq = 100 envshake.ampl = -10 envshake.phase = 10 down.velocity = -5,-10 down.hittime = 50 air.velocity = -5,-10 air.hittime = 10 fall.recover = 0 p2stateno = 287 air.fall = 1 snap = 0,10 fall = 1 ;----- Blood ----- [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 facing = 1 ownpal = 1 ontop = 1 anim = F12 [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 facing = -1 ownpal = 1 ontop = 1 anim = F11 [State 280, Explod] type = Explod trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 persistent = 0 pos = 0,-10 postype = p2 random = 10,0 scale = 1.5,1.5 ownpal = 1 ontop = 1 anim = F10 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 0 channel = 2 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 20 channel = 3 [State 280, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 persistent = 0 value = 2, 22 channel = 4 ;-------------------- [State 280, 3] type = TargetBind trigger1 = MoveContact trigger1 = NumTarget > 0 ignorehitpause = 1 pos = 0, 10 time = 2 [State 280, PosSet] type = PosSet trigger1 = MoveContact ignorehitpause = 1 persistent = 0 y = -60 [State 280, State] type = ChangeState triggerall = Time > 0 trigger1 = MoveContact trigger2 = NumTarget > 0 trigger2 = Target, Pos Y >= 0 trigger3 = NumTarget > 0 trigger3 = Target, MoveType != A trigger3 = Target, MoveType != H trigger4 = NumTarget <= 0 value = 282 ;--------------------------------------------------------------------------- ; Grabbed LieDown [Statedef 285] type = L movetype = H physics = N velset = 0,0 sprpriority = -5 anim = 5080 [State 285, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 285, 0] type = PosSet trigger1 = 1 y = 0 [State 285, Anim] type = ChangeAnim trigger1 = HitShakeOver trigger1 = Anim != 5110 value = 5110 ;--------------------------------------------------------------------------- ; Grabbed Hit Up [Statedef 286] type = A movetype = H physics = N sprpriority = -5 velset = 0,0 [State 285, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 285 [State 285, 1] type = NotHitBy trigger1 = Time <= 45 trigger2 = Vel Y <= 15 value = SCA time = 2 [State 285, VelSet] type = VelSet triggerall = Time <= 0 triggerall = Vel X = 0 triggerall = HitShakeOver trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = 1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = -1 persistent = 0 x = -2 [State 285, VelSet] type = VelSet triggerall = Time <= 0 triggerall = Vel X = 0 triggerall = HitShakeOver trigger1 = EnemyNear, Facing = 1 trigger1 = Facing = -1 trigger2 = EnemyNear, Facing = -1 trigger2 = Facing = 1 persistent = 0 x = 2 [State 285, VelSet] type = VelSet triggerall = Time <= 0 triggerall = Vel Y = 0 trigger1 = HitShakeOver persistent = 0 y = -20 [State 285, VelAdd] type = VelAdd trigger1 = 1 y = 0.75 [State 285, State] type = SelfState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 5100 ;--------------------------------------------------------------------------- ; Opponent Hit [Statedef 287] type = A movetype = H physics = N velset = 0,0 sprpriority = 5 anim = 5080 [State 285, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 285, Anim] type = ChangeAnim trigger1 = 1 value = Anim [State 285, SprPriority] type = SprPriority trigger1 = HitShakeOver persistent = 0 value = -5 [State 285, 0] type = PosAdd trigger1 = Time > 0 trigger1 = HitShakeOver persistent = 0 y = 25 [State 285, State] type = SelfState trigger1 = Time > 0 trigger1 = HitShakeOver value = 5000 ;--------------------------------------------------------------------------- ; Grabbed Hit [Statedef 288] type = A movetype = H physics = N velset = 0,0 anim = 5080 [State 285, 1] type = NotHitBy trigger1 = Time <= 10 trigger2 = Time > 10 trigger2 = Vel Y != 0 value = SCA time = 1 [State 285, AfterImage] type = AfterImage trigger1 = Time <= 0 palcontrast = 100,100,100 palbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = Add1 framegap = 2 length = 6 time = 30 [State 285, Anim] type = ChangeAnim trigger1 = HitShakeOver = 0 value = Anim [State 285, Anim2] type = ChangeAnim2 trigger1 = HitShakeOver trigger1 = Anim != 285 persistent = 0 value = 285 elem = 3 [State 285, SprPriority] type = SprPriority trigger1 = HitShakeOver persistent = 0 value = -5 [State 285, State] type = SelfState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 5100 ;--------------------------------------------------------------------------- ; Rise [Statedef 300] type = A movetype = I physics = N velset = 0,0 ctrl = 0 [State 300, Anim] type = ChangeAnim trigger1 = 1 value = 0 elem = 2 [State 300, AfterImageTime] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 300, Drop] type = TargetDrop trigger1 = NumTarget > 0 ignorehitpause = 1 [State 300, VelSet] type = VelSet trigger1 = Time <= 0 trigger1 = PrevStateNo != 274 && PrevStateNo != 461 y = -5 [State 300, VelSet] type = VelSet trigger1 = Time <= 0 trigger1 = PrevStateNo = 274 || PrevStateNo = 461 x = 4 y = -8 [State 300, VelAdd] type = VelAdd trigger1 = Time > 0 trigger1 = PrevStateNo = 274 || PrevStateNo = 461 trigger1 = Vel Y < 5 y = .25 [State 300, State] type = ChangeState triggerall = Time > 0 trigger1 = PrevStateNo != 274 && PrevStateNo != 461 trigger1 = Pos Y <= -50 trigger2 = PrevStateNo = 274 || PrevStateNo = 461 trigger2 = Time > 40 trigger2 = Vel Y > 0 value = 195 ;--------------------------------------------------------------------------- ; Attack to Restore Partners Life [Statedef 700] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 700, State] type = ChangeState trigger1 = NumPartner <= 0 trigger2 = NumPartner > 0 trigger2 = Partner, Alive = 0 value = 30 ctrl = 1 [State 700, Turn] type = Turn triggerall = Time <= 0 triggerall = NumPartner > 0 trigger1 = Facing = -1 trigger1 = Pos X < Partner, Pos X trigger2 = Facing = -1 trigger2 = Pos X > Partner, Pos X [State 700, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 700 elem = 2 [State 700, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = NumPartner > 0 trigger1 = Pos X < Partner, Pos X x = .5 [State 700, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = NumPartner > 0 trigger1 = Pos X > Partner, Pos X x = -.5 [State 700, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = NumPartner > 0 trigger1 = Pos Y < Partner, Pos Y - 150 y = .2 [State 700, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = NumPartner > 0 trigger1 = Pos Y > Partner, Pos Y - 150 y = -.2 [State 700, 2] type = VelSet trigger1 = NumPartner > 0 trigger1 = Pos X <= Partner, Pos X + 5 trigger1 = Pos X >= Partner, Pos X - 5 x = 0 [State 700, 2] type = VelAdd trigger1 = NumPartner > 0 trigger1 = Pos X <= Partner, Pos X + 5 trigger1 = Pos X >= Partner, Pos X - 5 trigger1 = Pos Y < Partner, Pos Y trigger1 = Partner, StateType != L trigger1 = Vel Y < 5 y = .5 [State 700, 3] type = TargetBind triggerall = MoveContact triggerall = NumTarget > 0 trigger1 = Target, StateType = A pos = 0, 60 time = 2 [State 700, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 700, 3] type = HitDef triggerall = NumPartner > 0 triggerall = Partner, StateType != A trigger1 = Pos X < Partner, Pos X + 10 trigger1 = Pos X > Partner, Pos X -10 ;trigger1 = Pos Y < Partner, Pos Y - 40 trigger1 = Pos Y > Partner, Pos Y - 80 attr = A, ST damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 air.type = High air.hittime = 20 p1stateno = 701 p2stateno = 705 fall.yvelocity = 0 affectteam = F numhits = 0 [State 700, 3] type = HitDef triggerall = NumPartner > 0 triggerall = MoveContact = 0 triggerall = Partner, StateType = A trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, ST damage = 0, 0 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,Vel Y air.type = High fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 20 affectteam = F numhits = 0 [State 700, VelSet] type = VelSet triggerall = Time > 0 triggerall = Vel Y > 0 trigger1 = Pos Y >= -10 trigger2 = NumPartner > 0 trigger2 = Partner, Pos Y < 0 trigger2 = Pos X <= Partner, Pos X + 5 trigger2 = Pos X >= Partner, Pos X - 5 trigger2 = Pos Y > Partner, Pos Y - 20 trigger3 = NumPartner > 0 trigger3 = Partner, Pos Y >= 0 trigger3 = Pos X <= Partner, Pos X + 5 trigger3 = Pos X >= Partner, Pos X - 5 trigger3 = Partner, StateType = L y = 0 [State 700, PosSet] type = PosSet triggerall = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 700, State] type = ChangeState triggerall = Time > 0 trigger1 = Pos Y >= 0 value = 300 [State 700, State] type = ChangeState triggerall = Time > 0 triggerall = NumTarget > 0 trigger1 = Target, StateNo >= 705 trigger1 = Target, StateNo < 710 trigger1 = Pos Y >= -20 value = 702 [State 700, State] type = ChangeState triggerall = Time >= 150 triggerall = NumTarget = 0 trigger1 = Pos Y <= -200 trigger2 = RoundState > 2 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Grab on to Partner [Statedef 701] type = A movetype = A physics = N ctrl = 0 [State 700, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 705 [State 700, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 700 value = 700 [State 700, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 700, 1] type = VelAdd trigger1 = Vel Y < 10 trigger1 = Pos Y < -10 y = .25 [State 700, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = -10 [State 700, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 y = 0 [State 700, PlaySnd] type = PlaySnd trigger1 = Pos Y >= -10 persistent = 0 value = 0,1 channel = 2 [State 700, State] type = ChangeState trigger1 = Pos Y >= -10 value = 702 ;--------------------------------------------------------------------------- ; Restore Partners Life [Statedef 702] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 700, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 706 [State 700, Anim] type = ChangeAnim triggerall = Anim != 0 trigger1 = NumTarget > 0 trigger1 = Target,Life >= LifeMax value = 0 [State 700, Anim] type = ChangeAnim triggerall = Anim != 195 trigger1 = NumTarget > 0 trigger1 = Target,Life < LifeMax value = 195 [State 700, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 701 value = 0,1 channel = 2 [State 700, PosSet] type = PosSet trigger1 = Time <= 0 y = -10 [State 700, PlaySnd] type = PlaySnd triggerall = Anim = 195 trigger1 = TimeMod = 100,0 value = 9,1 channel = 0 [State 700, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 700, LifeAdd] type = TargetLifeAdd triggerall = NumTarget > 0 trigger1 = Target, Life < LifeMax value = 4 [State 700, 2] type = VelSet triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, Life < LifeMax trigger1 = TimeMod = 2,0 x = 1 [State 700, 2] type = VelSet triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, Life < LifeMax trigger1 = TimeMod = 3,0 x = -1 [State 700, 2] type = VelSet triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, Life < LifeMax trigger1 = TimeMod = 4,0 y = 1 [State 700, 2] type = VelSet triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, Life < LifeMax trigger1 = TimeMod = 5,0 y = -1 [State 700, LifeAdd] type = VelSet triggerall = NumTarget > 0 trigger1 = Target, Life >= LifeMax x = 0 y = 0 [State 700, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Target, StateNo != 705 trigger1 = Target, StateNo != 706 trigger2 = Command = "y" && Command = "b" trigger3 = Time > 100 trigger3 = NumTarget > 0 trigger3 = Target, Life >= LifeMax trigger4 = NumTarget <= 0 trigger5 = RoundState > 2 value = 300 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 705] type = U movetype = H physics = N velset = 0,0 ctrl = 0 [State 705, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 705, StateType] type = StateTypeSet trigger1 = Time <= 0 trigger1 = StateType = A statetype = S movetype = H physics = S [State 705, StateType] type = StateTypeSet trigger1 = Anim = [10,12] trigger2 = Anim = [40,50] statetype = C movetype = H physics = C [State 705, Anim] type = ChangeAnim triggerall = Anim != 0 trigger1 = Time <= 0 trigger1 = StateType = S value = 0 [State 705, Anim] type = ChangeAnim triggerall = Anim != 10 triggerall = Anim != 11 trigger1 = Anim = [40,50] trigger2 = Partner, Pos Y >= -40 trigger2 = Partner, Vel Y > 0 value = 10 [State 705, Anim] type = ChangeAnim triggerall = Anim != 11 trigger1 = Anim = 10 trigger1 = AnimTime = 0 trigger2 = StateType = C trigger2 = Anim != 10 trigger2 = Time <= 0 value = 11 [State 705, SelfState] type = SelfState trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H trigger3 = RoundState > 2 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Grabbed - Life Restore [Statedef 706] type = C movetype = H physics = N velset = 0,0 ctrl = 0 [State 705, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 705, Anim2] type = ChangeAnim2 trigger1 = Anim != 705 trigger1 = Life < LifeMax value = 705 [State 705, Anim] type = ChangeAnim trigger1 = Anim != 11 trigger1 = Life >= LifeMax value = 11 [State 705, SelfState] type = SelfState trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H trigger3 = Life >= LifeMax trigger3 = Time > 100 trigger4 = RoundState > 2 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Attack to Merge with Partner [Statedef 800] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 800, State] type = ChangeState trigger1 = NumPartner <= 0 trigger2 = NumPartner > 0 trigger2 = Partner, Alive = 0 value = 30 ctrl = 1 [State 800, Turn] type = Turn triggerall = Time <= 0 triggerall = NumPartner > 0 trigger1 = Facing = -1 trigger1 = Pos X < Partner, Pos X trigger2 = Facing = -1 trigger2 = Pos X > Partner, Pos X [State 800, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel X = 0 value = 800 elem = 2 [State 800, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = NumPartner > 0 trigger1 = Pos X < Partner, Pos X x = .5 [State 800, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = NumPartner > 0 trigger1 = Pos X > Partner, Pos X x = -.5 [State 800, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = NumPartner > 0 trigger1 = Pos Y < Partner, Pos Y - 150 y = .2 [State 800, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = NumPartner > 0 trigger1 = Pos Y > Partner, Pos Y - 150 y = -.2 [State 800, 2] type = VelSet trigger1 = NumPartner > 0 trigger1 = Pos X <= Partner, Pos X + 5 trigger1 = Pos X >= Partner, Pos X - 5 x = 0 [State 800, 2] type = VelAdd trigger1 = NumPartner > 0 trigger1 = Pos X <= Partner, Pos X + 5 trigger1 = Pos X >= Partner, Pos X - 5 trigger1 = Pos Y < Partner, Pos Y trigger1 = Vel Y < 10 y = 0.5 [State 800, 3] type = TargetBind triggerall = NumTarget > 0 trigger1 = MoveContact pos = 0, 60 time = 2 [State 800, State] type = TargetState triggerall = NumTarget > 0 triggerall = Target, StateNo != 255 trigger1 = Target, StateType = L trigger1 = Target, MoveType = H trigger1 = Target, Vel Y = 0 trigger1 = Target, Pos Y = 0 ignorehitpause = 1 value = 806 [State 800, 1] type = NotHitBy trigger1 = MoveContact ignorehitpause = 1 value = SCA time = 1 [State 800, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 800, 3] type = HitDef triggerall = NumPartner > 0 triggerall = Partner, StateType != A trigger1 = Pos X < Partner, Pos X + 10 trigger1 = Pos X > Partner, Pos X -10 ;trigger1 = Pos Y < Partner, Pos Y - 40 trigger1 = Pos Y > Partner, Pos Y - 80 attr = A, ST damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 air.type = High air.hittime = 20 p1stateno = 801 p2stateno = 805 fall.yvelocity = 0 fall.recover = 0 affectteam = F numhits = 0 [State 800, 3] type = HitDef triggerall = NumPartner > 0 triggerall = MoveContact = 0 triggerall = Partner, StateType = A triggerall = Partner, MoveType != H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, ST damage = 0, 0 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,Vel Y air.type = High fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 20 fall.recover = 0 affectteam = F numhits = 0 [State 800, 3] type = HitDef triggerall = NumPartner > 0 triggerall = MoveContact = 0 triggerall = Partner, StateType = L triggerall = Partner, MoveType = H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, ST damage = 0, 0 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 20 fall.recover = 0 affectteam = F p1stateno = 802 p2stateno = 806 numhits = 0 [State 800, VelSet] type = VelSet triggerall = Time > 0 triggerall = Vel Y > 0 trigger1 = Pos Y >= -10 trigger2 = NumPartner > 0 trigger2 = Partner, Pos Y < 0 trigger2 = Pos X <= Partner, Pos X + 5 trigger2 = Pos X >= Partner, Pos X - 5 trigger2 = Pos Y > Partner, Pos Y - 20 y = 0 [State 800, PosSet] type = PosSet triggerall = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 800, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Pos Y >= -10 value = 802 [State 800, State] type = ChangeState triggerall = Time > 0 trigger1 = Pos Y >= -10 value = 300 [State 800, State] type = ChangeState triggerall = Time >= 150 triggerall = NumTarget = 0 trigger1 = Pos Y <= -200 trigger2 = RoundState > 2 value = 30 ctrl = 1 ;--------------------------------------------------------------------------- ; Grab Partner [Statedef 801] type = A movetype = A physics = N ctrl = 0 [State 800, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 805 [State 800, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 800 value = 800 [State 800, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 800, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 800, 1] type = VelAdd trigger1 = Vel Y < 10 trigger1 = Pos Y < 0 y = .5 [State 800, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 800, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 800, State] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = NumTarget > 0 trigger1 = Target, StateType != S trigger1 = Target, StateType != A value = 802 ;--------------------------------------------------------------------------- ; LieDown with Partner [Statedef 802] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 800, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 800, PosSet] type = PosSet trigger1 = 1 y = 0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = F7, 0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = F7, 1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = F7, 2 [State 800, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = 60 pos = 0, 0 [State 800, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = 61 pos = 0, 0 [State 800, GameMakeAnim] type = GameMakeAnim trigger1 = Time <= 0 trigger1 = PrevStateNo = 801 persistent = 0 value = 62 pos = 0, 0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = NumTarget > 0 value = 0,1 freqmul = 0.75 channel = 1 [State 800, PalFX] type = AllPalFX trigger1 = Time <= 0 trigger1 = NumTarget > 0 time = 1 invertall = 1 ignorehitpause = 1 [State 800, EnvShake] type = EnvShake trigger1 = Time <= 0 trigger1 = NumTarget > 0 time = 5 freq = 100 ampl = -10 phase = 10 [State 800, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 800 value = 800 [State 800, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 800, VarSet] type = VarSet trigger1 = Time <= 0 ignorehitpause = 1 var(10) = 0 [State 800, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time <= 50 trigger1 = Var(10) > -260 ignorehitpause = 1 var(10) = -1 [State 800, VarAdd] type = VarAdd trigger1 = Time > 50 trigger1 = Var(10) > -260 ignorehitpause = 1 var(10) = -5 [State 800, 1] type = BGPalFX trigger1 = 1 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 800, PalFX] type = PalFX trigger1 = Time = 49 add = 100,100,100 sinadd = 100,100,100,5 time = 150 [State 800, VarRandom] type = VarRandom trigger1 = Time = 50 v = 5 range = 0,1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 9,Var(5) channel = 0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 3,0 freqmul = 0.75 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 3,1 freqmul = 0.75 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 3,2 freqmul = 0.75 [State 800, Explod] type = Explod trigger1 = NumExplod(8015) = 0 trigger1 = Time = 50 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8015 postype = p1 pos = 0, 0 facing = 1 scale = 1,1 sprpriority = 5 removetime = 150 bindtime = 50 ownpal = 1 ontop = 1 [State 800, Explod] type = Explod trigger1 = NumExplod(8016) = 0 trigger1 = Time = 50 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8016 postype = p1 pos = 0, 0 facing = -1 scale = 1,1 sprpriority = 5 removetime = 150 bindtime = 50 ownpal = 1 ontop = 1 [State 800, Ground] type = Explod trigger1 = Time >= 50 trigger1 = TimeMod = 10,0 scale = 2,1 anim = F60 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -5 [State 800, Ground] type = Explod trigger1 = Time >= 50 trigger1 = TimeMod = 15,0 scale = 2,1 anim = F61 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -5 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8005) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 50 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = 1 id = 8005 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8006) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 50 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = -1 id = 8006 [State 800, EnvShake] type = EnvShake trigger1 = Time >= 50 trigger1 = TimeMod = 2,0 time = 5 freq = 50 ampl = -5 phase = 5 [State 800, State] type = ChangeState trigger1 = Time > 100 trigger1 = NumTarget > 0 trigger1 = Target, StateType = L value = 803 [State 800, State] type = ChangeState trigger1 = Time > 100 trigger1 = NumTarget > 0 trigger1 = Target, StateType != L value = 813 ;--------------------------------------------------------------------------- ; Marge with Partner [Statedef 803] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 800, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 807 [State 800, Anim] type = ChangeAnim trigger1 = Time >= 10 value = 800 elem = 4 [State 800, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 800, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 800, VarSet] type = VarSet trigger1 = Time <= 0 v = 10 value = -260 [State 800, 1] type = BGPalFX trigger1 = 1 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 800, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 800, Helper] type = Helper triggerall = NumHelper(8000) <= 0 trigger1 = Time <= 0 helpertype = normal name = "Black" size.xscale = 30 size.yscale = 10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 pausemovetime = 1000000 supermovetime = 1000000 persistent = 0 id = 8000 pos = 0,0 postype = P1 stateno = 8000 keyctrl = 1 ownpal = 1 [State 800, Ground] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 10,0 scale = 2,1 anim = F60 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -5 [State 800, Ground] type = Explod trigger1 = Time < 20 trigger1 = TimeMod = 15,0 scale = 2,1 anim = F61 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -5 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8005) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time < 90 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = 1 id = 8005 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8006) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time < 90 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = -1 id = 8006 [State 800, PosAdd] type = PosAdd trigger1 = Time > 0 x = -3 [State 800, PosAdd] type = PosAdd trigger1 = Time > 0 trigger1 = TimeMod = 2,0 x = 6 [State 800, SprPriority] type = SprPriority trigger1 = Time >= 20 value = -20 [State 800, EnvShake] type = EnvShake trigger1 = Time < 20 trigger1 = TimeMod = 2,0 time = 5 freq = 50 ampl = -5 phase = 5 [State 800, PosAdd] type = PosAdd trigger1 = Time >= 20 trigger1 = Time < 90 y = -6 [State 800, PosAdd] type = PosAdd trigger1 = Time >= 20 trigger1 = Time < 90 trigger1 = TimeMod = 2,0 y = 12 [State 800, PlaySnd] type = PlaySnd trigger1 = Time >= 20 trigger1 = Time < 90 trigger1 = TimeMod = 2,0 value = 2, 0 freqmul = .5 channel = 1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time >= 20 trigger1 = Time < 90 trigger1 = TimeMod = 2,0 value = 2, 1 freqmul = .5 channel = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = Time >= 20 trigger1 = Time < 90 trigger1 = TimeMod = 2,0 value = 2, 2 freqmul = .5 channel = 3 [State 800, EnvShake] type = EnvShake trigger1 = Time >= 20 trigger1 = Time < 90 trigger1 = TimeMod = 2,0 time = 5 freq = 100 ampl = -5 phase = 5 [State 800, VelSet] type = VelSet trigger1 = Time = 20 y = 0.75 [State 800, State] type = ChangeState trigger1 = Time > 90 value = 804 ;--------------------------------------------------------------------------- ; Give Partner Ultimate Power [Statedef 804] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 800, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 808 [State 800, Anim] type = ChangeAnim trigger1 = 1 value = 800 elem = 4 [State 800,PalFX] type = PalFX trigger1 = Time <= 0 add = 100,100,100 sinadd = 100,100,100,10 time = 250 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger2 = Time = 150 value = 3, 0 freqmul = 0.5 channel = 1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 3, 2 freqmul = 0.5 channel = 2 [State 800, Black] type = EnvColor trigger1 = Time <= 20 value = 0,0,0 ignorehitpause = 1 under = 1 time = 1 [State 800, VarSet] type = VarSet trigger1 = Time <= 0 v = 10 value = -260 [State 800, VarSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 260 [State 800, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time <= 20 trigger1 = Var(0) > 0 v = 0 value = -20 [State 800, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Time < 150 trigger1 = Var(10) < 0 v = 10 value = 1 [State 800, VarAdd] type = VarAdd trigger1 = Time > 150 trigger1 = Time < 250 trigger1 = Var(10) < 0 v = 10 value = 2 [State 800, 1] type = AllPalFX trigger1 = Time <= 20 time = 1 add = var(0),Var(0),Var(0) [State 800, 1] type = BGPalFX trigger1 = 1 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 800, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Time < 10 persistent = 0 y = 0 ;----- Partner ID ----- [State 800, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(20) <= 0 ignorhitpause = 1 var(20) = Target, ID ;-------------------- ;----- Display ----- [State 800, Variables] type = DisplayToClipboard trigger1 = 1 text = "Player ID: %d" params = Var(20) ;-------------------- [State 800, LifeSet] type = LifeSet trigger1 = 1 value = PlayerID(Var(20)), Life [State 800, Bind] type = BindToTarget trigger1 = Time > 0 trigger1 = NumTarget > 0 persistent = 0 pos = 0,0 time = 1 [State 800, Bind] type = TargetBind trigger1 = Time > 0 trigger1 = NumTarget > 0 pos = 0,0 time = 1 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 100 value = 1, 0 freqmul = 0.1 [State 800, Explod] type = Explod trigger1 = NumExplod(8015) = 0 trigger1 = Time = 100 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8015 postype = p1 pos = 0, 0 facing = 1 scale = 1,1 sprpriority = 5 removetime = 50 ownpal = 1 ontop = 1 [State 800, Explod] type = Explod trigger1 = NumExplod(8016) = 0 trigger1 = Time = 100 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8016 postype = p1 pos = 0, 0 facing = -1 scale = 1,1 sprpriority = 5 removetime = 50 ownpal = 1 ontop = 1 [State 800, EnvShake] type = EnvShake trigger1 = Time >= 100 trigger1 = Time < 150 trigger1 = TimeMod = 2,0 time = 5 freq = 100 ampl = -5 phase = 5 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8005) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 100 trigger1 = Time < 150 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = 1 id = 8005 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8006) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 100 trigger1 = Time < 150 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = -1 id = 8006 [State 800, 3] type = TargetState triggerall = NumTarget > 0 trigger1 = Time = 150 ignorehitpause = 1 value = 809 [State 800, EnvColor] type = EnvColor trigger1 = Time = 150 value = 240,240,240 ignorehitpause = 1 under = 0 time = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 150 value = 8,0 [State 800, PlaySnd] type = PlaySnd trigger1 = Time = 150 value = 8,1 [State 800, Helper] type = Helper triggerall = NumHelper(8020) <= 0 trigger1 = Time = 150 helpertype = normal name = "Light" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8020 keyctrl = 0 ownpal = 1 facing = 1 id = 8020 [State 800, Helper] type = null ;Helper triggerall = NumHelper(8050) <= 0 trigger1 = Time = 150 helpertype = normal size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 size.height = 100000 size.xscale = 0.75 size.yscale = 1 name = "Super BG" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8050 keyctrl = 0 ownpal = 1 facing = 1 id = 8050 [State 800, Explod] type = Explod trigger1 = NumExplod(8010) = 0 trigger1 = Time = 150 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8010 postype = p1 pos = 0, 0 facing = 1 scale = 1.5,1.5 sprpriority = 5 removetime = 100 ownpal = 1 ontop = 1 [State 800, Explod] type = Explod trigger1 = NumExplod(8011) = 0 trigger1 = Time = 150 ignorehitpause = 1 trans = AddAlpha alpha = 200,200 persistent = 0 anim = 8010 id = 8011 postype = p1 pos = 0, 0 facing = -1 scale = 1.5,1.5 sprpriority = 5 removetime = 100 ownpal = 1 ontop = 1 [State 800, EnvShake] type = EnvShake trigger1 = Time >= 150 trigger1 = TimeMod = 2,0 time = 10 freq = 100 ampl = -10 phase = 10 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8005) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 150 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Big Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8005 keyctrl = 0 ownpal = 1 facing = 1 id = 8005 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 805 && Target, StateNo < 810 triggerall = Partner, StateNo >= 805 && Partner, StateNo < 810 triggerall = NumHelper(8006) <= 2 trigger1 = TimeMod = 10,0 trigger1 = Time >= 150 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Big Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8005 keyctrl = 0 ownpal = 1 facing = -1 id = 8006 [State 800, 0] type = VarSet trigger1 = Time = 150 v = 0 value = 0 [State 800, 0] type = VarAdd trigger1 = Time > 150 v = 0 value = 1 [State 800, 1] type = AllPalFX trigger1 = Time > 150 time = 1 add = var(0),Var(0),Var(0) [State 800, VelSet] type = VelSet trigger1 = Time = 150 y = -1.5 [State 800, VelSet] type = VelSet trigger1 = Time = 200 y = -1 [State 800, PosAdd] type = PosAdd trigger1 = Time >= 200 x = 5 [State 800, PosAdd] type = PosAdd trigger1 = Time >= 200 trigger1 = TimeMod = 2,0 x = -10 [State 800, State] type = ChangeState trigger1 = Time >= 250 value = 810 ;--------------------------------------------------------------------------- ; Grabbed [Statedef 805] type = U movetype = H physics = N velset = 0,0 ctrl = 0 [State 805, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 805, StateType] type = StateTypeSet trigger1 = Time <= 0 trigger1 = StateType = A statetype = S movetype = H physics = S [State 805, StateType] type = StateTypeSet trigger1 = Anim = [10,12] trigger2 = Anim = [40,50] statetype = C movetype = H physics = C [State 805, Anim] type = ChangeAnim triggerall = Anim != 0 trigger1 = Time <= 0 trigger1 = StateType = S value = 0 [State 805, Anim] type = ChangeAnim triggerall = Anim != 10 triggerall = Anim != 11 trigger1 = Anim = [40,50] trigger2 = Partner, Pos Y >= -40 trigger2 = Partner, Vel Y > 0 value = 10 [State 805, Anim] type = ChangeAnim triggerall = Anim != 11 trigger1 = Anim = 10 trigger1 = AnimTime = 0 trigger2 = StateType = C trigger2 = Anim != 10 trigger2 = Time <= 0 value = 11 [State 805, Set] type = AngleSet trigger1 = Time <= 0 value = 0 [State 805, Scale] type = AngleDraw triggerall = NumPartner > 0 trigger1 = Partner, Vel Y >= 0 trigger1 = Partner, Pos Y >= 0 scale = Partner, FVar(5) , Partner, FVar(6) [State 805, SelfState] type = SelfState triggerall = StateType = S trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 0 ctrl = 1 [State 805, SelfState] type = SelfState triggerall = StateType = C trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 11 ctrl = 1 [State 805, SelfState] type = SelfState triggerall = StateType = A || StateType = L trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 5110 ;--------------------------------------------------------------------------- ; Grabbed LieDown [Statedef 806] type = L movetype = H physics = N velset = 0,0 ctrl = 0 [State 808, 0] type = PosSet trigger1 = 1 y = 0 [State 808, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 806 [State 805, Set] type = AngleSet trigger1 = Time <= 0 value = 0 [State 805, Scale] type = AngleDraw triggerall = NumPartner > 0 trigger1 = Partner, Vel Y >= 0 trigger1 = Partner, Pos Y >= 0 scale = Partner, FVar(5), Partner, FVar(6) [State 805, SelfState] type = SelfState trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 5110 ;--------------------------------------------------------------------------- ; Grabbed Merge [Statedef 807] type = L movetype = H physics = N velset = 0,0 ctrl = 0 [State 805, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805, PosSet] type = PosSet trigger1 = Time <= 5 y = 0 [State 805, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 807 [State 805, PosAdd] type = PosAdd trigger1 = Anim = 807 trigger1 = Time >= 20 trigger1 = Time <= 90 trigger1 = TimeMod = 2,0 y = -4 [State 805, PosAdd] type = PosAdd trigger1 = Anim = 807 trigger1 = Time >= 20 trigger1 = Time <= 90 trigger1 = TimeMod = 1,0 y = 2 [State 805, Spark] type = Explod trigger1 = Anim = 807 trigger1 = Time >= 20 trigger1 = Time <= 90 trigger1 = TimeMod = 4,0 scale = 2,1 anim = F60 pos = 0,0 vel = 0,0 accel = 0,-2 postype = P1 facing = 1 sprpriority = 5 [State 805, Spark] type = Explod trigger1 = Anim = 807 trigger1 = Time >= 20 trigger1 = Time <= 90 trigger1 = TimeMod = 6,0 scale = 2,1 anim = F61 pos = 0,0 vel = 0,0 accel = 0,-4 postype = P1 facing = 1 sprpriority = 5 [State 805, Smoke] type = Explod trigger1 = Anim = 807 trigger1 = Time >= 20 trigger1 = Time <= 90 trigger1 = TimeMod = 2,0 scale = 1.5,1.5 anim = F120 pos = 0,0 vel = 0,0 random = 100,0 postype = p1 facing = 1 sprpriority = 10 ontop = 1 [State 805, State] type = ChangeState trigger1 = Anim = 807 trigger1 = AnimTime = 0 value = 808 [State 805, SelfState] type = SelfState trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 5110 ;--------------------------------------------------------------------------- ; Get Up from LieDown [Statedef 808] type = U movetype = H physics = N velset = 0,0 ctrl = 0 [State 805, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805,0] type = PalFX trigger1 = Time <= 0 add = 100,100,100 sinadd = 100,100,100,10 time = 250 [State 805, Anim2] type = ChangeAnim2 triggerall = StateType != L trigger1 = Time <= 0 value = 804 [State 805, Anim] type = ChangeAnim triggerall = StateType = L trigger1 = Time <= 0 value = 5110 [State 805, Anim] type = ChangeAnim triggerall = StateType = L trigger1 = Time = 50 value = 5120 [State 805, Anim] type = ChangeAnim triggerall = StateType != L trigger1 = Time = 50 value = 11 [State 805, Anim] type = ChangeAnim triggerall = StateType != L trigger1 = Time >= 55 trigger1 = Time < 60 value = 12 [State 805, StateType] type = StateTypeSet trigger1 = Time = 55 statetype = S movetype = H physics = N [State 805, Anim] type = ChangeAnim triggerall = SelfAnimExist(5300) trigger1 = Anim = 12 || Anim = 5120 trigger1 = AnimTime = 0 value = 5300 [State 805, Anim] type = ChangeAnim triggerall = !SelfAnimExist(5300) trigger1 = Anim = 5120 trigger1 = AnimTime = 0 value = 5310 [State 805, Anim2] type = ChangeAnim2 trigger1 = Time = 100 value = 808 [State 805, Ground] type = Explod trigger1 = Time >= 100 trigger1 = TimeMod = 10,0 sprpriority = -20 scale = 2,1 anim = F60 pos = 0,0 postype = p1 facing = 1 [State 805, Ground] type = Explod trigger1 = Time >= 100 trigger1 = TimeMod = 15,0 sprpriority = -20 scale = 2,1 anim = F61 pos = 0,0 postype = p1 facing = 1 [State 805, SelfState] type = SelfState triggerall = StateType = L trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 5110 [State 805, SelfState] type = SelfState triggerall = StateType = S trigger1 = Partner, MoveType != A trigger2 = Partner, MoveType = H value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Powering Up [Statedef 809] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 805, Anim2] type = ChangeAnim2 trigger1 = Time <= 0 value = 809 [State 805, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805, PowerAdd] type = PowerAdd trigger1 = 1 value = 50 [State 805, LifeAdd] type = LifeAdd trigger1 = 1 value = 10 [State 805, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 805, AttackMulSet] type = AttackMulSet trigger1 = Time >= 100 ignorehitpause = 1 value = 2 time = 100000000 [State 805, DefenceMulSet] type = DefenceMulSet trigger1 = Time >= 100 ignorehitpause = 1 value = 2 time = 100000000 [State 805, State] type = SelfState trigger1 = Time > 100 trigger2 = Partner, MoveType != A trigger3 = Partner, MoveType = H value = 50 ;--------------------------------------------------------------------------- ; Bind to Partner [Statedef 810] type = A movetype = A physics = N velset = 0,0 anim = 800 ctrl = 0 [State 810, VelSet] type = VarSet trigger1 = Time <= 0 v = 0 value = 0 [State 810, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 804 value = 6,0 [State 810, PlaySnd] type = PlaySnd trigger1 = Time <= 0 trigger1 = PrevStateNo = 804 value = 6,1 [State 810, VelSet] type = VarSet trigger1 = Time <= 0 trigger1 = PrevStateNo = 804 v = 10 value = 260 [State 810, VarAdd] type = VarAdd trigger1 = Time > 0 trigger1 = Var(10) > 0 trigger1 = PrevStateNo = 804 v = 10 value = -5 [State 810, 1] type = AllPalFX trigger1 = Time >= 0 trigger1 = Var(10) > 0 trigger1 = PrevStateNo = 804 time = 1 add = var(10),Var(10),Var(10) ;----- Partner ID ----- [State 810, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Var(20) <= 0 ignorhitpause = 1 var(20) = Target, ID ;-------------------- ;----- Display ----- [State 810, Variables] type = DisplayToClipboard trigger1 = 1 text = "Player ID: %d" params = Var(20) ;-------------------- [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), StateType = S statetype = S [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), StateType = C statetype = C [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), StateType = A statetype = A [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), StateType = L statetype = L [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), MoveType = I movetype = I [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), MoveType = A movetype = A [State 810, StateType] type = StateTypeSet trigger1 = PlayerID(Var(20)), MoveType = H movetype = H [State 810, PosSet] type = PosSet trigger1 = 1 x = PlayerID(Var(20)), Pos X y = PlayerID(Var(20)), Pos Y [State 810, PowerSet] type = PowerSet trigger1 = Var(21) != PowerMax ignorhitpause = 1 value = 10000 [State 810, VarSet] type = VarSet trigger1 = 1 ignorhitpause = 1 var(21) = Power [State 810, LifeSet] type = LifeSet trigger1 = 1 ignorhitpause = 1 value = PlayerID(Var(20)), Life [State 810, AttackMulSet] type = AttackMulSet trigger1 = 1 ignorehitpause = 1 value = 2 [State 810, DefenceMulSet] type = DefenceMulSet trigger1 = 1 ignorehitpause = 1 value = 2 [State 810, VarSet] type = VarSet trigger1 = Var(40) != 0 ignorhitpause = 1 var(40) = 0 [State 810, VarAdd] type = VarAdd triggerall = NumEnemy > 0 triggerall = RoundState > 2 triggerall = PlayerID(Var(20)), Vel X = 0 triggerall = PlayerID(Var(20)), Vel Y >= 0 triggerall = PlayerID(Var(20)), MoveType = I trigger1 = NumEnemy <= 1 trigger1 = Enemy, HitShakeOver trigger1 = Enemy, StateNo >= 5110 trigger1 = Enemy, StateNo < 5200 trigger1 = Enemy, StateType != A trigger1 = Enemy, Vel X = 0 trigger1 = Enemy, Vel Y >= 0 trigger1 = Enemy, Alive = 0 trigger2 = NumEnemy > 1 trigger2 = Enemy(0), Alive = 0 trigger2 = Enemy(0), HitShakeOver trigger2 = Enemy(0), StateNo >= 5110 trigger2 = Enemy(0), StateNo < 5200 trigger2 = Enemy(0), StateType != A trigger2 = Enemy(0), Vel X = 0 trigger2 = Enemy(0), Vel Y >= 0 trigger2 = Enemy(1), Alive = 0 trigger2 = Enemy(1), HitShakeOver trigger2 = Enemy(1), StateNo >= 5110 trigger2 = Enemy(1), StateNo < 5200 trigger2 = Enemy(1), StateType != A trigger2 = Enemy(1), Vel X = 0 trigger2 = Enemy(1), Vel Y >= 0 trigger3 = EnemyNear, Alive trigger3 = EnemyNear, Vel X = 0 trigger3 = EnemyNear, Vel Y >= 0 trigger3 = EnemyNear, StateType != A trigger3 = EnemyNear, MoveType = I trigger3 = EnemyNear, HitShakeOver trigger4 = Enemy, Alive trigger4 = Enemy, Vel X = 0 trigger4 = Enemy, Vel Y >= 0 trigger4 = Enemy, StateType != A trigger4 = Enemy, MoveType = I trigger4 = Enemy, HitShakeOver ignorhitpause = 1 v = 0 value = 1 [State 810, CtrlSet] type = CtrlSet trigger1 = Ctrl = 1 trigger1 = Var(0) >= 50 trigger1 = RoundState > 2 ignorhitpause = 1 value = 0 [State 810, CtrlSet] type = CtrlSet trigger1 = Ctrl = 0 trigger1 = Var(0) >= 50 trigger1 = RoundState > 2 ignorhitpause = 1 persistent = 0 value = 1 ;--------------------------------------------------------------------------- ; Alternative Marge with Partner [Statedef 813] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 800, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 800, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 800, State] type = TargetState triggerall = NumTarget > 0 trigger1 = Time <= 0 ignorehitpause = 1 value = 815 [State 800, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 800, VarSet] type = VarSet trigger1 = Time <= 0 v = 10 value = -260 [State 800, 1] type = BGPalFX trigger1 = 1 add = Var(10), Var(10), Var(10) time = 2 ignorehitpause = 1 [State 800, PosSet] type = PosSet trigger1 = NumTarget > 0 x = Target, Pos X [State 800, PalFX] type = PalFX trigger1 = 1 ignorehitpause = 1 add = -Time * 2, -Time * 2, -Time * 2 time = 1 [State 800, PalFX] type = PalFX trigger1 = TimeMod = 5,0 ignorehitpause = 1 add = -Time * 2, -Time * 2, -Time * 2 invertall = 1 time = 1 [State 800, EnvShake] type = EnvShake trigger1 = TimeMod = 2,0 time = 5 freq = 50 ampl = -10 phase = 10 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 815 && Target, StateNo < 820 triggerall = Partner, StateNo >= 815 && Partner, StateNo < 820 triggerall = NumHelper(8005) <= 2 trigger1 = TimeMod = 10,0 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = 1 id = 8005 [State 800, Helper] type = Helper triggerall = NumTarget > 0 triggerall = NumPartner > 0 triggerall = Target, StateNo >= 815 && Target, StateNo < 820 triggerall = Partner, StateNo >= 815 && Partner, StateNo < 820 triggerall = NumHelper(8006) <= 2 trigger1 = TimeMod = 10,0 helpertype = normal size.ground.back = 50 size.ground.front = 50 size.air.back = 50 size.air.front = 50 size.height = 100000 name = "Push" ignorehitpause = 1 pos = 0, 0 postype = P1 stateno = 8006 keyctrl = 0 ownpal = 1 facing = -1 id = 8006 [State 800, PalFX] type = AllPalFX trigger1 = TimeMod = 100,0 time = 2 invertall = 1 ignorehitpause = 1 [State 800, PlaySnd] type = PlaySnd trigger1 = TimeMod = 100,0 value = 3, 0 freqmul = 0.5 channel = 1 [State 800, Flash] type = EnvColor trigger1 = TimeMod = 100,0 value = 250,250,250 ignorehitpause = 1 time = 1 [State 800, State] type = ChangeState trigger1 = Time >= 100 value = 804 ;--------------------------------------------------------------------------- ; Crouch Hit Merging [Statedef 815] type = C movetype = H physics = N velset = 0,0 anim = 11 ctrl = 0 [State 805, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 805, PalFX] type = PalFX trigger1 = 1 time = 1 add = Time, Time, Time [State 805, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 805, PalFX] type = PalFX trigger1 = TimeMod = 5,0 time = 1 add = Time * 2, Time * 2, Time * 2 invertall = 1 [State 805, Spark] type = Explod trigger1 = Time >= 50 trigger1 = TimeMod = 10,0 scale = 2,1 anim = F60 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -20 [State 805, Spark] type = Explod trigger1 = TimeMod = 15,0 scale = 2,1 anim = F61 pos = 0,0 vel = 0,0 postype = P1 facing = 1 sprpriority = -20 ;--------------------------------------------------------------------------- ; Attack to Merge with Opponent [Statedef 850] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 850, State] type = ChangeState trigger1 = NumPartner <= 0 trigger2 = NumPartner > 0 trigger2 = Partner, Alive = 0 value = 30 ctrl = 1 [State 850, Turn] type = Turn triggerall = Time <= 0 trigger1 = Facing = -1 trigger1 = Pos X < EnemyNear, Pos X trigger2 = Facing = -1 trigger2 = Pos X > EnemyNear, Pos X [State 850, Anim] type = ChangeAnim trigger1 = Vel X = 0 value = 800 elem = 2 [State 850, 1] type = VelAdd triggerall = Vel X < 5 trigger1 = Pos X < EnemyNear, Pos X x = .5 [State 850, 1] type = VelAdd triggerall = Vel X > -5 trigger1 = Pos X > EnemyNear, Pos X x = -.5 [State 850, 1] type = VelAdd triggerall = Vel Y < 2 trigger1 = Pos Y < EnemyNear, Pos Y - 100 y = .2 [State 850, 1] type = VelAdd triggerall = Vel Y > -2 trigger1 = Pos Y > EnemyNear, Pos Y - 100 y = -.2 [State 850, 2] type = VelSet trigger1 = Pos X <= EnemyNear, Pos X + 5 trigger1 = Pos X >= EnemyNear, Pos X - 5 x = 0 [State 850, 2] type = VelAdd trigger1 = Pos X <= EnemyNear, Pos X + 5 trigger1 = Pos X >= EnemyNear, Pos X - 5 trigger1 = Pos Y < EnemyNear, Pos Y trigger1 = Vel Y < 5 y = 2 [State 850, 3] type = TargetBind triggerall = NumTarget > 0 trigger1 = MoveContact pos = 0, 60 time = 2 [State 850, State] type = TargetState triggerall = NumTarget > 0 triggerall = Target, StateNo != 255 trigger1 = Target, StateType = L trigger1 = Target, MoveType = H trigger1 = Target, Vel Y = 0 trigger1 = Target, Pos Y = 0 ignorehitpause = 1 value = 806 [State 850, 1] type = NotHitBy trigger1 = MoveContact ignorehitpause = 1 value = SCA time = 1 [State 850, 3] type = HitDef triggerall = EnemyNear, StateType != A trigger1 = Pos X < EnemyNear, Pos X + 10 trigger1 = Pos X > EnemyNear, Pos X -10 ;trigger1 = Pos Y < EnemyNear, Pos Y - 40 trigger1 = Pos Y > EnemyNear, Pos Y - 80 attr = A, ST damage = 0, 0 hitflag = M priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = S0,1 ground.type = High ground.slidetime = 10 ground.hittime = 20 ;ground.velocity = 0,Vel Y air.type = High ;air.velocity = 0,Vel Y air.hittime = 10 p1stateno = 801 p2stateno = 805 fall.yvelocity = 0 fall.recover = 0 ;air.fall = 1 numhits = 0 ;fall = 1 [State 850, 3] type = HitDef triggerall = MoveContact = 0 triggerall = EnemyNear, StateType = A triggerall = EnemyNear, MoveType != H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, ST damage = 0, 0 animtype = Heavy hitflag = A priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = S0,1 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y air.type = High fall.yvelocity = 0 air.velocity = 0,Vel Y air.hittime = 10 fall.recover = 0 numhits = 0 air.fall = 1 numhits = 0 fall = 1 [State 850, 3] type = HitDef triggerall = MoveContact = 0 triggerall = EnemyNear, StateType = L triggerall = EnemyNear, MoveType = H trigger1 = Vel X = 0 trigger1 = Vel Y > 0 attr = A, ST damage = 0, 0 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 0, 0 sparkno = -1 sparkxy = 0, 0 hitsound = S0,1 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 p1stateno = 802 p2stateno = 806 air.fall = 1 numhits = 0 fall = 1 [State 850, VelSet] type = VelSet triggerall = Time > 0 triggerall = Vel Y > 0 trigger1 = Pos Y >= -10 trigger2 = EnemyNear, Pos Y < 0 trigger2 = Pos X <= EnemyNear, Pos X + 5 trigger2 = Pos X >= EnemyNear, Pos X - 5 trigger2 = Pos Y > EnemyNear, Pos Y - 20 y = 0 [State 850, PosSet] type = PosSet triggerall = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 850, State] type = ChangeState triggerall = Time > 0 trigger1 = NumTarget > 0 trigger1 = Pos Y >= -10 value = 802 [State 850, State] type = ChangeState triggerall = Time > 0 trigger1 = Pos Y >= -10 value = 300 [State 850, State] type = ChangeState trigger1 = Time > 200 value = 30 ctrl = 1 ;---------------------------------------------------------------------------