; Sasuke constants and state file. ; There are comments scattered through this file, so you may like to ; take a look if would like to learn more about the cns. [Data] ;Amount of life to start with ;体力ゲージの初期値 life = 1000 ;attack power (more is stronger) ;攻撃ダメージ attack = 100 ;defensive power (more is stronger) ;体力パワー defence = 100 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.4 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 6.8, -3.8 ;Run forward (x, y) run.back = -5.8,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 45 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = PlaySnd trigger1 = animelem = 4 value = 110, 12 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = PlaySnd trigger1 = animelem = 4 value = 110, 6 [State 180, 1] type = PlaySnd trigger1 = animelem = 8 value = 100, 14 [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 182 velset = 0,0 [State 181, 1] type = PlaySnd trigger1 = animelem = 2 value = 40, 3 [State 181, 1] type = PlaySnd trigger1 = animelem = 12 value = 100, 14 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 191] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 190 ctrl = 0 sprpriority = 2 [State 196, 1] type = PlaySnd trigger1 = animelem = 5 value = 40, 4 [State 191, begin] type = AssertSpecial trigger1 = time = [0,305] flag = intro [State 191, 3] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------- ; Taunt [Statedef 195] type = S movetype= A physics = S juggle = 4 poweradd= 500 velset = 0,0 anim = 195 ctrl = 0 sprpriority = 2 [State 196, 1] type = PlaySnd trigger1 = animelem = 1 value = 110, 6 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Taunt / naruto kawarimi [Statedef 1950] type = S movetype= A physics = S juggle = 4 poweradd= 500 velset = 0,0 anim = 195 ctrl = 0 sprpriority = 2 [State 1950, 1] type = PlaySnd trigger1 = animelem = 1 value = 110, 6 [State 1950, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 196 time = 75 [State 1950, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------- ;naruto kawarimi [Statedef 196] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 196 ctrl = 0 sprpriority = 2 [State 196,1 ] type = Helper trigger1 = animelem = 8 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 196, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 196, 2] type = ChangeState trigger1 = animTime = 0 value = 1019 ctrl = 0 ;--------------------------------------------------------- ;naruto kawarime [Statedef 197] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 197 ctrl = 0 sprpriority = 2 [State 197, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 197, 1] type = PosAdd trigger1 = Time = 0 x = 200 [State 197, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------- ;kawarime tronco [Statedef 198] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 198 ctrl = 0 sprpriority = 2 [State 198, 1] type = PlaySnd trigger1 = animelem = 5 value = 0, 5 [State 198,1 ] type = DestroySelf trigger1 = time = 218 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100, 3] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 3050,***] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 100, 1] type = VelSet trigger1 = 1 trigger1 = var(20) = 1 x = const(velocity.run.fwd.x)+5 [State 100, 1] type = Changeanim trigger1 = 1 trigger1 = var(20) = 1 value = 223 [State 100, 1] type = VelSet trigger1 = 1 trigger1 = var(20) != 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 100, 4] type = ChangeState trigger1 = command != "holdfwd" trigger2 = movecontact value = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Stand Punch x [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 23, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 guard.sparkno = S675 sparkno = S671 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 110,11 volume = 200 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------- ;Stand Punch z [Statedef 215] type = S movetype= A physics = S juggle = 1 poweradd= 20 ctrl = 0 velset = 0,0 anim = 215 sprpriority = 2 [State 215, VelSet] type = VelSet trigger1 = animelem = 3 x = 8 [State 215, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 110, 5 volume = 200 [State 215,1] type = Explod trigger1 =AnimElem = 3 anim = 216 id = 216 pos = 0,10 postype = p1 bindtime = 16 removetime = 16 supermovetime = 16 ;sprpriority = 2 ownpal = 1 ;[State 215,1] ;type = VarRandom ;trigger1 = time >= 1 ;v = 19 ;range = 0,100 [State 215, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 215, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 215, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [State 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [State 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. ;--------------------------------------------------------------------------- ;Stand Punch y [Statedef 210] type = S movetype= A physics = S juggle = 2 poweradd= 30 ctrl = 0 anim = 210 sprpriority = 2 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 30 guardflag = MA pausetime = 8,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 210, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Kick a [Statedef 280] type = S movetype= A physics = S juggle = 4 poweradd= 10 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 280, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 120,10 volume = 200 [State 280, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 280, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing kick b [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 20 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 240, 2] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 attr = S, NA animtype = Medium damage = 31 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------- ;Standing Kick c [Statedef 250] type = S movetype= A physics = S juggle = 1 poweradd= 30 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 120,9 ;volume = 200 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger1 = var(19) >= 50 value = 240, 4 volume = 9999 channel = 0 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 5 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-6 air.velocity = -7,-6 fall = 1 fall.recover = 0 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 250, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Punch x [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 10 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching Punch y [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 20 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;-------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Crouching Punch z [Statedef 420] type = C movetype= A physics = C juggle = 2 poweradd= 30 ctrl = 0 anim = 420 sprpriority = 2 [State 1210, VelSet] type = VelSet trigger1 = animelem = 3 x = 8 [State 420, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S1003 sparkxy = -10,-60 hitsound = s101, 2 guardsound = s100,12 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 420, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 420, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Kick a [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 10 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Kick b [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 20 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------- ;Crouching Kick c [Statedef 450] type = C movetype= A physics = C juggle = 2 poweradd= 30 ctrl = 0 anim = 450 sprpriority = 2 [State 450, VelSet] type = VelSet trigger1 = animelem = 3 x = 15 [State 450,Explod] type = Explod trigger1 = AnimElem = 3 anim = 101 id = 101 pos = -15,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 100, 4] type = AfterImage trigger1 =AnimElem = 3 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 450, 3] type = HitDef trigger1 = Time = 3 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-10 hitsound = S101, 3 guardsound = S0, 5 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 450, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 450, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Punch x [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 10 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 7,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-45 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;--------------------------------------------------------------------------- ;Jump Punch y [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 20 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-45 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;------------------------------------------------------------- ;jump punch z [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 30 ctrl = 0 anim = 620 sprpriority = 2 [State 620, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 620, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-45 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Kick a [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 10 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-20 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 ;--------------------------------------------------------------------------- ;Jump Kick b [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 20 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-20 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 ;----------------------------------------------------- ;jump kick c [Statedef 650] type = A movetype= A physics = A juggle = 4 poweradd= 30 ctrl = 0 anim = 650 sprpriority = 2 [State 650, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 650, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Attempt ; CNS difficulty: medium-advanced ; Description: Throws are not difficult to make, although then can be ; tedious at times. Throw attempt states have a HitDef of a ; special format. The key parameters in a throw are p1stateno ; and p2stateno. If the HitDef successfully connects, then ; the attacker will change to the state number specified by ; p1stateno, and the opponent will be change to the state ; number assigned to p2stateno. The special thing about p2stateno ; is that the opponent will be temporarily brought into the ; attacker's state file. In this case, no matter who the ; opponent is, he will be taken to state 820 of this file (kfm.cns) ; and remain here until the end of the throw (look at his debug ; information when he is being thrown; the text changes to yellow ; to mean that he is in another player's state file). [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 30, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default ;p1facing = 1 ;p2facing = 1 ;Force p2 to face KFM p1stateno = 1961 ;On success, KFM changes to state 810 ;p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns ;guard.dist = 0 ;This prevents p2 from going into a guard state if close ;fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ;naruto kawarimi 2 [Statedef 1216] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1219 ctrl = 0 sprpriority = 2 [State 1950, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 1217 time = 80 [State 1961, 2] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ;naruto kawarimi 2 naruto caindo [Statedef 1217] type = S movetype= A physics = S juggle = 6 velset = 0,0 poweradd = -3000 anim = 1218 ctrl = 0 sprpriority = 2 [State 1217, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 10 [State 1217, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 6, 1 [State 7000,5] type = helper trigger1 = AnimElem = 7 name = "naruto caido" id = 12191 pos = 0,0 postype = p1 stateno = 12191 helpertype = normal ownpal = 0 keyctro = 0 [State 1217, 2] type = ChangeState trigger1 = animTime = 0 value = 1218 ctrl = 0 ;------------------------------------------------------ ;naruto kawarimi 2 subindo com soco [Statedef 1218] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1216 ctrl = 0 sprpriority = 2 [State 1218,1 ] type = VelSet trigger1 = animelem = 10 x = -2 y = -4 [State 1251, 3] type = EnvShake trigger1 = animelem = 1 time = 10 [State 7000,5] type = helper trigger1 = AnimElem = 10 name = "pedras subindo" id = 12192 pos = 0,0 postype = p1 stateno = 12192 helpertype = normal ownpal = 0 keyctro = 0 [State 1218, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 6, 3 [State 1218, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 6, 4 [State 1218, 1] type = PlaySnd trigger1 = AnimElem = 9 value = 101, 9 volume = 220 [State 1218, 1] type = PosAdd trigger1 = Time = 0 x = 200;250 [State 1218, HitDef] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 90, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 8, 5 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 3,-10 air.velocity = 3,-10 fall = 1 fall.recover = 0 [State 1218, 2] type = ChangeState trigger1 = animTime = 0 value = 1219 ctrl = 0 ;------------------------------------------------------ ;naruto kawarimi 2 rasengan no ar [Statedef 1219] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 12190 ctrl = 0 sprpriority = 2 [State 1219,1 ] type = VelSet trigger1 = animelem = 5 x = -20 y = 5 [State 1071, 1] type = Explod trigger1 = animelem = 5 anim = 12192 pos = -125,-25 sprpriority = 30 postype = p1 bindtime = 12 facing = -1 supermovetime = 12 removetime = 12 ignorehitpause = 1 persistent = 0 [State 1219, NotHitBy] type = NotHitBy trigger1 = animelem = 5 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 14 [State 1219, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 1115 time = 35 [State 1219,***] type = Explod trigger1 = AnimElem = 1 anim = 6159 id = 6159 pos = -10,-100 postype = p1 sprpriority = 9 supermovetime = 10 removetime = 10 ownpal = 1 [State 1219,***] type = Explod trigger1 = AnimElem = 1 anim = 6160 id = 6160 pos = -10,-100 postype = p1 sprpriority = 9 supermovetime = 10 removetime = 10 ownpal = 1 ;------------------- [State 1219,***] type = Explod trigger1 = AnimElem = 2 anim = 6159 id = 6159 pos = -10,-80 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1219,***] type = Explod trigger1 = AnimElem = 2 anim = 6160 id = 6160 pos = -10,-80 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1219,***] type = Explod trigger1 = AnimElem = 3 anim = 6159 id = 6159 pos = -60,-85 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1219,***] type = Explod trigger1 = AnimElem = 3 anim = 6160 id = 6160 pos = -60,-85 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1219,***] type = Explod trigger1 = AnimElem = 4 anim = 6159 id = 6159 pos = -60,-45 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1219,***] type = Explod trigger1 = AnimElem = 4 anim = 6160 id = 6160 pos = -60,-45 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1219,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 110,14 [State 1219,PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 101,13 [State 1219, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 90, 60 getpower = 58 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 9, 9 guard.sparkno = S675 sparkno = S6165 sparkxy = -30, -28 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 8,-2 air.velocity = 7,-3 p1stateno = 1115 fall = 1 [State 1219, 4] type = AfterImage trigger1 =AnimElem = 2 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1219, 1] type = ChangeState trigger1 = Pos Y >= 1 trigger1 = Vel Y > 1 value = 50 ctrl = 0 ;----------------------------------------------------------- ;naruto kawarimi 2 caido [Statedef 12191] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 12191 ctrl = 0 sprpriority = 2 [State 12191, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 12193 time = 200 [State 12191, 2] type = ChangeState trigger1 = animTime = 0 value = 12193 ctrl = 0 ;----------------------------------------------------------- ;naruto kawarimi 2 pedras subindo [Statedef 12192] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1217 ctrl = 0 sprpriority = 2 [State 12192, DestroySelf] type = DestroySelf trigger1 = time = 26 ;------------------------------------ ;naruto kawarimi 2 clone sendo destruido [Statedef 12193] type = S movetype = I physics = S anim = 199 ctrl = 0 velset = 0,0 sprpriority = 3 [State 12193, 1] type = PosAdd trigger1 = Time = 0 x = -80;250 [State 12193,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 12193,1] type = destroyself trigger1 = time = 45 ;------------------------------------------------------ ;naruto kawarimi [Statedef 19610] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1219 ctrl = 0 sprpriority = 2 [State 1950, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 1961 time = 80 [State 1961, 2] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------- ;naruto kawarimi [Statedef 1961] type = S movetype= A physics = S juggle = 6 velset = 0,0 poweradd = -3000 anim = 196 ctrl = 0 sprpriority = 2 [State 1961,1 ] type = Helper trigger1 = animelem = 8 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 1961, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 1961, 2] type = ChangeState trigger1 = animTime = 0 value = 10131 ctrl = 0 ;--------------------------------------------------------------------- ; atacando com kunai kawarimi 2 [StateDef 10131] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 10081 [State 1950, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 9 trigger3 = animelem = 10 trigger4 = animelem = 11 trigger5 = animelem = 12 attr = SCA, AA, AP, AT stateno = 12101 time = 80 [State 10131, 1] type = PosAdd trigger1 = Time = 0 x = 250 [State 10131, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 10131,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10131, VelSet] type = VelSet trigger1 = animelem = 2 x = -30 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 40,5 volume = 200 [State 10131, VelSet] type = VelSet trigger1 = animelem = 5 x = 30 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 40,5 volume = 200 [State 10131,1] type = Explod trigger1 =AnimElem = 8 anim = 1215 id = 1215 pos = 40,-50 postype = p1 bindtime = 14 removetime = 14 supermovetime = 14 sprpriority = 2 ownpal = 1 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 8 value = 100,3 ;---------------------- [State 10131, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, HA animtype = light damage = 40,10 getpower = 0 givepower = 0 guardflag = M pausetime = 2,30 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = 0;-5 air.velocity = 0;-5 snap = 70, 0, 0, 1 kill = 1 [State 10131, 2] type = HitDef trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 attr = S, HA animtype = light damage = 40,10 getpower = 0 givepower = 0 guardflag = M pausetime = 2,30 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = 0;-5 air.velocity = 0;-5 snap = 70, 0, 0, 1 kill = 1 ;---------------------------- [State 10131, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 30, 10 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 2, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 ;------------------------- [State 10131, HitDef] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 40, 10 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 [State 10131, 4] type = AfterImage trigger1 =AnimElem = 2 time = 15 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10131, 4] type = AfterImage trigger1 =AnimElem = 5 time = 15 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 101,0 volume = 200 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 101,0 volume = 200 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 110,7 volume = 200 [State 10131, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 110,7 volume = 200 [State 10131, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Throwing the opponent [Statedef 810] type = S movetype= A physics = N anim = 810 poweradd = 60 ; Here a variable, var(2), is used to remember whether or not the ; player was holding forward at the start of the state. This variable ; is checked later on to turn KFM around if necessary. [State 810, Holding fwd?] type = VarSet trigger1 = Time = 0 var(2) = command = "holdfwd" [State 810, Grab Sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 [State 810, Throw Sound] type = PlaySnd trigger1 = AnimElem = 7 value = 800, 0 [State 810, Bind 1] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 28, 0 [State 810, Width 2-11] type = Width trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0 edge = 60,0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0 pos = 58, 0 [State 810, Bind 5] type = TargetBind trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 pos = 47, 0 [State 810, holdfwd - Turn 6] ;If was holding fwd before, turn now type = Turn trigger1 = var(2) trigger1 = AnimElem = 6 [State 810, holdfwd - Pos 6] ;If was holding fwd before, move a little type = PosAdd trigger1 = var(2) trigger1 = AnimElem = 6 x = -37 [State 810, holdfwd - Turn Target 6] ;If was holding fwd before, turn target too type = TargetFacing trigger1 = var(2) trigger1 = AnimElem = 6 value = -1 [State 810, Bind 6] type = TargetBind trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 pos = 41, -60 [State 810, Bind 7] type = TargetBind trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 pos = 25, -75 [State 810, Bind 8] type = TargetBind trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0 pos = 15, -90 [State 810, Bind 9] type = TargetBind trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0 pos = -5, -96 [State 810, Bind 10] type = TargetBind trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0 pos = -14, -90 [State 810, Bind 11] type = TargetBind trigger1 = AnimElem = 11 pos = -50, -50 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 11 value = -78 [State 810, Throw 11] type = TargetState trigger1 = AnimElem = 11 value = 821 [State 810, Turn 12] type = Turn trigger1 = AnimElem = 12 [State 810, Pos 15] type = PosAdd trigger1 = AnimElem = 15 x = -10 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw [Statedef 820] type = A movetype= H physics = N velset = 0,0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 ;In case attacker loses binding on player for any reason, this controller ;guarantees that the player will never get stuck in this thrown state. [State 820, 2] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw - thrown into the air ; (a custom gethit state) ; Description: This state has the opponent flying through the air and ; falling down onto the ground. The SelfState controller sets the ; opponent back using to his own state file when he his the ground. ; Controllers 821,2 and 821,3 allow the opponent to recover by ; hitting his recovery command when he is falling. [Statedef 821] type = A movetype= H physics = N velset = 2.8,-7 poweradd = 40 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Hit by Fast Kung Fu Palm - shaking from the hit ; (a custom gethit state) ; See State [Statedef 1025] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = 1 value = 1025 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 1026 ;------------------ ; Hit by Fast Kung Fu Palm - flying through the air ; (a custom gethit state) [Statedef 1026] type = A movetype= H physics = N [State 1026, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1026, Gravity] type = VelAdd trigger1 = 1 y = .45 [State 1026, No scroll] type = ScreenBound triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist < 65 trigger2 = FrontEdgeBodyDist < 65 value = 1 movecamera = 0,1 [State 1026, Hit wall] type = ChangeState triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1027 [State 1026, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ; Hit by Fast Kung Fu Palm - hit wall ; (a custom gethit state) [Statedef 1027] type = A movetype= H physics = N [State 1027, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1027, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1027, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 1027, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,1 [State 1027, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 0, floor (screenpos y) - 50 postype = back sprpriority = 3 [State 1027, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 1027 [State 1027, Sound] type = PlaySnd trigger1 = Time = 0 value = F7,0 [State 1027, State] type = ChangeState trigger1 = AnimTime = 0 value = 1028 ;------------------ ; Hit by Fast Kung Fu Palm - bounce off wall ; (a custom gethit state) [Statedef 1028] type = A movetype= H physics = N [State 1028, 1] type = NotHitBy trigger1 = 1 value = , NA, NP [State 1028, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1028, Vel X] type = VelSet trigger1 = Time = 0 x = 1.6 [State 1028, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1028, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;--------------------------------------------------------------------------- ; super chute [Statedef 1050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 2 [State 1050, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 9 [State 1050, 2] type = ChangeState trigger1 = AnimTime = 0 value = 1051 ctrl = 0 ;-------------------------------------------------------- ;super chute [Statedef 1051] type = S movetype= A physics = S juggle = 6 velset = 15,0 anim = 1051 ctrl = 0 sprpriority = 2 [State 1051, VelAdd] type = VelAdd trigger1 = animelem = 1 x = 15 [State 1051, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1051, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1051,***] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1051, 1] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 150, 50 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3.5,-7.5 guard.velocity = -7 air.velocity = -3.5,-7.5 p1stateno = 1225 fall = 1 [State 1051, 2] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; super chute b [Statedef 1060] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 2 [State 1060, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 101, 9 [State 1060, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1051 ;--------------------------------------------------------------------------- ;rasengan alto [Statedef 1070] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1070 poweradd = -50 ctrl = 0 sprpriority = 2 [State 1950, 1] type = HitOverride trigger1 = animelem = 2 attr = SCA, AA, AP, AT stateno = 5030;1225 time = 12 [State 1070,1 ] type = VelSet trigger1 = animelem = 2 x = 3 y = -5 [State 1060, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1071 ;------------------------------------------ ;rasengan alto indo para cima [Statedef 1071] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1071 ctrl = 0 sprpriority = 2 [State 1071, 1] type = Explod trigger1 = animelem = 5 anim = 12192 pos = 90,-30 sprpriority = 30 postype = p1 bindtime = 12 supermovetime = 12 removetime = 12 ignorehitpause = 1 persistent = 0 [State 1071,1 ] type = VelSet trigger1 = animelem = 5 x = 20 y = 5 [State 1071, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 1225 time = 35 [State 1071,***] type = Explod trigger1 = AnimElem = 1 anim = 6159 id = 6159 pos = -30,-100 postype = p1 sprpriority = 9 supermovetime = 10 removetime = 10 ownpal = 1 [State 1071,***] type = Explod trigger1 = AnimElem = 1 anim = 6160 id = 6160 pos = -30,-100 postype = p1 sprpriority = 9 supermovetime = 10 removetime = 10 ownpal = 1 ;------------------- [State 1071,***] type = Explod trigger1 = AnimElem = 2 anim = 6159 id = 6159 pos = -30,-80 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1071,***] type = Explod trigger1 = AnimElem = 2 anim = 6160 id = 6160 pos = -30,-80 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1071,***] type = Explod trigger1 = AnimElem = 3 anim = 6159 id = 6159 pos = 35,-85 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1071,***] type = Explod trigger1 = AnimElem = 3 anim = 6160 id = 6160 pos = 35,-85 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1071,***] type = Explod trigger1 = AnimElem = 4 anim = 6159 id = 6159 pos = 40,-45 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 [State 1071,***] type = Explod trigger1 = AnimElem = 4 anim = 6160 id = 6160 pos = 40,-45 postype = p1 sprpriority = 9 supermovetime = 5 removetime = 5 ownpal = 1 ;------------------------ [State 1071,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 110,14 [State 1071,PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 101,13 [State 1071, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 130,20 getpower = 58 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9, 9 guard.sparkno = S675 sparkno = S6165 sparkxy = 5, -28 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 p1stateno = 1225 fall = 1 [State 1071, 4] type = AfterImage trigger1 =AnimElem = 2 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1071, 1] type = ChangeState trigger1 = Pos Y >= 1 trigger1 = Vel Y > 1 value = 50 ctrl = 0 ;---------------------------------------------------------- ; rasengan mais fraco [Statedef 1072] type = S movetype= A physics = S juggle = 6 poweradd= -200 sprpriority = 8 velset = 0,0 anim = 1072 ctrl = 0 [State 1072,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 110,14 [State 1072,6] type = Explod trigger1 =AnimElem = 1 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 20 removetime = 20 supermovetime = 20 ownpal = 1 [State 1072,Explod] type = Explod trigger1 = animelem = 1 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 20 ownpal = 1 [State 1072,***] type = Explod trigger1 = AnimElem = 1 anim = 6159 id = 6159 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 20 removetime = 20 ownpal = 1 [State 1072,***] type = Explod trigger1 = AnimElem = 1 anim = 6160 id = 6160 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 20 removetime = 20 ownpal = 1 [State 1072, 5] type = velset trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 x = 15 [State 1072, 3] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 trigger3 = AnimElem = 6 trigger4 = AnimElem = 8 trigger5 = AnimElem = 62 value = 40,0 [State 1072, 4] type = AfterImage trigger1 = AnimElem = 2 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1072, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 attr = S, NA hitflag = MAF guardflag = MA priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1073 fall = 0 [State 1072, 4] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;------------------------------------------------ ;rasengan continua鈬o [Statedef 1073] type = S movetype= A physics = S juggle = 4 ctrl = 0 sprpriority = 35 velset = 0,0 anim = 1251 [State 1073, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 2 [State 1073, 1] type = Explod trigger1 = movehit = 1 anim = 6158 pos = 70,-60 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1073, 2] type = Explod trigger1 = AnimElem = 4 anim = 6161 pos = 90,-60 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1073, 2] type = Explod trigger1 = AnimElem = 4 anim = 6155 pos = 90,-60 sprpriority = 29 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1073, 3] type = Explod trigger1 = AnimElem = 4 anim = 6162 pos = 90,-60 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1073, 4] type = Explod trigger1 = AnimElem = 4 anim = 6163 pos = 90,-60 sprpriority = 30 postype = p1 bindtime = 33 removetime = 33 ignorehitpause = 1 persistent = 0 [State 1073, 3] type = EnvShake trigger1 = animelem = 4 time = 10 [State 1073, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 x = 5 [State 1073, HitDef] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = A, NA damage = 50,10 getpower = 0 givepower = 14 animtype = heavy guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 5, 6 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S100,11 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 [State 1073, HitDef] type = HitDef trigger1 = AnimElem = 4 attr = A, NA damage = 100,20 getpower = 0 givepower = 14 animtype = heavy guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 50, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 p2stateno = 12510 fall = 1 fall.recover = 0 [State 1073, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1225 ctrl = 0 ;------------------------------------------------------------------ ;chacra azul inicio [Statedef 1074] type = S movetype= I physics = S juggle = 4 ctrl = 1 velset = 0,0 poweradd = 30 anim = 1073 [State 1074,Cheio] type = ChangeState trigger1 = Power >= 3000 value = 0 ctrl = 1 [State 1075, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 5 [State 1074, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1075 ctrl = 0 ;-------------------------------------------------------- ;chacra azul continua鈬o [Statedef 1075] type = S movetype= I physics = S juggle = 4 ctrl = 1 velset = 0,0 poweradd = 30 anim = 1074 [State 1075, 3] type = EnvShake trigger1 = animelem = 1 time = 42 [State 1075,2] type = Explod trigger1 =AnimElem = 1 anim = 11204 id = 11204 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 42 removetime = 42 supermovetime = 42 scale = .5,.5 ownpal = 1 [State 1120,2] type = helper trigger1 = AnimElem = 1 name = "energia" id = 1176 pos = 0,0 postype = p1 stateno = 1176 sprpriority = 3 helpertype = normal facing = -1 ownpal = 1 keyctrl = 0 [State 1075, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 14 [State 1075,Charge] type = PowerAdd trigger1 = Time = [2,910] value = 7 [State 1075,Cheio] type = ChangeState trigger1 = Power >= 3000 value = 0 ctrl = 1 [State 1075, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1075 ctrl = 0 ;-------------------------------------- ; energia azul invertida [Statedef 1176] type = A movetype= A physics = N velset = 0,0 sprpriority = 9 ctrl = 0 anim = 1010 [State 1075,2] type = Explod trigger1 = AnimElem = 1 anim = 11204 id = 11204 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 42 removetime = 42 supermovetime = 42 scale = .5,.5 ownpal = 1 [State 1119, 4] type = DestroySelf trigger1 = Time = 42 ;--------------------------------------------------------------------------- ; subindo com kunai inicio [Statedef 1100] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 100, 3 [State 1100, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 52, 4 priority = 5 guardflag = MA pausetime = 1,1 guard.sparkno = S673 sparkno = S671 sparkxy = 0,-48 hitsound = S101, 2 guardsound = S100, 12 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 ;Force p2 into a standing state if hit [State 1100, 3] type = HitDef trigger1 = AnimElem = 3 attr = S, SA animtype = Up damage = 55, 4 priority = 5 guardflag = MA pausetime = 1,1 guard.sparkno = S673 sparkno = S671 sparkxy = 0,-110 hitsound = S101, 2 guardsound = S100, 12 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -1,-7.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 ;Make p2 fall down fall.recovertime = 40 ;40 ticks before p2 can recover from fall yaccel = .4 ;p2 will accelerate down at .4 pixels/sec^2 when falling [State 1100, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1105 ctrl = 1 ;--------------------------------------------------------------------------- ; subindo com kunai, subindo [Statedef 1105] type = S movetype= A physics = S juggle = 4 velset = 2,-5 anim = 1105 ctrl = 0 sprpriority = 2 [State 1105, VelAdd] type = VelAdd trigger1 = animelem = 1 y = -0.1 X = 5 [State 1105,1] type = Explod trigger1 =AnimElem = 1 anim = 1212 id = 1212 pos = 50,-80 postype = p1 bindtime = 21 removetime = 21 supermovetime = 21 sprpriority = 2 ownpal = 1 [State 1105, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1105, 1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,10 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1105, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 4 [State 1105, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 3 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 1, 1 guard.sparkno = S673 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-6 air.velocity = -7,-6 fall = 1 fall.recover = 0 [State 1105, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1106 ctrl = 0 ;------------------------------------------------- ;subindo com kunai caindo [Statedef 1106] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 41 ctrl = 0 [State 1112, 5] type = VelSet trigger1 = AnimElem = 1 x = 0 y = -5 [State 1112, 0] type = veladd trigger1 = 1 y = 0.5 [State 1112, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 50 ctrl = 0 ;------------------------------------------------------------------------ ; mortal para tras [Statedef 1110] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1110 ctrl = 0 sprpriority = 2 [State 1085, 5] type = velset trigger1 = AnimElem = 1 x = 5 [State 1110, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 1110, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 120, 7 [State 1110, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1111 ctrl = 0 ;--------------------------------------------------------------------------- ; mortal para tras acertando [Statedef 1111] type = S movetype= A physics = S juggle = 4 velset = 9,-6 anim = 1111 ctrl = 0 sprpriority = 2 [State 1111, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1111, 1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1111, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 4 [State 1111, 2] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 attr = A, SA animtype = Med damage = 30, 4 priority = 5 guardflag = MA pausetime = 4,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 [State 1111, HitDef] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 attr = S, NA damage = 30, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 5 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-6 air.velocity = -7,-6 fall = 1 fall.recover = 0 [State 1111, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1112 ctrl = 0 ;---------------------------------------------------------------- ;------------------------------------------------- ;mortal para tras caindo [Statedef 1112] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 41 ctrl = 0 [State 1112, 5] type = VelSet trigger1 = AnimElem = 1 x = -1 y = -5 [State 1112, 0] type = veladd trigger1 = 1 y = 0.5 [State 1112, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 50 ctrl = 0 ;---------------------------------------------------------------- ; chacra da kyubi [Statedef 1120] type = S movetype= A physics = S juggle = 6 poweradd= -3000 velset = 0,0 anim = 1120 ctrl = 0 sprpriority = 2 [State 1251, 3] type = EnvShake trigger1 = animelem = 3 time = 445 [State 1120, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 4 [State 1120, 2] type = PlaySnd trigger1 = AnimElem = 47 value = 0, 3 [State 1120, 3] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 5 [State 1120, 4] type = PlaySnd trigger1 = AnimElem = 46 value = 101, 7 [State 1120,1] type = Explod trigger1 =AnimElem = 13 anim = 1121 id = 1121 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 59 anim = 1122 id = 1122 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [state 1120, BGPalFX] type = BGPalFX trigger1 = AnimElem = 4 add = 0,0,0 sinadd = -255,-255,-255,100 time = 426 [State 1120,1] type = Explod trigger1 =AnimElem = 3 anim = 11205 id = 11205 pos = 0,0 postype = left bindtime = 130;426 removetime = 130;426 supermovetime = 130;426 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 4 anim = 4001 id = 4001 pos = 0,0 postype = left bindtime = 316;426 removetime = 316;426 supermovetime = 316;426 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 1 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 257 removetime = 257 supermovetime = 257 ownpal = 1 ;---------- energia vermelha--- [State 1120,2] type = helper trigger1 = AnimElem = 3 name = "energia" id = 11760 pos = 0,0 postype = p1 stateno = 11760 sprpriority = 3 helpertype = normal facing = -1 ownpal = 1 keyctrl = 0 [State 1075,2] type = Explod trigger1 =AnimElem = 3 anim = 11203 id = 11203 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 100 removetime = 100 supermovetime = 100 scale = .6,.6 ownpal = 1 ;---------------------- [State 1120,2] type = helper trigger1 = AnimElem = 4 name = "energia" id = 11760 pos = 0,0 postype = p1 stateno = 11760 sprpriority = 3 helpertype = normal facing = -1 ownpal = 1 keyctrl = 0 [State 1075,2] type = Explod trigger1 =AnimElem = 4 anim = 11203 id = 11203 pos = 30,0 postype = p1 sprpriority = 3 bindtime = 100 removetime = 100 supermovetime = 100 scale = .6,.6 ownpal = 1 ;--------------fim energia vermelha --------- [State 1120,2] type = Explod trigger1 =AnimElem = 3 anim = 11200 id = 11200 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 100 removetime = 100 supermovetime = 100 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 4 anim = 11201 id = 11201 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 50 removetime = 50 supermovetime = 50 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 5 anim = 11201 id = 11201 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 50 removetime = 50 supermovetime = 50 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 6 anim = 11202 id = 11202 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 6 removetime = 6 supermovetime = 6 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 7 anim = 1030 id = 1030 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 200 removetime = 200 supermovetime = 200 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 7 anim = 11203 id = 11203 pos = 50,0 postype = p1 sprpriority = 3 bindtime = 200 removetime = 200 supermovetime = 200 ownpal = 1 [State 1120,2] type = helper trigger1 = AnimElem = 7 name = "energia" id = 1119 pos = 50,0 postype = p1 stateno = 1119 sprpriority = 3 helpertype = normal ownpal = 1 keyctrl = 0 [State 1120,2] type = helper trigger1 = AnimElem = 7 name = "energia" id = 11190 pos = 50,0 postype = p1 stateno = 11190 sprpriority = 3 helpertype = normal facing = -1 ownpal = 1 keyctrl = 0 [State 1120, HitDef] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger4 = AnimElem = 7 attr = A, NA damage = 60, 30 getpower = 0 givepower = 14 animtype = heavy guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 1, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1120, VelSet] type = VelSet trigger1 = animelem = 8 x = 30 ;y = [State 11301, 1] type = AfterImage trigger1 =AnimElem = 8 time = 10 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1120, HitDef] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 200, 100 getpower = 58 givepower = 14 animtype = heavy;Light guardflag = A hitflag = MAF priority = 4, Hit pausetime = 10, 400 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -50 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 p1stateno = 1121 ;[State 1120, 4] ;type = changestate ;triggerall = time >= 30 ;trigger1 = win ;trigger2 = RoundState = 4 ;value = 0 ;ctrl = 0 [State 1120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------- ; energia vermelha invertida [Statedef 11760] type = A movetype= A physics = N velset = 0,0 sprpriority = 9 ctrl = 0 anim = 1010 [State 10760,2] type = Explod trigger1 = AnimElem = 1 anim = 11203 id = 11203 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 100 removetime = 100 supermovetime = 100 scale = .6,.6 ownpal = 1 [State 11760, 4] type = DestroySelf trigger1 = Time = 100 ;-------------------------------------- ; chacra vermelho energia [Statedef 1119] type = A movetype= A physics = N velset = 0,0 sprpriority = 9 ctrl = 0 anim = 11203 [State 1119, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 6 [State 1119, 2] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 8 trigger3 = AnimElem = 16 trigger4 = AnimElem = 21 attr = A, NA animtype = heavy damage = 10 pausetime = 1,12 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 fall.recover = 0 [State 1119, 4] type = DestroySelf trigger1 = Time = 100 ;-------------------------------------- ; chacra vermelho energia invertida [Statedef 11190] type = A movetype= A physics = N velset = 0,0 sprpriority = 9 ctrl = 0 anim = 11203 [State 1119, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 6 [State 1119, 4] type = DestroySelf trigger1 = Time = 200 ;-------------------------------------------------- ;chacra kyubi indo pra cima [Statedef 1121] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1123 ctrl = 0 [State 1120,1] type = Explod trigger1 =AnimElem = 1 anim = 3900 id = 3900 pos = 0,0 postype = left bindtime = 15 removetime = 15 supermovetime = 15 ownpal = 1 [state 191, BGPalFX] type = BGPalFX trigger1 = AnimElem = 1 add = 0,0,0 sinadd = -255,-255,-255,100 time = 15 [State 1121, 5] type = VelSet trigger1 = AnimElem = 2 X = 15 [State 1121, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1122 [State 1120, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 11220 ctrl = 0 [State 1121, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------------- ;chacra kyubi atacando [Statedef 1122] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1124 ctrl = 0 [State 100, 4] type = AfterImage trigger1 =AnimElem = 1 time = 200 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 12,12,12 palcontrast = 100,100,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [state 191, BGPalFX] type = BGPalFX trigger1 = AnimElem = 1 add = 0,0,0 sinadd = 255,-255,-255,-255 time = 200 [State 1122, 1] type = PlaySnd trigger1 = AnimElem = 27 value = 101, 10 [State 1122,1] type = Explod trigger1 =AnimElem = 1 anim = 11207 id = 11207 pos = 0,0 postype = left bindtime = 280 removetime = 280 supermovetime = 280 ownpal = 1 [State 1122, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 trigger3 = AnimElem = 6 trigger4 = AnimElem = 8 trigger5 = AnimElem = 10 trigger6 = AnimElem = 12 attr = S, NA animtype = Medium damage = 20,5 getpower = 0 givepower = 0 guardflag = A pausetime = 7,7 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = 0 air.velocity = 0 kill = 1 [State 1122, 1] type = HitDef trigger1 = AnimElem = 14 trigger2 = AnimElem = 18 trigger3 = AnimElem = 19 trigger4 = AnimElem = 20 attr = S, NA animtype = up damage = 60 hitflag = MAF pausetime = 5,5 sparkno = S670 sparkxy = -20,-60 hitsound = S6,1 guardsound = 0,5 ground.type = Low ground.slidetime = 11 ground.hittime = 13 ground.velocity = 0,-5;-13 guard.velocity = -7 air.velocity = .5,-8 airguard.velocity = -3,-5 snap = 60, 0, 0, 1 fall = -1 [State 1122, 1] type = HitDef Trigger1 = animelem = 27 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 pausetime = 6,50 ground.velocity = 0,-5 sprpriority = 2 fall = 1 [State 1122, HitDef] type = HitDef trigger1 = AnimElem = 30;29 attr = A, NA damage = 180, 80 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 50, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S100,11;101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 p2stateno = 12510 fall = 1 fall.recover = 0 [State 1122,6] type = Explod trigger1 =AnimElem = 27 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 50 removetime = 50 supermovetime = 50 ownpal = 1 [State 1122,***] type = Explod trigger1 = AnimElem = 27 anim = 6159 id = 6159 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 50 removetime = 50 ownpal = 1 [State 1122,***] type = Explod trigger1 = AnimElem = 27 anim = 6155 id = 6155 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 50 removetime = 50 ownpal = 1 [State 1122,***] type = Explod trigger1 = AnimElem = 27 anim = 6160 id = 6160 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 50 removetime = 50 ownpal = 1 ;--------------------- [State 1122, 1] type = Explod trigger1 = animelem = 30;29 anim = 6158 pos = 70,-70 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1122, 2] type = Explod trigger1 = AnimElem = 30;29 anim = 6161 pos = 65,-65 sprpriority = 30 postype = p1 bindtime = 70 removetime = 70 ignorehitpause = 1 persistent = 0 [State 1122, 3] type = Explod trigger1 = AnimElem = 30;29 anim = 6162 pos = 65,-65 sprpriority = 30 postype = p1 bindtime = 70 removetime = 70 ignorehitpause = 1 persistent = 0 [State 1122, 4] type = Explod trigger1 = AnimElem = 30;29 anim = 6164 pos = 65,-65 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1122,Explod] type = Explod trigger1 =AnimElem = 30;29 anim = 6163 id = 6163 pos = 65,-65 postype = p1 sprpriority = 4 bindtime =50 removetime = 50 supermovetime = 50 ownpal = 1 [State 1122, 3] type = EnvShake trigger1 = animelem = 30;29 time = 10 [state 1122, BGPalFX] type = BGPalFX trigger1 = AnimElem = 1 add = 0,0,0 sinadd = -255,-255,-255,500 time = 223 [State 1122, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 11220 ctrl = 0 [State 1122, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1225 ctrl = 0 ;---------------------------------------------------------- ;chacra kyubi win [Statedef 11220] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 11208 ctrl = 0 [State 1120,2] type = Explod trigger1 =AnimElem = 5 anim = 11201 id = 11201 pos = 0,0 postype = p1 sprpriority = 3 bindtime = 200 removetime = 200 supermovetime = 200 ownpal = 1 [State 11220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------- ; rasengan com clones inicio [Statedef 1250] type = S movetype= A physics = S juggle = 6 poweradd= -3000 sprpriority = 8 velset = 0,0 anim = 1250 ctrl = 0 [State 1250,PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 110,0 [State 1250,PlaySnd] type = PlaySnd trigger1 = animelem = 31 value = 110,1 [State 1250,PlaySnd] type = PlaySnd trigger1 = animelem = 29 value = 120,4 [State 1250,PlaySnd] type = PlaySnd trigger1 = animelem = 59 value = 120,4 [State 1250,1] type = Explod trigger1 =AnimElem = 2 anim = 1121 id = 1121 pos = 0,0 postype = left bindtime = 128 removetime = 128 supermovetime = 128 ownpal = 1 [State 1250,6] type = Explod trigger1 =AnimElem = 31 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 190 removetime = 190 supermovetime = 190 ownpal = 1 [State 1082, SuperPause ] type = SuperPause trigger1 = AnimElem = 2 time = 100 pos = 0,0 anim = S3051 sound = S100, 9 poweradd = 0 movetime = 100 darken = 0 [State 1250,Explod] type = Explod trigger1 = animelem = 2 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 190 ownpal = 1 [State 1082,***] type = Explod trigger1 = AnimElem = 31 anim = 6159 id = 6159 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 190 removetime = 190 ownpal = 1 [State 1082,***] type = Explod trigger1 = AnimElem = 31 anim = 6160 id = 6160 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 190 removetime = 190 ownpal = 1 [State 1250, 5] type = velset trigger1 = AnimElem = 60 trigger2 = AnimElem = 61 trigger3 = AnimElem = 62 trigger4 = AnimElem = 63 trigger5 = AnimElem = 64 trigger6 = AnimElem = 65 trigger7 = AnimElem = 66 trigger8 = AnimElem = 67 x = 15 [State 1250, 3] type = PlaySnd trigger1 = AnimElem = 60 trigger2 = AnimElem = 62 trigger3 = AnimElem = 64 trigger4 = AnimElem = 66 trigger5 = AnimElem = 62 value = 40,0 [State 1250, 4] type = AfterImage trigger1 =AnimElem = 60 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1250,Explod] type = Explod trigger1 = time = 320 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 190 ownpal = 1 [State 1250, 1] type = HitDef Trigger1 = animelem = 30 Trigger1 = animelem = 32 Trigger1 = animelem = 34 Trigger1 = animelem = 36 Trigger1 = animelem = 38 Trigger1 = animelem = 40 Trigger1 = animelem = 42 Trigger1 = animelem = 44 Trigger1 = animelem = 46 Trigger1 = animelem = 48 Trigger1 = animelem = 50 Trigger1 = animelem = 52 Trigger1 = animelem = 54 Trigger1 = animelem = 56 Trigger1 = animelem = 58 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 fall = 0 [State 1250, 1] type = HitDef Trigger1 = animelem = 60 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1251 fall = 0 ;------------------------- [State 1250,1] type = helper trigger1 = AnimElem = 21 name = "helper1" id = 1252 pos = -60,0 postype = p1 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 [State 1250,2] type = helper trigger1 = AnimElem = 59 name = "helper1" id = 1252 pos = -60,0 postype = p1 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 ;------------------------ [State 1250,2] type = helper trigger1 = AnimElem = 21 name = "helper" id = 1253 pos = -90,0 postype = p1 stateno = 1253 helpertype = normal ownpal = 1 keyctrl = 0 ;---------------------- [State 1250,2] type = helper trigger1 = AnimElem = 21 name = "helper1" id = 1262 pos = 10,0 postype = p1 stateno = 1262 helpertype = normal ownpal = 1 keyctrl = 0 ;----------------------- [State 1250,2] type = helper trigger1 = AnimElem = 21 name = "helper2" id = 1268 pos = 0,0 postype = p1 stateno = 1268 helpertype = normal ownpal = 1 keyctrl = 0 ;----------------------- [State 1250,3] type = helper trigger1 = AnimElem = 21 name = "helper2" id = 12500 pos = 0,0 postype = p1 stateno = 12500 helpertype = normal ownpal = 1 keyctrl = 0 ;---------------------- [State 1250, 4] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------- ;helper invisivel meio [Statedef 12500] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 12052 [State 12500, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 pausetime = 6,10 sparkno = s3666 sprpriority = 2 p1stateno = 12501 fall = 0 [State 12500, DestroySelf] type = DestroySelf trigger1 = time = 200 ;------------------------------------------------------- ;helper invisivel meio continua鈬o [Statedef 12501] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 12052 [State 12501,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 1253 pos = 0,0 postype = p1 stateno = 1253 helpertype = normal ownpal = 1 keyctrl = 0 [State 12501, DestroySelf] type = DestroySelf trigger1 = time = 10 ;------------------------------------------------ ;rasengan continua鈬o [Statedef 1251] type = S movetype= A physics = S juggle = 4 ctrl = 0 sprpriority = 35 velset = 0,0 anim = 1251 [State 1251, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 2 [State 1251, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1073, 1] type = Explod trigger1 = movehit = 1 anim = 6158 pos = 70,-60 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1251, 2] type = Explod trigger1 = AnimElem = 4 anim = 6161 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1251, 2] type = Explod trigger1 = AnimElem = 4 anim = 6155 pos = 87,-63 sprpriority = 29 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1251, 3] type = Explod trigger1 = AnimElem = 4 anim = 6162 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 1251, 4] type = Explod trigger1 = AnimElem = 4 anim = 6163 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 33 removetime = 33 ignorehitpause = 1 persistent = 0 [State 1251, 3] type = EnvShake trigger1 = animelem = 4 time = 10 [State 1251, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 ;trigger3 = AnimElem = 3 ;trigger4 = AnimElem = 4 x = 5 [State 1251, HitDef] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = A, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 5, 6 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S100,11;101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 [State 1251, HitDef] type = HitDef trigger1 = AnimElem = 4 attr = A, NA damage = 200, 80 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 50, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 p2stateno = 12510 fall = 1 fall.recover = 0 [State 1251, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1225 ctrl = 0 ;------------------------------------------------------------ ;rasengan p2 sai girando 1 [Statedef 12510] type = A movetype= H physics = N juggle = 0 ctrl = 0 velset = 0,0 anim = 5002 [State 12510, 3] type = AngleAdd trigger1 = time >= 55 value = 23 [State 12510, 3] type = velset trigger1 = time = 59 x = -12 y = -9 [state 12510, veladd] type = veladd trigger1 = time >= 65 y = 0.7 [State 12510, 7] type = AngleDraw trigger1 = time >= 60 [State 12510,ChangeState] type = ChangeState trigger1 = BackEdgeBodyDist <= 20 trigger1 = time >= 60 value = 12511 ;--------------------------------------------------------------- ;rasengan p2 sai girando final [Statedef 12511] type = A movetype= H physics = A juggle = 0 ctrl = 0 velset = 0,0 anim = 5090 [state 12511, posset] type = posset trigger1 = alive = 0 y = 0 [State 12511,SelfState] type = SelfState trigger1 = time = 0 value = 5050 ;--------------------------------------------------------------- ;fuma軋~helper [Statedef 1252] type = S movetype= A physics = S juggle = 4 sprpriority = 30 ctrl = 0 velset = 0,0 anim = 199 [State 1252,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 1252, PosAdd] type = PosAdd trigger1 = animelem = 1 x = -50 [State 1252, DestroySelf] type = DestroySelf trigger1 = time = 45 ;---------------------------------------------------------------- ;fuma軋~helper 2 [Statedef 12520] type = S movetype= A physics = S juggle = 4 sprpriority = 30 ctrl = 0 velset = 0,0 anim = 199 [State 12520, 2] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 1,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 12520, 1] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 pausetime = 1, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 fall = 0 [State 12520,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 12520, PosAdd] type = PosAdd trigger1 = animelem = 1 x = -50 [State 12520, DestroySelf] type = DestroySelf trigger1 = time = 45 ;--------------------------------------------------------------------- ;fuma軋 da chegada do clone [Statedef 1253] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 199 ctrl = 0 sprpriority = 30 [State 1221,1] type = Explod trigger1 = AnimElem = 1 anim = 199 id = 199 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1253,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 1253, PosAdd] type = PosAdd trigger1 = animelem = 1 x = -20 [State 1253, 4] type = ChangeState trigger1 = animelem = 2 value = 1254 ctrl = 0 ;--------------------------------------------------------------------- ;clone naruto [Statedef 1254] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 1254, 1] type = HitDef Trigger1 = animelem = 2 Trigger2 = animelem = 3 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1255 [State 1254, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 1255 time = -1 [State 1254, 4] type = ChangeState trigger1 = Time = 330 value = 60040;1261 ctrl = 0 ;-------------------------------------------------------------------- ;clone naruto correndo frente [Statedef 1255] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10851 ctrl = 0 sprpriority = 6 [State 1255, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 1255, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = 8 [State 1255, 1] type = HitDef trigger1 = Time = 0 attr = A, NA animtype = hard damage = 0, 0 getpower = 0 guardflag = A pausetime = 1,1 sparkno = -1 sparkxy = 0,-90 snap = 0, 0, 0, 1 hitsound = -1 guardsound = -1 ground.type = High ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0 guard.velocity = 0 p1stateno = 1256 air.velocity = 0,0 airguard.velocity = 0,0 air.fall = 1 [State 1255, 4] type = ChangeState trigger1 = time = 50 value = 1256 ctrl = 0 ;-------------------------------------------------------------------- ;clone golpeando [Statedef 1256] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 1256,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 1256, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 ;fall = 1 [State 1256, 4] type = ChangeState trigger1 = time = 33 value = 60040;1257 ctrl = 0 ;---------------------------------------------------------- ;clone naruto 2 [Statedef 1257] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 1257, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1258 [State 1257, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 1258 time = -1 [State 1257, 4] type = ChangeState trigger1 = Time = 20 value = 1258 ctrl = 0 ;------------------------------------------------------------------- ;clone naruto correndo tras [Statedef 1258] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = -8,0 anim = 10852 ctrl = 0 sprpriority = 6 [State 1258, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 1258, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 1258, 4] type = ChangeState trigger1 = time = 20 value = 1259 ctrl = 0 ;------------------------------------------------------- ;clone naruto 3 [Statedef 1259] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10824 ctrl = 0 sprpriority = 6 [State 1259, 1] type = HitDef Trigger1 = animelem = 1 Trigger2 = animelem = 2 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1260 [State 1259, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 1261 time = -1 [State 1259, 4] type = ChangeState trigger1 = Time = 330 value = 60040;1261 ctrl = 0 ;----------------------------------------------------------------- ;clone golpeando 2 [Statedef 1260] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 1260,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 1260, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-7 air.velocity = -7,-7 ;fall = 1 [State 1260, 4] type = ChangeState trigger1 = time = 33 value = 10825 ctrl = 0 ;-------------------------------------------------------------------- ;fuma軋 da saida do clone [Statedef 1261] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 199 ctrl = 0 sprpriority = 30 [State 1261,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 1261,1 ] type = DestroySelf trigger1 = time = 33 ;--------------------------------------------------------- ;helper invisivel [Statedef 1262] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 12050 [State 1262, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 pausetime = 6,8;200 sparkno = s3666 sprpriority = 2 p1stateno = 1263 fall = 0 [State 1262, DestroySelf] type = DestroySelf trigger1 = time = 200 ;------------------------------------------------------- ;helper invisivel continua鈬o [Statedef 1263] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 12050 [State 1263,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 1264 pos = -80,0 postype = p2 stateno = 1264 helpertype = normal ownpal = 1 keyctrl = 0 [State 1263, DestroySelf] type = DestroySelf trigger1 = time = 10 ;----------------------------------------------------------- ;fuma軋~helper2 [Statedef 1264] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 sprpriority = 30 anim = 199 [State 1264,1] type = Explod trigger1 = AnimElem = 1 anim = 199 id = 199 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1264,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 1264, PosAdd] type = PosAdd trigger1 = animelem = 1 x = 20 [State 1264, 7] type = ChangeState trigger1 = animelem = 3 value = 1265 ctrl = 0 ;--------------------------------------------------------- ;naruto clone2 [Statedef 1265] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 10824 [State 1265, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1266 fall = 0 [State 1265, PosAdd] type = PosAdd trigger1 = animelem = 1 x = -20 ;[State 1265, DestroySelf] ;type = DestroySelf ;trigger1 = time = 220 [State 1264, 7] type = ChangeState trigger1 = time = 220 value = 60040 ctrl = 0 ;---------------------------------------------------------- ;clone2 naruto segurando [Statedef 1266] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 12051 [State 1266, 1] type = HitDef Trigger1 = animelem = 4 Trigger2 = animelem = 5 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 pausetime = 6,200 ground.velocity = 0,-5 sprpriority = 2 [State 1266, 2] type = ChangeState trigger1 = AnimTime = 0 value = 60040;1267 ctrl = 0 ;------------------------------------------------------------- ;clone 2 naruto fim [Statedef 1267] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 10824 [State 1267, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1267, 2] type = ChangeState trigger1 = Time = 10 value = 1261 ctrl = 0 ;--------------------------------------------------------- ;fuma軋~helper3 [Statedef 1268] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 sprpriority = 30 anim = 199 [State 1221,1] type = Explod trigger1 = AnimElem = 1 anim = 199 id = 1268 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1268,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 1268, PosAdd] type = PosAdd trigger1 = animelem = 1 x = 70;80 [State 1268, 7] type = ChangeState trigger1 = Animelem = 3 value = 1269 ctrl = 0 ;------------------------------------------------------------ ;naruto clone3 [Statedef 1269] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 10824 [State 1269, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1270 fall = 0 [State 1269, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 1270 time = -1 [State 1269, 7] type = ChangeState trigger1 = Time = 200 value = 60040;1267 ctrl = 0 ;-------------------------------------------------------------- ;clone3 naruto porrada [Statedef 1270] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 210 ;Change animation (Def: no change) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 1270, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA damage = 23, 0 animtype = Light guardflag = A hitflag = MAF priority = 3, Hit pausetime = 8, 200 guard.sparkno = S675 sparkno = S671 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1270, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 1270, 7] type = ChangeState trigger1 = AnimTime = 0 value = 60040;1267 ctrl = 0 ;--------------------------------------------------------------------------- ; super com a kunai [Statedef 1210] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 1210 sprpriority = 2 [State 1210, VelSet] type = VelSet trigger1 = animelem = 5 x = 8 [State 1210,2] type = helper trigger1 = AnimElem = 5 name = "helper1" id = 1211 pos = 30,-58 postype = p1 stateno = 1211 helpertype = normal ownpal = 1 keyctrl = 0 [State 1210, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 101,0 volume = 200 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 7 [State 1210, 1] type = HitOverride trigger1 = animelem = 6 trigger2 = animelem = 7 trigger3 = animelem = 8 trigger4 = animelem = 9 trigger5 = animelem = 10 trigger6 = animelem = 11 attr = SCA, AA, AP, AT stateno = 196 time = 59 [State 1210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------- ;super com kunai kawarimi sumindo [Statedef 12101] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 196 ctrl = 0 sprpriority = 2 [State 12101,1 ] type = Helper trigger1 = animelem = 8 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 12101, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 12101, 2] type = ChangeState trigger1 = animTime = 0 value = 12100 ctrl = 0 ;--------------------------------------------------------------------------- ; super com a kunai kawarimi [Statedef 12100] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0 anim = 1210 sprpriority = 2 [State 12100, 1] type = PosAdd trigger1 = Time = 0 x = -200 [State 12100,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 12100 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1019, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 12100, VelSet] type = VelSet trigger1 = animelem = 5 x = 8 [State 12100,2] type = helper trigger1 = AnimElem = 5 name = "helper1" id = 1211 pos = 30,-58 postype = p1 stateno = 1211 helpertype = normal ownpal = 1 keyctrl = 0 [State 12100, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 101,0 volume = 200 [State 12100, 4] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 7 [State 12100, 1] type = HitOverride trigger1 = animelem = 6 trigger2 = animelem = 7 trigger3 = animelem = 8 trigger4 = animelem = 9 trigger5 = animelem = 10 trigger6 = animelem = 11 attr = SCA, AA, AP, AT stateno = 196 time = 59 [State 12100, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------- ;efeito do rastro da kunai [Statedef 1211] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1211 sprpriority = 8 [State 1211, 1] type = SprPriority trigger1 = 1 value = 4 [State 1211, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 9 trigger10 = AnimElem = 10 trigger11 = AnimElem = 11 trigger12 = AnimElem = 12 trigger13 = AnimElem = 13 trigger14 = AnimElem = 14 trigger15 = AnimElem = 15 attr = S, NA damage = 30, 5 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 2, 2 sparkno = S7502;S671;S7502 sparkxy = -30, -60 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S673 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -2,-1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-3 air.hittime = 12 down.velocity = -1,-2 down.bounce = 1 guard.kill = 0 getpower = -100 givepower = 35 envshake.time = 12 envshake.freq = 120 envshake.ampl = -4 fall = 1 [State 1211, 3] type = PlayerPush trigger1 = 1 value = 1 [State 1211, 3] type = ScreenBound trigger1 = 1 value = 0 [State 1211, 3] type = BindToParent trigger1 = 1 time = 60 pos = 0,0 [State 1211,***] type = AssertSpecial trigger1 = 1 flag = noshadow [State 1211, 3] type = destroyself trigger1 = time = 21 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;naruto rendan [Statedef 1220] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 100 poweradd = -2000 sprpriority = 2 [State 1220, 1] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 x = 14 [State 1220, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101,12 [State 1220, 1] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 1220, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1220,Explod] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1220, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 pausetime = 5, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 122000 fall = 0 [State 1220, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;naruto rendan anima鈬o para iniciar o rendan [Statedef 122000] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1219 sprpriority = 2 [State 122000, 1] type = VelSet trigger1 = AnimElem = 1 x = 16 [State 122000, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 pausetime = 5, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12200 fall = 0 [State 122000,Explod] type = Explod trigger1 = animelem = 1 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 190 ownpal = 1 [State 122000, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 122000, 7] type = ChangeState trigger1 = AnimTime = 0 trigger2 = (Vel y > 0) && (Pos y >= 0) value = 0 ctrl = 1 ;------------------------------------------------------------------- ;naruto rendan pulo para tras [Statedef 12200] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 43 ctrl = 0 [State 12200, 5] type = VelSet trigger1 = AnimElem = 1 x = -3;-3 y = -5;-5 [State 12200, 0] type = veladd trigger1 = 1 y = 0.5 [State 12200, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 12201 ctrl = 0 ;--------------------------------------------------------------------------- ; naruto rendan inicio [Statedef 12201] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1220 ctrl = 0 sprpriority = 2 [State 12201,1] type = Explod trigger1 =AnimElem = 1 anim = 1121 id = 1121 pos = 0,0 postype = left bindtime = 128 removetime = 128 supermovetime = 128 ownpal = 1 [State 12201,PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 110,0 [State 12201,PlaySnd] type = PlaySnd trigger1 = animelem = 31 value = 110,1 [State 12201,PlaySnd] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 12201,PlaySnd] type = PlaySnd trigger1 = animelem = 59 value = 120,4 [State 1221, 2] type = HitDef trigger1 = AnimElem = 20 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 2,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -9 air.velocity = -2.2,-3.2 [State 1221, 1] type = HitDef trigger1 = AnimElem = 21 trigger2 = AnimElem = 22 pausetime = 5, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 fall = 0 [State 12201, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 100 pos = 0,0 anim = S3051 sound = S100, 9 poweradd = 0 movetime = 100 darken = 0 [State 12201,Explod] type = Explod trigger1 = animelem = 2 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 190 ownpal = 1 [State 12201,1] type = helper trigger1 = AnimElem = 20 name = "helper" id = 12201 pos = 150,0 postype = p1 stateno = 12520 helpertype = normal ownpal = 1 keyctrl = 0 [State 12201, 5] type = ChangeState trigger1 = AnimTime = 0 trigger2 = (Vel y > 0) && (Pos y >= 0) value = 1221 ctrl = 0 ;--------------------------------------------------------------------- ;naruto rendan clone dando soco [Statedef 1221] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1221 ctrl = 0 sprpriority = 2 [State 1225, 5] type = VelSet trigger1 = AnimElem = 1 x = 0 y = 0 ;[State 1225, 0] ;type = veladd ;trigger1 = 1 ;y = 0.5 [State 1221, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 11, 1 [State 1221, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 101, 1 [State 1221,PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 120,4 [State 1221,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,5 volume = 200 [State 1221,1] type = Explod trigger1 = AnimElem = 7 anim = 199 id = 199 pos = 60,20 postype = p1 sprpriority = 9 supermovetime = 45 ownpal = 1 [State 1221, 4] type = AfterImage trigger1 =AnimElem = 3 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1221, HitDef] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 7 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -5,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 7 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12212 fall = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 8 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12213 fall = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 9 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12214 fall = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 10 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12215 fall = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 11 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12216 fall = 0 [State 1221, 1] type = HitDef trigger1 = AnimElem = 12 trigger2 = AnimElem = 13 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12209 fall = 0 [State 1221, 3] type = VelSet trigger1 = AnimElem = 7 ;trigger2 = AnimElem = 8 x = 25;30 y = -8 [State 1221, 1] type = Pause trigger1 = time = [25,60];[35,75] time = 3;5 [State 1221,helper] type = helper trigger1 = AnimElem = 2 name = "fuma軋" id = 1252 pos = -60,0 postype = p2 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 [State 1221,helper] type = helper trigger1 = AnimElem = 2 name = "fuma軋" id = 1252 pos = 40,0 postype = p2 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 ;----------------------- [State 1221,1] type = helper trigger1 = animelem = 3 name = "helper" id = 1222 pos = -60,0 postype = p2 stateno = 1222 helpertype = normal ownpal = 1 keyctrl = 0 [State 1221,1] type = helper trigger1 = animelem = 3 name = "helper" id = 12220 pos = -60,0 postype = p2 stateno = 12220 helpertype = normal ownpal = 1 keyctrl = 0 [State 1221, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;------------------------------------------------------------------- ;naruto rendan preparando chuta para baixo 1 [Statedef 12212] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12212 ctrl = 0 sprpriority = 2 [State 1221, 3] type = VelSet trigger1 = AnimElem = 1 ;trigger2 = AnimElem = 8 x = 10;30 y = -10 [State 12212, 1] type = HitDef trigger1 = AnimElem = 6 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 12212, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;---------------------------------------------- ;naruto rendan preparando chuta para baixo 2 [Statedef 12213] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12213 ctrl = 0 sprpriority = 2 [State 1221, 3] type = VelSet trigger1 = AnimElem = 1 ;trigger2 = AnimElem = 8 x = 10;30 y = -10 [State 12213, 1] type = HitDef trigger1 = AnimElem = 5 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 12213, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;--------------------------------------------- ;naruto rendan preparando chuta para baixo 3 [Statedef 12214] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12214 ctrl = 0 sprpriority = 2 [State 1221, 3] type = VelSet trigger1 = AnimElem = 1 ;trigger2 = AnimElem = 8 x = 10;30 y = -10 [State 12214, 1] type = HitDef trigger1 = AnimElem = 4 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 12214, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;---------------------------------------------- ;naruto rendan preparando chuta para baixo 4 [Statedef 12215] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12215 ctrl = 0 sprpriority = 2 [State 1221, 3] type = VelSet trigger1 = AnimElem = 1 ;trigger2 = AnimElem = 8 x = 10;30 y = -10 [State 12215, 1] type = HitDef trigger1 = AnimElem = 3 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 12215, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;---------------------------------------------- ;naruto rendan preparando chuta para baixo 5 [Statedef 12216] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12216 ctrl = 0 sprpriority = 2 [State 1221, 3] type = VelSet trigger1 = AnimElem = 1 ;trigger2 = AnimElem = 8 x = 10;30 y = -10 [State 12216, 1] type = HitDef trigger1 = AnimElem = 2 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 12216, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;---------------------------------------------- ;naruto rendan preparando chuta para baixo [Statedef 12209] type = S movetype= A physics = S juggle = 4 velset = 0,8 anim = 12209 ctrl = 0 sprpriority = 2 [State 12209, 1] type = HitDef trigger1 = AnimElem = 1 pausetime = 1, 30 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 12210 fall = 0 [State 1221, 5] type = ChangeState trigger1 = animtime = 0 value = 12210 ctrl = 0 ;------------------------------------------------ ;naruto rendan chute para baixo do alto [Statedef 12210] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 12210 ctrl = 0 sprpriority = 2 [State 12210,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 110,3 [State 12210, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 120, 0 animtype = Light air.animtype = hard guardflag = M hitflag = MAF priority = 4, Hit pausetime = 10, 5 sparkno = s670 sparkxy = -5, -150 hitsound = S101, 3 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = .1,-1 air.type = High air.velocity = 1,19.5 air.hittime = 15 p2facing = 1 ;p1stateno = 12211 [State 1221, 5] type = ChangeState trigger1 = animtime = 0 value = 12211 ctrl = 0 ;----------------------------------------------- ;naruto rendan descendo com chute [Statedef 12211] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 12211 ctrl = 0 sprpriority = 2 [State 12211, 3] type = VelSet trigger1 = AnimElem = 2 x = 2;2 y = 25;30 [State 1221, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 100, 0 animtype = Light guardflag = M hitflag = MAFD priority = 4, Hit pausetime = 10,10 sparkno = s670 sparkxy = -15, -20 hitsound = S6, 1 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = -2,1 air.type = High air.velocity = -2,3 air.hittime = 13 p1stateno = 1227 p2facing = 1 [State 12211, 5] type = ChangeState trigger1 = Pos Y >= 2 trigger1 = Vel Y > 2 value = 1227 ctrl = 0 ;----------------------------------------------- ;clone rendan chute pra cima [Statedef 1222] type = S movetype= A physics = S juggle = 0 ctrl = 0 velset = 0,0 anim = 1222 sprpriority = 2 [State 600, 4] type = Pause trigger1 = time = [35,75] time = 5;5 [State 1222, PosAdd] type = PosAdd trigger1 = animelem = 1 x = -30 [State 1222, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 100, 7 [State 1222, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = up damage = 60 hitflag = MAF pausetime = 5,5 sparkno = S670 sparkxy = -7,-40 hitsound = S6,1 guardsound = 0,5 ground.type = Low ground.slidetime = 11 ground.hittime = 13 ground.velocity = 0,-13;-11.5;0.5,-13 guard.velocity = -7 air.velocity = 0,-13;-11.5;.5,-13 airguard.velocity = -3,-5 fall = -1 [State 1221,helper] type = helper trigger1 = time = 47 name = "fuma軋" id = 1252 pos = 20,10 postype = p1 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 [State 1222, DestroySelf] type = DestroySelf trigger1 = time = 47 ;---------------------------------------------- ;clone rendan chute pra cima 2 [Statedef 12220] type = S movetype= A physics = S juggle = 0 ctrl = 0 velset = 0,0 anim = 1223 sprpriority = 2 [State 12220, 4] type = Pause trigger1 = time = [35,75] time = 5;5 [State 12220, PosAdd] type = PosAdd trigger1 = animelem = 1 x = 30 [State 12220, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 100, 7 [State 12220, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = up damage = 60 hitflag = MAF pausetime = 5,5 sparkno = S670 sparkxy = -7,-40 hitsound = S6,1 guardsound = 0,5 ground.type = Low ground.slidetime = 11 ground.hittime = 13 ground.velocity = 0,-11.5;0.5,-13 guard.velocity = -7 air.velocity = 0,-11.5;.5,-13 airguard.velocity = -3,-5 fall = -1 [State 12220,helper] type = helper trigger1 = time = 47 name = "fuma軋" id = 1252 pos = 20,10 postype = p1 stateno = 1252 helpertype = normal ownpal = 1 keyctrl = 0 [State 12220, DestroySelf] type = DestroySelf trigger1 = time = 47 ;------------------------------------------------- ;naruto rendan caindo [Statedef 1225] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 43 ctrl = 0 [State 1225, 5] type = VelSet trigger1 = AnimElem = 1 x = -3 y = -5 [State 1225, 0] type = veladd trigger1 = 1 y = 0.5 [State 1225, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 50 ctrl = 0 ;------------------------------------------------------------------- ;naruto rendan impulso para tras [Statedef 1227] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 105 ctrl = 0 [State 1227, 5] type = VelSet trigger1 = AnimElem = 1 x = -5 y = -8 [State 1227, 0] type = veladd trigger1 = 1 y = 0.5 [State 1227, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 50 ctrl = 0 ;-------------------------------------------------------------------- ;----------------------------------------------------------------------- ; mil anos de dor [Statedef 3000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 100 ctrl = 0 sprpriority = 2 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101,12 [State 3000, 1] type = VelSet trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 x = 10 [State 3000, 3] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 3000,***] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 3000, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 3000, 1] type = HitDef animtype = Medium trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 guardflag = MA attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 3001 fall = 0 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------ ; mil anos de dor [Statedef 3001] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 1300, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 101, 1 [State 3001, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 1,200 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 3001, VelSet] type = VelSet trigger1 = animelem = 4 trigger2 = animelem = 5 trigger3 = animelem = 6 trigger4 = animelem = 7 trigger5 = animelem = 8 x = 13 [State 1021, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 100,5 [State 3001, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3002 ctrl = 0 ;------------------------------------------------------ ;mil anos de dor acerto [Statedef 3002] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3001 ctrl = 0 sprpriority = 2 [State 3001, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 40,0 [State 3001, VelSet] type = VelSet trigger1 = animelem = 5 x = -10 [State 3002, HitDef] type = HitDef trigger1 = Time = 5 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 1,1 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = 9 air.velocity = 9,-8 [State 3002, HitDef] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 5, 5 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,-5;-9,-2 air.velocity = 7,-6;-7,-3 fall = 1 fall.recover = 0 p1stateno = 1115 [State 3002, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 12101 time = 71 [State 3002, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1115 ctrl = 0 ;--------------------------------------------------------------------------- ; tacando estrela grande [Statedef 1020] type = S movetype= A physics = S juggle = 6 poweradd= -330 velset = 0,0 anim = 40 ctrl = 0 sprpriority = 2 [State 1020, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1021 ctrl = 0 ;--------------------------------------------------------------------------- ;tacando estrela grande [Statedef 1021] type = S movetype= A physics = S juggle = 8 velset = 0,0 ctrl = 0 anim = 1021 [State 1021, 1] type = HitOverride trigger1 = animelem = 1 attr = SCA, AA, AP, AT stateno = 196 time = 71 [State 1021, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100,9 [State 1021, 2] type = PlaySnd trigger1 = AnimElem = 11 value = 100,3 [State 1021, 3] type = PlaySnd trigger1 = AnimElem = 12 value = 100,1 [State 1021, 4] type = PlaySnd trigger1 = AnimElem = 12 value = 100,4 [State 1021, 4] type = Projectile trigger1 = AnimElem = 12 projanim = 1022 projhitanim = 1023 offset = 40,-60 velocity = 11, 0 remvelocity = 9, 0 projshadow = -1 velmul = 1.01, 1 accel = 0,0 projhits = 1 projmisstime = 2 attr = S, HP guard.sparkno = S673 sparkno = 11 damage = 120, 10 animtype = med getpower = 10 givepower = 5 guardflag = MA hitflag = MAFP guard.pausetime = 0,13 pausetime = 0,8 sparkxy = 15, 0 hitsound = s100,13 guardsound = s100,12 ground.type = high ground.slidetime = 5 ground.hittime = 18 ground.velocity = -3,-5 air.velocity = -3,-4.5 guard.velocity = -9 airguard.velocity = -3,-4 ground.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 1021, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Oiroke no Jutsu [Statedef 1080] type = S movetype= A physics = N velset = 0,0 poweradd= -3000 anim = 1080 ctrl = 0 [State 1080, 1] type = HitOverride trigger1 = animelem = 22 attr = SCA, AA, AP, AT stateno = 1184 time = 170 [State 1080, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 100 pos = 0,0 anim = S3051 sound = S100, 9 poweradd = 0 movetime = 100 darken = 0 [State 1080,1] type = PlaySnd trigger1 = animelem = 5 value = 110,10 [State 1080,1] type = PlaySnd trigger1 = animelem = 20 value = 120,12 [State 1080,1] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 1080,1] type = PlaySnd trigger1 = animelem = 36 value = 120,4 [State 1080,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1080,Explod] type = Explod trigger1 = animelem = 36 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1080,1] type = helper trigger1 = AnimElem = 28 name = "helper" id = 1180 pos = -12,-90 postype = p1 stateno = 1180 helpertype = normal ownpal = 1 keyctrl = 0 [State 1080,2] type = helper trigger1 = time = 185 name = "helper" id = 1181 pos = -12,-90 postype = p1 stateno = 1181 helpertype = normal ownpal = 1 keyctrl = 0 [State 1080,2] type = helper trigger1 = time = 190 name = "helper" id = 1182 pos = -12,-90 postype = p1 stateno = 1182 helpertype = normal ownpal = 1 keyctrl = 0 [State 1080, 1] type = HitDef Trigger1 = animelem = 22 attr = S, NA hitflag = MAF pausetime = 2,200 priority = 5 guardflag = MA sparkno = S7503 sparkxy = -10, -80 [State 1080, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;haren no Jutsu [Statedef 10800] type = S movetype= A physics = N velset = 0,0 poweradd= -3000 anim = 1080 ctrl = 0 [State 10800, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 100 pos = 0,0 anim = S3051 sound = S100, 9 poweradd = 0 movetime = 100 darken = 0 [State 1080,1] type = PlaySnd trigger1 = animelem = 5 value = 40,12 [State 1080,1] type = PlaySnd trigger1 = animelem = 20 value = 120,12 [State 10800,1] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 10800,1] type = PlaySnd trigger1 = animelem = 36 value = 120,4 [State 10800,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10800,Explod] type = Explod trigger1 = animelem = 36 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10800,1] type = helper trigger1 = AnimElem = 28 name = "helper" id = 1180 pos = -12,-90 postype = p1 stateno = 1180 helpertype = normal ownpal = 1 keyctrl = 0 [State 10800,2] type = helper trigger1 = time = 185 name = "helper" id = 1181 pos = -12,-90 postype = p1 stateno = 1181 helpertype = normal ownpal = 1 keyctrl = 0 [State 10800,2] type = helper trigger1 = time = 190 name = "helper" id = 1182 pos = -12,-90 postype = p1 stateno = 1182 helpertype = normal ownpal = 1 keyctrl = 0 [State 10800, 1] type = HitDef Trigger1 = animelem = 22 attr = S, NA hitflag = MAF pausetime = 2,200 priority = 5 guardflag = MA sparkno = S7503 sparkxy = -10, -80 ;---------------- [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone1" id = 10801 pos = 60,0 postype = p1 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone2" id = 10801 pos = -100,0 postype = p1 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone3" id = 10801 pos = -60,0 postype = p1 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone4" id = 10801 pos = 100,0 postype = p1 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone5" id = 10801 pos = 150,0 postype = p1 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone6" id = 10801 pos = -140,0 postype = p1;p2 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone7" id = 10801 pos = -100,0 postype = p1;p2 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone8" id = 10801 pos = -60,0 postype = p1;p2 stateno = 10801 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone deitada 9" id = 10802 pos = -20,0 postype = p1;p2 stateno = 10802 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 22 name = "sexy clone deitada 10" id = 10802 pos = 200,0;60,0 postype = p1 stateno = 10802 helpertype = normal ownpal = 0 keyctro = 0 ;---------- [State 10800, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;clones haren no Jutsu [Statedef 10801] type = S movetype= A physics = N velset = 0,0 anim = 10800 ctrl = 0 [State 10801,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 10801,1] type = PlaySnd trigger1 = animelem = 1 value = 120,12 [State 10801,1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 10801,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10801,1] type = helper trigger1 = AnimElem = 7 name = "helper" id = 10803 pos = -12,-90 postype = p1 stateno = 10803 helpertype = normal ownpal = 1 keyctrl = 0 [State 10801, 5] type = ChangeState trigger1 = AnimTime = 0 value = 6006 ctrl = 0 ;------------------------------------------------------------ ;clones haren no Jutsu deitada [Statedef 10802] type = S movetype= A physics = N velset = 0,0 anim = 10801 sprpriority = 15 ctrl = 0 [State 10802,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 10802,1] type = PlaySnd trigger1 = animelem = 1 value = 120,12 [State 10802,1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 10802,1] type = helper trigger1 = AnimElem = 3 name = "helper" id = 10803 pos = -12,-10 postype = p1 stateno = 10803 helpertype = normal ownpal = 1 keyctrl = 0 [State 10802,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10802, 5] type = ChangeState trigger1 = AnimTime = 0 value = 6006 ctrl = 0 ;-------------------------------------------------------------------- ;beijo cora鈬o dos clones [Statedef 10803] type = S movetype= A physics = N velset = 0,0 anim = 1180 sprpriority = 15 ctrl = 0 [State 10803, VelSet] type = VelSet trigger1 = 1 x = 2.5;3 y = cos(time*.2)*4;*1 [State 10803, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 30, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 3, 20 guard.sparkno = S675 sparkno = S1181 sparkxy = -10, -10 hitsound = S6, 6 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2,-12 air.velocity = -2,-12 p1stateno = 1183 fall = 1 fall.recover = 0 [State 10803,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 10803, DestroySelf] type = DestroySelf trigger1 = time = 400 ;-------------------------------------------------------------------- ;Oiroke no Jutsu beijo cora鈬o [Statedef 1180] type = S movetype= A physics = N velset = 0,0 anim = 1180 sprpriority = 15 ctrl = 0 [State 1180, VelSet] type = VelSet trigger1 = 1 x = 2.5;3 y = cos(time*.2)*4;*1 [State 1180, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 100, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 3, 20 guard.sparkno = S675 sparkno = S1181 sparkxy = -10, -10 hitsound = S6, 6 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2,-12 air.velocity = -2,-12 p1stateno = 1183 fall = 1 fall.recover = 0 [State 1180,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 1180, DestroySelf] type = DestroySelf trigger1 = time = 400 ;-------------------------------------------------------------------- ;Oiroke no Jutsu beijo cora鈬o 2 [Statedef 1181] type = S movetype= A physics = N velset = 0,0 anim = 1180 sprpriority = 15 ctrl = 0 [State 1181, VelSet] type = VelSet trigger1 = 1 x = 2.5;1;3 y = cos(time*.2)*4;*1 [State 1181, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 100, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 3, 20 guard.sparkno = S675 sparkno = S1181 sparkxy = -10, -10 hitsound = S6, 6 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2,-12 air.velocity = -2,-12 p1stateno = 1183 fall = 1 fall.recover = 0 [State 1181,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 1181, DestroySelf] type = DestroySelf trigger1 = time = 400 ;-------------------------------------------------------------------- ;Oiroke no Jutsu beijo cora鈬o 3 [Statedef 1182] type = S movetype= A physics = N velset = 0,2 anim = 1180 sprpriority = 15 ctrl = 0 [State 1182, VelSet] type = VelSet trigger1 = 1 x = 2.5;1;3 y = cos(time*.2)*4;*1 [State 1182, HitDef] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 100, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 3, 20 guard.sparkno = S675 sparkno = S1181 sparkxy = -10, -10 hitsound = S6, 6 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2,-12 air.velocity = -2,-12 p1stateno = 1183 fall = 1 fall.recover = 0 [State 1182,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 1182, DestroySelf] type = DestroySelf trigger1 = time = 400 ;-------------------------------------------------------------------- ;cora鈬o se separando [Statedef 1183] type = S movetype= A physics = N velset = 0,2 anim = 1181 sprpriority = 15 ctrl = 0 [State 1183, DestroySelf] type = DestroySelf trigger1 = time = 20 ;---------------------------------------------------------------------- ;Oiroke no Jutsu com roupa normal [StateDef 1184] type = S ;movetype= A ;physics = S ;juggle = 1 velset = 0,0 poweradd= -1000 ctrl = 0 anim = 1081 [State 1184, 1] type = HitOverride trigger1 = animelem = 22 attr = SCA, AA, AP, AT stateno = 196 time = 163 [State 1184,1] type = PlaySnd trigger1 = animelem = 5 value = 110,10 [State 1184,1] type = PlaySnd trigger1 = animelem = 20 value = 120,13 [State 1184,1] type = PlaySnd trigger1 = animelem = 25 value = 120,14 [State 1184,1] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 1184,1] type = PlaySnd trigger1 = animelem = 28 value = 120,4 [State 1184,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1184,Explod] type = Explod trigger1 = animelem = 28 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1080, 1] type = HitDef Trigger1 = animelem = 22 attr = S, NA hitflag = MAF pausetime = 2,200 priority = 5 guardflag = MA sparkno = s3666 [State 1080, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;Oiroke no Jutsu gorda [StateDef 1185] type = S movetype= A physics = S juggle = 1 velset = 0,0 poweradd= -1000 ctrl = 0 anim = 1082 [State 1185, EnvShake] type = EnvShake trigger1 = AnimElem = 24 time = 20 freq = 150 ampl = -6 phase = 90 [State 1085, 1] type = PlaySnd trigger1 = AnimElem = 24 value = 110,13 volume = 250 [State 1185,1] type = PlaySnd trigger1 = animelem = 5 value = 110,10 [State 1185,1] type = PlaySnd trigger1 = animelem = 20 value = 120,13 [State 1185,1] type = PlaySnd trigger1 = animelem = 25 value = 120,14 [State 1185,1] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 1185,1] type = PlaySnd trigger1 = animelem = 29 value = 120,4 [State 1185,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1185,Explod] type = Explod trigger1 = animelem = 29 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1185, 3] type = HitDef trigger1 = animelem = 24 attr = C, NA damage = 72 hitflag = MAFD pausetime = 2,2 guard.sparkno = S33675 sparkno = S33671 sparkxy = -5,-10 hitsound = 533,2 guardsound = 633,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 1185, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;fuma軋 da chegada do clone [Statedef 10821] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 199 ctrl = 0 sprpriority = 30 [State 1082, 4] type = ChangeState trigger1 = animelem = 3 value = 10822 ctrl = 0 ;--------------------------------------------------------------------- ;clone naruto [Statedef 10822] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 10822, 1] type = HitDef Trigger1 = animelem = 2 Trigger2 = animelem = 3 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10851 [State 10822, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10851 time = -1 [State 10822, 4] type = ChangeState trigger1 = Time = 330 value = 60040;10824 ctrl = 0 ;-------------------------------------------------------------------- ;clone naruto correndo frente [Statedef 10851] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10851 ctrl = 0 sprpriority = 6 [State 10851, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 10851, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = 8 [State 10851, 1] type = HitDef trigger1 = Time = 0 attr = A, NA animtype = hard damage = 0, 0 getpower = 0 guardflag = A pausetime = 1,1 sparkno = -1 sparkxy = 0,-90 snap = 0, 0, 0, 1 hitsound = -1 guardsound = -1 ground.type = High ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0 guard.velocity = 0 p1stateno = 10823 air.velocity = 0,0 airguard.velocity = 0,0 air.fall = 1 [State 10851, 4] type = ChangeState trigger1 = time = 50 value = 10823 ctrl = 0 ;-------------------------------------------------------------------- ;clone golpeando [Statedef 10823] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 10823,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 10823, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 fall = 1 [State 1082, 4] type = ChangeState trigger1 = time = 33 value = 60040;10852 ctrl = 0 ;---------------------------------------------------------- ;clone naruto 2 [Statedef 10852] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 10852, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10853 [State 10852, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10853 time = -1 [State 10852, 4] type = ChangeState trigger1 = Time = 20 value = 10853 ctrl = 0 ;------------------------------------------------------------------- ;clone naruto correndo tras [Statedef 10853] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = -8,0 anim = 10852 ctrl = 0 sprpriority = 6 [State 10853, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 10853, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 10853, 4] type = ChangeState trigger1 = time = 20 value = 10825 ctrl = 0 ;------------------------------------------------------- ;clone naruto 3 [Statedef 10825] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10824 ctrl = 0 sprpriority = 6 [State 10825, 1] type = HitDef Trigger1 = animelem = 1 Trigger2 = animelem = 2 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10826 [State 10825, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10824 time = -1 [State 10825, 4] type = ChangeState trigger1 = Time = 330 value = 60040;10824 ctrl = 0 ;----------------------------------------------------------------- ;clone golpeando 2 [Statedef 10826] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 10826,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 10826, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-7 air.velocity = -7,-7 fall = 1 [State 10826, 4] type = ChangeState trigger1 = time = 33 value = 10825 ctrl = 0 ;-------------------------------------------------------------------- ;fuma軋 da saida do clone [Statedef 10824] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 199 ctrl = 0 sprpriority = 6 [State 10824,1 ] type = DestroySelf trigger1 = time = 45 ;--------------------------------------------------------------------------- ;naruto saindo [StateDef 1085] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1085 poweradd = 90 [State 1085, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 1085, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 1085, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1085, 4] type = DestroySelf trigger1 = Time = 150 ;--------------------------------------------------------------------------- ;tacando kunai [Statedef 1010] type = S movetype= A physics = S juggle = 4 poweradd= 10 velset = 0,0 anim = 1009 ctrl = 0 sprpriority = 2 [State 1010, 8] type = ChangeState trigger1 = AnimTime = 0 value = 1011 ctrl = 0 ;------------------------------------------------------------- ;tacando kunai [StateDef 1011] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1005 poweradd = 20 [State 1011, 2] type = PlaySnd trigger1 = AnimElem = 6 value = 101,0 volume = 200 [State 1011, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 110,9 ;volume = 200 [State 1011, 1] type = Projectile trigger1 = AnimElem = 6 projanim = 1004 projhitanim = 1004 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 60,-53 velocity = 10 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S674 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;atacando com kunai [Statedef 1012] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1012, 8] type = ChangeState trigger1 = AnimTime = 0 value = 1013 ctrl = 0 ;------------------------------------------------------------- ;atacando com kunai [StateDef 1013] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 1008 poweradd = 0 [State 1013, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 trigger8 = animelem = 10 trigger9 = animelem = 11 attr = SCA, AA, AP, AT stateno = 1960 time = 27 [State 1013, VelSet] type = VelSet trigger1 = animelem = 4 x = 30 [State 1013,1] type = Explod trigger1 =AnimElem = 7 anim = 1215 id = 1215 pos = 40,-50 postype = p1 bindtime = 14 removetime = 14 supermovetime = 14 sprpriority = 2 ownpal = 1 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 40,5 volume = 200 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 7 value = 100,3 [State 1013, 2] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 attr = S, HA animtype = light damage = 60,10 getpower = 0 givepower = 0 guardflag = M pausetime = 2,30 guard.sparkno = S673 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = -5 air.velocity = -5 snap = 70, 0, 0, 1 kill = 1 [State 1013, HitDef] type = HitDef trigger1 = AnimElem = 6 attr = A, NA damage = 30, 5 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 2, 9 guard.sparkno = S673 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 [State 1013, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = A, NA damage = 30, 10 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S673 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 [State 100, 4] type = AfterImage trigger1 =AnimElem = 4 time = 15 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 volume = 200 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 110,7 volume = 200 [State 1013, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------- ;naruto kawarimi [Statedef 1960] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 196 ctrl = 0 sprpriority = 2 [State 1960,1 ] type = Helper trigger1 = animelem = 8 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 1960, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 1960, 2] type = ChangeState trigger1 = animTime = 0 value = 10130 ctrl = 0 ;--------------------------------------------------------------------- ; atacando com kunai kawarimi [StateDef 10130] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 10080 poweradd = 90 [State 10130, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 9 trigger3 = animelem = 10 trigger4 = animelem = 11 trigger5 = animelem = 12 attr = SCA, AA, AP, AT stateno = 12101 time = 80 [State 10130, 1] type = PosAdd trigger1 = Time = 0 x = 200 [State 1019, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 10130,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10130, VelSet] type = VelSet trigger1 = animelem = 2 x = -30 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 40,5 volume = 200 [State 10130, VelSet] type = VelSet trigger1 = animelem = 5 x = 30 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 40,5 volume = 200 [State 10130,1] type = Explod trigger1 =AnimElem = 8 anim = 1215 id = 1215 pos = 40,-50 postype = p1 bindtime = 14 removetime = 14 supermovetime = 14 sprpriority = 2 ownpal = 1 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 8 value = 100,3 ;---------------------- [State 10130, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, HA animtype = light damage = 50,10 getpower = 0 givepower = 0 guardflag = M pausetime = 2,30 guard.sparkno = S673 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = -5 air.velocity = -5 snap = 70, 0, 0, 1 kill = 1 [State 10130, 2] type = HitDef trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 attr = S, HA animtype = light damage = 50,10 getpower = 0 givepower = 0 guardflag = M pausetime = 2,30 guard.sparkno = S673 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = -5 air.velocity = -5 snap = 70, 0, 0, 1 kill = 1 ;---------------------------- [State 10130, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 50, 10 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 2, 9 guard.sparkno = S673 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 ;------------------------- [State 10130, HitDef] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 50, 10 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S673 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 2 guardsound = S100, 12 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,2;-9,-2 air.velocity = 7,3;-7,-3 fall = 1 fall.recover = 0 [State 10130, 4] type = AfterImage trigger1 =AnimElem = 2 time = 15 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10130, 4] type = AfterImage trigger1 =AnimElem = 5 time = 15 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 101,0 volume = 200 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 5 value = 101,0 volume = 200 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 110,7 volume = 200 [State 10130, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 110,7 volume = 200 [State 10130, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------------- ; tacando estrela pequena [Statedef 1000] type = S movetype= A physics = S juggle = 4 poweradd= 10 velset = 0,0 anim = 1009 ctrl = 0 sprpriority = 2 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1001 ctrl = 0 ;--------------------------------------------------------------------------------------------- ; tacando estrela pequena [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 10 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 volume = 200 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 120,11 ;volume = 200 [State 1001, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 60,-60 velocity = 8 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------ ;invocando Oyabin [StateDef 1014] type = S movetype= A physics = S juggle = 1 velset = 0,0 poweradd= -3000 ctrl = 0 anim = 1014 [State 1014, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 75 pos = 0,0 anim = S3666 sound = S1666, 9 poweradd = 0 movetime = 75 darken = 0 [State 1014, BGPalFX] type = BGPalFX trigger1 = animelem = 1 time = 100 add = 0,0,0 sinadd = -255,-255,-255,255 [State 1014,2] type = Explod trigger1 =AnimElem = 4 anim = 3 id = 3 pos = -10,0 postype = p1 bindtime = 90 removetime = 90 supermovetime = 90 ownpal = 1 [State 1014,1] type = Explod trigger1 =AnimElem = 4 anim = 10260 id = 10260 pos = -10,0 postype = p1 bindtime = 90 removetime = 90 supermovetime = 90 ownpal = 1 [State 1014, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 120,2 volume = 250 [State 1014, 2] type = PlaySnd trigger1 = AnimElem = 10 value = 120,4 volume = 250 [State 1014, 3] type = Explod trigger1 = AnimElem = 10 anim = 1214 pos = 0,20 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1014,1] type = helper trigger1 = AnimElem = 10 name = "helper1" id = 1015 pos = 0,0 postype = p1 stateno = 1015 helpertype = normal ownpal = 1 keyctrl = 0 [State 1014,1] type = helper trigger1 = AnimElem = 10 name = "helper1" id = 1017 pos = 0,0 postype = p1 stateno = 1017 helpertype = normal ownpal = 1 keyctrl = 0 [State 1014, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------ ;oyabin chegando [StateDef 1015] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1015 sprpriority = 0 poweradd = -2000 [State 1015, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1015, 1] type = PlaySnd trigger1 = AnimElem = 18 value = 120,0 volume = 250 [State 1015, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 120,3 volume = 250 [State 1015, 2] type = PlaySnd trigger1 = AnimElem = 23 value = 120,4 volume = 250 [State 1014, 3] type = Explod trigger1 = AnimElem = 23 anim = 1214 pos = 0,20 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1014, 1] type = Projectile trigger1 = AnimElem = 18 projanim = 1013 projhitanim = 1013 projsprpriority = 30 projpriority = 9 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 80,-90 velocity = 15, 7 attr = S, SP damage = 300,300 getpower = 50,10 animtype = heavy ;guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s6, 5 guardsound = s100,12 guard.sparkno = S672 sparkno = S1012 sparkxy = 35, 20 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 p2stateno = 5050 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1015, EnvShake] type = EnvShake trigger1 = AnimElem = 18 time = 150 freq = 150 ampl = -6 phase = 90 [State 1015, DestroySelf] type = DestroySelf trigger1 = animelem = 23 ;--------------------------------------------------------- ;oyabin helper invisivel [StateDef 1017] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 1010 sprpriority = 1 [State 1017, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF ;priority = 4, Hit pausetime = 1, 20 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1017, DestroySelf] type = DestroySelf trigger1 = time = 310 ;-------------------------------------------------------------------- ;------------------------------------------------------------ ;invocando Gamakichi [StateDef 10014] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1014 [State 10014, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 75 pos = 0,0 anim = S3666 sound = S1666, 9 poweradd = 0 movetime = 75 darken = 0 [State 10014, BGPalFX] type = BGPalFX trigger1 = animelem = 1 time = 100 add = 0,0,0 sinadd = -255,-255,-255,255 [State 10014,2] type = Explod trigger1 =AnimElem = 4 anim = 3 id = 3 pos = -10,0 postype = p1 bindtime = 90 removetime = 90 supermovetime = 90 ownpal = 1 [State 10014,1] type = Explod trigger1 =AnimElem = 4 anim = 10260 id = 10260 pos = -10,0 postype = p1 bindtime = 90 removetime = 90 supermovetime = 90 ownpal = 1 [State 10014, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 120,2 volume = 250 [State 10014, 2] type = PlaySnd trigger1 = AnimElem = 10 value = 120,4 volume = 250 [State 10014, 3] type = Explod trigger1 = AnimElem = 10 anim = 1214 pos = 0,20 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 10014,1] type = helper trigger1 = AnimElem = 10 name = "helper1" id = 10015 pos = 60,0 postype = p1 stateno = 10015 helpertype = normal ownpal = 1 keyctrl = 0 [State 10014, 1] type = ChangeState trigger1 = AnimTime = 0 value = 10016 ctrl = 0 ;------------------------------------------------------------ ;Gamakichi chegando [StateDef 10015] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 10015 sprpriority = 1 poweradd = -500 [State 10015, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 100,6 volume = 250 [State 10015, 2] type = PlaySnd trigger1 = time = 200 value = 120,4 volume = 250 [State 10015,1] type = Explod trigger1 = time = 195 anim = 199 id = 191 pos = 0,10 postype = p1 sprpriority = 9 supermovetime = 45 ownpal = 1 [State 10015, DestroySelf] type = DestroySelf trigger1 = time = 200 ;------------------------------------------------------------ ;Gamakichi naruto bravo [StateDef 10016] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 1 anim = 10016 [State 10015, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 100,8 volume = 250 [State 10016, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------ ;invocando clone zuado [StateDef 10017] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 10017 [State 10017,PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 110,0 [State 10017,PlaySnd] type = PlaySnd trigger1 = animelem = 21 value = 120,4 [State 10017,1] type = Explod trigger1 =AnimElem = 2 anim = 1121 id = 1121 pos = 0,0 postype = left bindtime = 128 removetime = 128 supermovetime = 128 ownpal = 1 [State 10017,1] type = helper trigger1 = AnimElem = 21 name = "clone1" id = 10018 pos = 70,0 postype = p1 stateno = 10018 helpertype = normal ownpal = 1 keyctrl = 0 [State 10017,1] type = helper trigger1 = AnimElem = 21 name = "clone2" id = 10019 pos = -70,0 postype = p1 stateno = 10019 helpertype = normal ownpal = 1 keyctrl = 0 [State 10017,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = 70,15 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10017,Explod] type = Explod trigger1 = animelem = 21 anim = 199 id = 10017 pos = -70,15 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10017, 1] type = ChangeState trigger1 = AnimTime = 0 value = 10020 ctrl = 0 ;------------------------------------------------------------- ;clone zuado 1 chegando [StateDef 10018] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 10018 sprpriority = 20 [State 10018,Explod] type = Explod trigger1 = time = 195 anim = 199 id = 10017 pos = 0,15 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10018,PlaySnd] type = PlaySnd trigger1 = time = 200 value = 120,4 [State 10018, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------- ;clone zuado 2 chegando [StateDef 10019] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 10019 sprpriority = 20 [State 10019,Explod] type = Explod trigger1 = time = 195 anim = 199 id = 10017 pos = 0,15 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 10019,PlaySnd] type = PlaySnd trigger1 = time = 200 value = 120,4 [State 10019, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------- ;clone zuado naruto bravo [StateDef 10020] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 1 anim = 10020 [State 10015, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 101,11 ;volume = 250 [State 10020, 2] type = PlaySnd trigger1 = AnimElem = 7 value = 100,8 volume = 250 [State 10020, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;super voadora [StateDef 1016] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 640 poweradd = 0 [State 1016,1 ] type = VelSet trigger1 = animelem = 2 x = 20 y = 5 [State 1017, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 101, 1 [State 1017, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 7 [State 1017, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 80, 60 getpower = 58 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -50 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 p1stateno = 1225 fall = 1 [State 100, 4] type = AfterImage trigger1 =AnimElem = 2 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1016, 1] type = ChangeState trigger1 = Pos Y >= 1 trigger1 = Vel Y > 1 value = 50 ctrl = 0 ;---------------------------------------------------------------- ;tacando estrela do alto [StateDef 1018] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1018 poweradd = 10 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 volume = 200 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 110,4 volume = 200 [State 1018, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-58 velocity = 9, 5 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1018, 1] type = ChangeState trigger1 = animtime = 0 value = 1225 ctrl = 0 ;---------------------------------------------------------------- ;tacando estrela grande do alto [StateDef 1019] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1019 [State 1019,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 1019, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 1019, 1] type = PosAdd trigger1 = animelem = 1 x = 200 y = -80 [State 1019, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 volume = 200 [State 1019, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 110,4 volume = 200 [State 1019, 4] type = Projectile trigger1 = AnimElem = 4 projanim = 1022 projhitanim = 1023 offset = 9,-50 velocity = -9, 5 remvelocity = -9, 5 projshadow = -1 velmul = 1.01, 1 accel = 0,0 projhits = 1 projmisstime = 2 attr = S, HP guard.sparkno = S673 sparkno = 11 damage = 120, 10 animtype = med getpower = 10 givepower = 5 guardflag = MA hitflag = MAFP guard.pausetime = 0,13 pausetime = 0,8 sparkxy = 15, 0 hitsound = s100,13 guardsound = s100,12 ground.type = high ground.slidetime = 5 ground.hittime = 18 ground.velocity = -3,-5 air.velocity = -3,-4.5 guard.velocity = -9 airguard.velocity = -3,-4 ground.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 1019, 1] type = ChangeState trigger1 = animtime = 0 value = 1115 ctrl = 0 ;------------------------------------------------- ;estrela grando do alto pulo para tras [Statedef 1115] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 4433 ctrl = 0 [State 1115, 5] type = VelSet trigger1 = AnimElem = 1 x = 3;-3 y = -5 [State 1115, 0] type = veladd trigger1 = 1 y = 0.5 [State 1115, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 50 ctrl = 0 ;---------------------------------------------------------------- ;invocando clone naruto [Statedef 4000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 10017 ctrl = 0 sprpriority = 2 poweradd = -3000 [State 4000,PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 110,0 [State 4000, SuperPause ] type = SuperPause trigger1 = AnimElem = 4 time = 133 pos = 0,0 anim = S3666 sound = S1666, 9 poweradd = 0 movetime = 75 darken = 0 [State 4000, BGPalFX] type = BGPalFX trigger1 = animelem = 4 time = 133 add = 0,0,0 sinadd = -255,-255,-255,255 [State 4000,1] type = Explod trigger1 =AnimElem = 4 anim = 4000 id = 1121 pos = 0,0 postype = left bindtime = 133 removetime = 133 supermovetime = 133 ownpal = 1 [State 4000,5] type = helper trigger1 = AnimElem = 20 name = "clone1" id = 4001 pos = 60,0 postype = p1 stateno = 4001 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 20 name = "clone2" id = 4001 pos = -100,0 postype = p1 stateno = 4001 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 20 name = "clone3" id = 4001 pos = -60,0 postype = p1 stateno = 4001 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 20 name = "clone4" id = 4001 pos = 100,0 postype = p1 stateno = 4001 helpertype = normal ownpal = 0 keyctro = 0 [State 4000,5] type = helper trigger1 = AnimElem = 20 name = "clone5" id = 4001 pos = 140,0 postype = p1 stateno = 4001 helpertype = normal ownpal = 0 keyctro = 0 [State 4000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------- ;chegada clone naruto inicio [Statedef 4001] type = S movetype = A physics = S anim = 0 ctrl = 10822 velset = 0,0 sprpriority = 3 [State 4001,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 4001,1] type = Explod trigger1 = AnimElem = 1 anim = 199 id = 199 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 4001, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 120 [State 4001, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 6000 [State 4001, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 4001,1] type = ChangeState trigger1 = Animtime = 0 value = 6000 ;---------------------------------------------------------------- ;clone naruto indo para cima [Statedef 6000] type = S movetype = A physics = S anim = 110 ctrl = 0 velset = 0,0 sprpriority = 3 [State 6000, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 attr = SCA, AA, AP, AT stateno = 6006 time = 24 [State 6000, 3] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 trigger4 = AnimElem = 9 value = 40,0 [State 6000,1] type = VarSet trigger1 = time = 0 v = 6 value = 0 [State 6000,3] type = AssertSpecial trigger1 = 1 flag = nomusic [State 6000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 6000,1] type = Velset trigger1 = animelem = 3 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 x = 5 [State 6000, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 6002 [State 6000, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6000,1] type = ChangeState trigger1 = P2BodyDist X < 18 trigger1 = time = 60 value = 6002 [State 6000,1] type = ChangeState trigger1 = P2BodyDist X > 17 trigger1 = time = 60 value = 6001 ;---------------------------------------------- ;clone indo para cime 2 [Statedef 60000] type = S movetype = A physics = S anim = 110 ctrl = 0 velset = 0,0 sprpriority = 3 [State 60000, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 attr = SCA, AA, AP, AT stateno = 6006 time = 24 [State 60000, 3] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 trigger4 = AnimElem = 9 value = 40,0 [State 60000,1] type = VarSet trigger1 = time = 0 v = 6 value = 0 [State 60000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 60000,1] type = Velset trigger1 = animelem = 3 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 x = 5 [State 60000, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 60020 [State 60000, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 60000,1] type = ChangeState trigger1 = P2BodyDist X < 18 trigger1 = time = 60 value = 60020 [State 60000,1] type = ChangeState trigger1 = P2BodyDist X > 17 trigger1 = time = 60 value = 60010 ;---------------------------------------------- ;clone chute forte [Statedef 6001] type = S movetype = A physics = S anim = 250 ctrl = 0 velset = 4,0 sprpriority = 3 [State 6001, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 trigger9 = animelem = 9 trigger10 = animelem = 10 trigger11 = animelem = 11 attr = SCA, AA, AP, AT stateno = 6006 time = 47 [State 6001,1] type = VarRandom trigger1 = time >= 1 v = 19 range = 0,100 [State 6001, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 120,9 ;volume = 200 [State 6001, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger1 = var(19) >= 50 value = 240, 4 volume = 9999 channel = 0 [State 6001, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 5 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-6 air.velocity = -7,-6 fall = 1 fall.recover = 0 p1stateno = 60040 [State 6001, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 6001, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6001,1] type = ChangeState trigger1 = Animtime = 0 value = 6000 ;---------------------------------------------- ;clone soco medio [Statedef 60010] type = S movetype = A physics = S anim = 210 ctrl = 0 velset = 4,0 sprpriority = 3 [State 60010, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 attr = SCA, AA, AP, AT stateno = 6006 time = 20 [State 60010,1] type = VarRandom trigger1 = time >= 1 v = 19 range = 0,100 [State 60010, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 10,0 guardflag = MA pausetime = 8,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 60010, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 60010, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 60010,1] type = ChangeState trigger1 = Animtime = 0 value = 6004 ;---------------------------------------------- ;clone naruto soco forte [Statedef 6002] type = S movetype = A physics = S anim = 215 ctrl = 0 velset = 4,0 sprpriority = 3 [State 6002, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 35 [State 6002, VelSet] type = VelSet trigger1 = animelem = 3 x = 8 [State 6002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 110, 5 volume = 200 [State 6002,1] type = Explod trigger1 =AnimElem = 3 anim = 216 id = 216 pos = 0,10 postype = p1 bindtime = 16 removetime = 16 supermovetime = 16 ownpal = 1 [State 6002, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 p1stateno = 6004 [State 6002, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 6002,1] type = VarRandom trigger1 = time = 0 v = 5 range = 0,1 [State 6002, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6002,0] type = ChangeState trigger1 = AnimTime = 0 value = 6003+Var(5) ;----------------------------------------------------- ;clone naruto soco medio [Statedef 60020] type = S movetype = A physics = S anim = 210 ctrl = 0 velset = 4,0 sprpriority = 3 [State 60020, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 attr = SCA, AA, AP, AT stateno = 6006 time = 20 ;--------------------------- [State 60020, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 10,0 guardflag = MA pausetime = 8,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 60020, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 60020, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 60020,0] type = ChangeState trigger1 = AnimTime = 0 value = 6003+Var(5) ;---------------------------------------------- ;clone naruto chute fraco [Statedef 6003] type = S movetype = A physics = S anim = 230 ctrl = 0 velset = 4,0 sprpriority = 3 [State 6003, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 37 [State 6003, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 6003, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 120,10 volume = 200 [State 6003, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 10,0 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 6003, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6003,1] type = ChangeState trigger1 = Animtime = 0 value = 6005 ;---------------------------------------------- ;stand 1 clone naruto [Statedef 6004] type = S movetype = A physics = S anim = 0 ctrl = 10824 velset = 4,0 sprpriority = 3 [State 6004, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 120 [State 6004, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 60010 [State 6004, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6004,1] type = ChangeState trigger1 = Animtime = 0 value = 6005 ;--------------------------------------------- ;stand 2 clone naruto [Statedef 60040] type = S movetype = A physics = S anim = 10824 ctrl = 0 velset = 0,0 sprpriority = 3 [State 60040, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 120 [State 60040, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 60020 [State 60040, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 60040,1] type = ChangeState trigger1 = Animtime = 0 value = 60000 ;---------------------------------------------- ;clone naruto correndo [Statedef 6005] type = S movetype = A physics = S anim = 110 ctrl = 0 velset = 0,0 sprpriority = 3 [State 6005, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 trigger7 = animelem = 7 trigger8 = animelem = 8 attr = SCA, AA, AP, AT stateno = 6006 time = 24 [State 6005, 3] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 trigger4 = AnimElem = 9 value = 40,0 [State 6005,1] type = VarAdd trigger1 = time = 0 var(6) = 1 [State 6005,3] type = AssertSpecial trigger1 = 1 flag = nomusic [State 6005,1] type = turn triggerall = P2BodyDist X < 20;X < 0 trigger1 = time =10 trigger2 = time =20 trigger3 = time =30 trigger4 = time =40 trigger5 = time =50 trigger6 = time =60 trigger7 = time =70 [State 6005,1] type = Velset trigger1 = animelem = 3 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 x = 5 [State 6005,1] type = ChangeState trigger1 = Var(6) = 7 value = 6006 [State 6005, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 6001 [State 6005, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 6005,1] type = ChangeState trigger1 = P2BodyDist X < 10 trigger1 = time = 60 value = 6002 [State 6005,1] type = ChangeState trigger1 = P2BodyDist X > 9 trigger1 = time = 60 value = 6001 ;------------------------------------ ;clone sendo destruido [Statedef 6006] type = S movetype = I physics = S anim = 199 ctrl = 0 velset = 0,0 sprpriority = 3 [State 6006,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 6006,1] type = destroyself trigger1 = time = 45 ;--------------------------------------------------------------------------- ;;tajyuu kage bushin no jutsu indo para cima [Statedef 6900] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 100 poweradd = -3000 sprpriority = 2 [State 6900, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 6900, 1] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 x = 14 [State 6900, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101,12 [State 6900, 1] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 6900, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 6900,Explod] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 6900, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 guardflag = M pausetime = 5, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 6901 fall = 0 [State 6900, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;anima鈬o para iniciar o tajyuu kage bushin no jutsu [Statedef 6901] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1219 sprpriority = 2 [State 6901, 1] type = VelSet trigger1 = AnimElem = 1 x = 16 [State 6901, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 pausetime = 5, 200 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 6902 fall = 0 [State 6901,Explod] type = Explod trigger1 = animelem = 1 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 190 ownpal = 1 [State 6901, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 6901, 7] type = ChangeState trigger1 = AnimTime = 0 trigger2 = (Vel y > 0) && (Pos y >= 0) value = 0 ctrl = 1 ;------------------------------------------------------------------- ;tajyuu kage bushin no jutsu pulo para tras [Statedef 6902] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 43 ctrl = 0 [State 6902, 5] type = VelSet trigger1 = AnimElem = 1 x = -3;-3 y = -5;-5 [State 6902, 0] type = veladd trigger1 = 1 y = 0.5 [State 6902, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 7000 ctrl = 0 ;---------------------------------------------------------------- ;tajyuu kage bushin no jutsu inicio [Statedef 7000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 100170 ctrl = 0 sprpriority = 2 poweradd = -2000 [State 7000,PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 40,11 [State 7000, BGPalFX] type = BGPalFX trigger1 = animelem = 4 time = 133 add = 0,0,0 sinadd = -255,-255,-255,255 [State 7000,1] type = Explod trigger1 =AnimElem = 4 anim = 4000 id = 1121 pos = 0,0 postype = left bindtime = 242;133 removetime = 242;133 supermovetime = 242;133 ownpal = 1 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 1" id = 7001 pos = -90,0 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 2" id = 7001 pos = -130,10 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 3" id = 7001 pos = 60,0 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 4" id = 7001 pos = 100,-20 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 5" id = 7001 pos = -60,0 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 6" id = 7001 pos = -100,-20 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 7" id = 7001 pos = 0,0 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 8" id = 7001 pos = 30,-20 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 9" id = 7001 pos = -60,0 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 10" id = 7001 pos = -100,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 11" id = 7001 pos = 60,0 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 12" id = 7001 pos = 100,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 13" id = 7001 pos = 0,0 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 20 name = "clone tacando estrela 14" id = 7001 pos = -30,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 ;------------------2ーremessa [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 15" id = 7001 pos = 10,-40 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 16" id = 7001 pos = 40,-40 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 17" id = 7001 pos = 70,-20 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 18" id = 7001 pos = 110,-40 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 19" id = 7001 pos = -70,-20 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 20" id = 7001 pos = -110,-40 postype = p1 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 ;----p2-- [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 21" id = 7001 pos = -10,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 22" id = 7001 pos = -40,-40 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 23" id = 7001 pos = -70,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 24" id = 7001 pos = -110,-40 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 21 name = "clone tacando estrela 25" id = 7001 pos = 70,-20 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 [State 7000,5] type = helper trigger1 = AnimElem = 22 name = "clone tacando estrela 26" id = 7001 pos = 110,-40 postype = p2 stateno = 7001 helpertype = normal ownpal = 0 keyctro = 0 ;----- 3ーremessa [State 4000,5] type = helper trigger1 = AnimElem = 24 name = "clone chute para cima" id = 7003 pos = -80,0 postype = p2 stateno = 7003 helpertype = normal ownpal = 0 keyctro = 0 [State 7000, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 0 ctrl = 1 [State 7000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------- ;clone tacando estrela do alto [StateDef 7001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1018 [State 7001,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7001, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7001, 1] type = PosAdd trigger1 = animelem = 1 x = 0;200 y = -80 [State 7001, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 ;volume = 200 [State 7001, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 110,4 ;volume = 200 [State 7001, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-58 velocity = 9, 5 attr = S, SP damage = 10,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,100 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 7001, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7001, 1] type = ChangeState trigger1 = animtime = 0 value = 7002 ctrl = 0 ;------------------------------------------------- ;clone naruto caindo [Statedef 7002] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 43 ctrl = 0 [State 60000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 1221, 1] type = Pause trigger1 = time = [6,44];[35,75] time = 2;5 [State 7002, 5] type = VelSet trigger1 = AnimElem = 1 x = -3 y = -5 [State 7002, 0] type = veladd trigger1 = 1 y = 0.5 [State 7002, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 70021;50 ctrl = 0 ;------------------------------------------------- ;clone naruto caindo 2 [Statedef 70020] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 4433 ctrl = 0 [State 60000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 70020, 1] type = Pause trigger1 = time = [6,44];[35,75] time = 1;5 [State 70020, 5] type = VelSet trigger1 = AnimElem = 1 x = 3 y = -5 [State 70020, 0] type = veladd trigger1 = 1 y = 0.5 [State 70020, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 70021;50 ctrl = 0 ;--------------------------------------------- ;stand clone naruto [Statedef 70021] type = S movetype = A physics = S anim = 10824 ctrl = 0 velset = 0,0 sprpriority = 3 [State 60000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 70021, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 6006 time = 120 [State 70021, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 30, Miss sparkno = -1 p1sprpriority = 1 p1stateno = 70022 [State 70021, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 70021,1] type = ChangeState trigger1 = time = 100 value = 70022 ;---------------------------------------------------------------- ;clones subindo com soco [StateDef 70022] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 4002 [State 70022,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 70022,1 ] type = VelSet trigger1 = animelem = 3 x = 20 y = -5 [State 70022, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 101, 9 [State 70022, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 5, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2,-6 air.velocity = -0,-6 fall = 1 fall.recover = 0 [State 70022, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 70022, 5] type = ChangeState trigger1 = animTime = 0 value = 70023 ctrl = 0 ;------------------------------------------------- ;clone naruto caindo final [Statedef 70023] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 43 ctrl = 0 [State 70023,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 70023, 1] type = Pause trigger1 = time = [6,44];[35,75] time = 1;5 [State 70023, 5] type = VelSet trigger1 = AnimElem = 1 x = -3 y = -5 [State 70023, 0] type = veladd trigger1 = 1 y = 0.5 [State 70023, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 60040;50 ctrl = 0 ;--------------------------------------------- ;stand clone naruto final [Statedef 70024] type = S movetype = A physics = S anim = 10824 ctrl = 0 velset = 0,0 sprpriority = 3 [State 60000,1] type = turn triggerall = P2BodyDist X < 0 trigger1 = time =10 trigger2 = time =30 trigger3 = time =50 trigger4 = time =70 [State 70021, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 70021,1] type = ChangeState trigger1 = animtime = 0 value = 6006 ;---------------------------------------------------------------- ;clones subindo com chute [StateDef 7003] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1222 [State 7003,1 ] type = VelSet trigger1 = animelem = 5 x = 20 y = -5 [State 7003, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 7003, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 40, 6 [State 7003,Explod] type = Explod trigger1 = animelem = 1 anim = 1224 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7003, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7003, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-7;-6 air.velocity = -7,-7;-6 p1stateno = 7002 fall = 1 fall.recover = 0 [State 7003,5] type = helper trigger1 = AnimElem = 5 name = "clone chute para cima" id = 7004 pos = 100,0 postype = p2 stateno = 7004 helpertype = normal ownpal = 0 keyctro = 0 [State 7003, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7003, 5] type = ChangeState trigger1 = animTime = 0 value = 7002 ctrl = 0 ;---------------------------------------------------------------- ;clones subindo com chute 2 [StateDef 7004] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1223 [State 7004,1 ] type = VelSet trigger1 = animelem = 5 x = -20 y = -5 [State 7004, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 7004, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 40, 7 [State 7004,Explod] type = Explod trigger1 = animelem = 1 anim = 1224 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7004, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7004, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,-7 air.velocity = 7,-7 p1stateno = 70020 fall = 1 fall.recover = 0 [State 7004,5] type = helper trigger1 = AnimElem = 5 name = "clone chute para cima" id = 7005 pos = -100,0 postype = p2 stateno = 7005 helpertype = normal ownpal = 0 keyctro = 0 [State 7004, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7004, 5] type = ChangeState trigger1 = animTime = 0 value = 70020 ctrl = 0 ;-------------------------------------------------- ;clones subindo com chute 3 [StateDef 7005] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1222 [State 7005,1 ] type = VelSet trigger1 = animelem = 5 x = 20 y = -5 [State 7005, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 7005, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 40, 8 [State 7005,Explod] type = Explod trigger1 = animelem = 1 anim = 1224 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7005, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7005, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-7 air.velocity = -7,-7 p1stateno = 7002 fall = 1 fall.recover = 0 [State 7005,5] type = helper trigger1 = AnimElem = 5 name = "clone chute para cima" id = 7006 pos = 100,0 postype = p2 stateno = 7006 helpertype = normal ownpal = 0 keyctro = 0 [State 7005, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7005, 5] type = ChangeState trigger1 = animTime = 0 value = 7002 ctrl = 0 ;------------------------------------------------------------ ;clones subindo com chute 4 [StateDef 7006] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1223 [State 7006,1 ] type = VelSet trigger1 = animelem = 5 x = -20 y = -5 [State 7006, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 7006, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 40, 9 [State 7006,Explod] type = Explod trigger1 = animelem = 1 anim = 1224 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7006, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7006, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 9,-7 air.velocity = 7,-7 p1stateno = 70020 fall = 1 fall.recover = 0 [State 7006,5] type = helper trigger1 = AnimElem = 5 name = "clone soco para baixo" id = 7007 pos = -130,-80;-20 postype = p2 stateno = 7007 helpertype = normal ownpal = 0 keyctro = 0 [State 7006, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7006, 5] type = ChangeState trigger1 = animTime = 0 value = 70020 ctrl = 0 ;-------------------------------------------------- ;clone soco para baixo [StateDef 7007] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 610 [State 7007,1 ] type = VelSet trigger1 = animelem = 2 x = 20 y = 5 [State 70022, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 40, 10 volume = 300 [State 7007,Explod] type = Explod trigger1 = animelem = 1 anim = 199 id = 10017 pos = 0,0 postype = p1 sprpriority = 30 supermovetime = 45 ownpal = 1 [State 7007, 1] type = PlaySnd trigger1 = animelem = 1 value = 120,4 [State 7007, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 10, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 10 guard.sparkno = S675 sparkno = S670 sparkxy = -10, -90 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,6;-9,6 air.velocity = -9,6;-7,6 p1stateno = 7002 fall = 1 fall.recover = 0 [State 7007, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 6006 ctrl = 0 [State 7007, 5] type = ChangeState trigger1 = animTime = 0 value = 7002 ctrl = 0 ;-------------------------------------------------------------- ; super pulo inicio [StateDef 1300] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 12 [State 1300, 5] type = ChangeState trigger1 = animTime = 0 value = 1301 ctrl = 0 ;----------------------------------------------------------------- ; super pulo [StateDef 1301] type = S movetype= A physics = S juggle = 1 velset = 0,-5 ctrl = 0 anim = 1300 [State 1300, VelAdd] type = VelAdd trigger1 = animelem = 1 y = -5 [State 1300, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1300,1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,20 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [state 890, 1.0] type = varset trigger1 = time = 0 v = 11 value = 0 [state 1300,1] type = varset trigger1 = command = "holdfwd" v = 11 value = 1 [state 1300,2] type = varset trigger1 = command = "holdback" v = 11 value = -1 [State 1300, 5] type = ChangeState trigger1 = animTime = 0 value = 50 ctrl = 1 ;------------------------------------------------------------------------ ;---------------------------------------------------------- ; Ai rasengan mais fraco [Statedef 10720] type = S movetype= A physics = S juggle = 6 poweradd= -200 sprpriority = 8 velset = 0,0 anim = 1072 ctrl = 0 [State 10720,PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 110,14 [State 10720,6] type = Explod trigger1 =AnimElem = 1 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 20 removetime = 20 supermovetime = 20 ownpal = 1 [State 10720,Explod] type = Explod trigger1 = animelem = 1 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 9 supermovetime = 20 ownpal = 1 [State 10720,***] type = Explod trigger1 = AnimElem = 1 anim = 6159 id = 6159 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 20 removetime = 20 ownpal = 1 [State 10720,***] type = Explod trigger1 = AnimElem = 1 anim = 6160 id = 6160 pos = -30,-50 postype = p1 sprpriority = 9 supermovetime = 20 removetime = 20 ownpal = 1 [State 10720, 5] type = velset trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 x = 15 [State 10720, 3] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 trigger3 = AnimElem = 6 trigger4 = AnimElem = 8 trigger5 = AnimElem = 62 value = 40,0 [State 10720, 4] type = AfterImage trigger1 = AnimElem = 2 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10720, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1073 fall = 0 [State 10720, 4] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;------------------------------------------------ ;rasengan continua鈬o [Statedef 10730] type = S movetype= A physics = S juggle = 4 ctrl = 0 sprpriority = 35 velset = 0,0 anim = 1251 [State 10730, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 2 [State 10730, 1] type = Explod trigger1 = movehit = 3 anim = 6158 pos = 70,-70 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 10730, 2] type = Explod trigger1 = AnimElem = 4 anim = 6161 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 10730, 2] type = Explod trigger1 = AnimElem = 4 anim = 6155 pos = 87,-63 sprpriority = 29 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 10730, 3] type = Explod trigger1 = AnimElem = 4 anim = 6162 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 50 removetime = 50 ignorehitpause = 1 persistent = 0 [State 10730, 4] type = Explod trigger1 = AnimElem = 4 anim = 6163 pos = 87,-63 sprpriority = 30 postype = p1 bindtime = 33 removetime = 33 ignorehitpause = 1 persistent = 0 [State 10730, 3] type = EnvShake trigger1 = animelem = 4 time = 10 [State 10730, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 x = 5 [State 10730, HitDef] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA damage = 40, 0 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 5, 6 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S100,11 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 [State 10730, HitDef] type = HitDef trigger1 = AnimElem = 4 attr = A, NA damage = 100,20 getpower = 0 givepower = 14 animtype = heavy hitflag = MAF priority = 4, Hit pausetime = 50, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 p2stateno = 12510 fall = 1 fall.recover = 0 [State 10730, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1225 ctrl = 0 ;------------------------------------------------------------------ ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State -2, 1] type = playsnd ;triggerall = random > 500 triggerall = time = 3 triggerall = stateno != 5001 triggerall = statetype != A trigger1 = anim = 5000 trigger2 = anim = 5010 value = 100, 10 [State -2, 2] type = playsnd ;triggerall = random > 500 triggerall = time = 3 triggerall = stateno != 5001 triggerall = statetype != A trigger1 = anim = 5001 trigger2 = anim = 5011 value = 101, 8 [State -2, 3] type = playsnd triggerall = random > 500 triggerall = time = 3 triggerall = statetype != A triggerall = stateno != 5001 trigger1 = anim = 5002 trigger2 = anim = 5012 value = 101,7 [State -2, 4] type = playsnd triggerall = time = 3 triggerall = stateno != 5071 trigger1 = stateno = 5070 value = 100, 10 [State -2, 5] type = playsnd ;triggerall = random > 500 triggerall = time = 3 trigger1 = stateno = 5020 value = 101, 8 [State -2, 6] type = playsnd ;triggerall = random > 500 triggerall = time = 3 triggerall = stateno != 5001 triggerall = statetype != A trigger1 = anim = 5030 trigger2 = anim = 5035 value = 101, 8 [State -2, 7] type = playsnd ;triggerall = random > 500 triggerall = time = 3 triggerall = stateno != 5001 triggerall = statetype != A trigger1 = anim = 5017 trigger2 = anim = 5022 value = 100, 10 [State -2, varset40] type = varset trigger1 = var(40) = 1 && (GameTime%210)=0 trigger1 = p2stateno != 1510 v = 40 value = 0 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0 ;-------------- Generated by Fighter Factory ------------- ;--------------------- Variable List ---------------------- ; Var(2) - StateDef 810 ; Var(11) - StateDef 1301 ; Var(19) - StateDef 215, 250 ;--------------------- Float Variable List ----------------------