; Helpers ;--------------------------------------------------------------------------- ; Boulder Trigger [Statedef 265] sprpriority = 10 movetype = A anim = 6666 ctrl = 0 [State 265, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 265, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Parent, Facing = 1 v = 0 value = 1 [State 265, VarSet] type = VarSet trigger1 = Time <= 0 trigger1 = Parent, Facing = -1 v = 0 value = -1 [State 265, VarRandom] type = VarRandom trigger1 = Var(0) > 0 v = 1 range = 50,250 [State 265, VarRandom] type = VarRandom trigger1 = Var(0) < 0 v = 1 range = -250,-50 [State 265, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 265, PosSet] type = PosSet trigger1 = 1 x = (Parent, Pos X) + Var(1) y = -250 ;==================== ; Boulders ;==================== ;--------------- ; Boulder 1 ;--------------- [State 265, Helper] type = Helper trigger1 = Time = 0 helpertype = normal name = "Boulder" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 270 pos = 0, 0 postype = P1 stateno = 270 keyctrl = 0 ownpal = 1 [State 265, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = NumHelper(270) > 0 trigger1 = Helper(270), PrevStateNo = 270 trigger2 = Helper(270), Pos Y >= 0 trigger2 = Helper(270), Vel Y >= 0 value = 6, 0 channel = 5 ;--------------- ; Boulder 2 ;--------------- [State 265, Helper] type = Helper trigger1 = Time = 20 helpertype = normal name = "Boulder" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 271 pos = 0, 0 postype = P1 stateno = 270 keyctrl = 0 ownpal = 1 [State 265, PlaySnd] type = PlaySnd triggerall = Time > 20 triggerall = NumHelper(271) > 0 trigger1 = Helper(271), PrevStateNo = 270 trigger2 = Helper(271), Pos Y >= 0 trigger2 = Helper(271), Vel Y >= 0 value = 6, 0 channel = 5 ;--------------- ; Boulder 3 ;--------------- [State 265, Helper] type = Helper trigger1 = Time = 40 helpertype = normal name = "Boulder" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 272 pos = 0, 0 postype = P1 stateno = 270 keyctrl = 0 ownpal = 1 [State 265, PlaySnd] type = PlaySnd triggerall = Time > 40 triggerall = NumHelper(272) > 0 trigger1 = Helper(272), PrevStateNo = 270 trigger2 = Helper(272), Pos Y >= 0 trigger2 = Helper(272), Vel Y >= 0 value = 6, 0 channel = 5 ;--------------- ;==================== [State 265, Destroy] type = DestroySelf trigger1 = Time > 0 trigger1 = NumHelper(270) <= 0 trigger1 = NumHelper(271) <= 0 trigger1 = NumHelper(272) <= 0 trigger2 = Time > 100 ;--------------------------------------------------------------------------- ; Boulder Fall [Statedef 270] sprpriority = 10 movetype = A velset = 0,0 anim = 270 ctrl = 0 [State 270, HitOverride] type = HitOverride trigger1 = 1 attr = SCA, AA, AT, AP ignorehitpause = 1 stateno = 272 time = 1 [State 270, VelAdd] type = VelAdd trigger1 = Root, PalNo < 7 y = 0.2 * Const(size.yscale) [State 270, VelAdd] type = VelAdd trigger1 = Root, Var(55) > 0 y = 0.4 * Const(size.yscale) [State 270, HitDef] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 60, 0 animtype = Heavy hitflag = MAFD guardflag = HA priority = 3, Hit pausetime = 1, 1 sparkno = 2 sparkxy = ceil(-5 * const(size.xscale)), ceil(5 * const(size.yscale)) ;hitsound = S2, 1 ;guardsound = S2, 0 ground.type = High ground.slidetime = 40 ground.hittime = 40 ground.velocity = -3,-6 airguard.velocity = -2,-3 air.type = Low air.velocity = -3,-6 air.hittime = 40 fall.recover = 0 air.fall = 1 fall = 1 ;----- Hit Impact ----- [State 270, Hit] type = PlaySnd trigger1 = MoveHit ignorehitpause = 1 value = 2, 1 channel = 2 [State 270, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 270, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 270, PosSet] type = PosSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 y = 0 [State 270, VelSet] type = VelSet trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 y = 0 [State 270, State] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 value = 271 ;--------------------------------------------------------------------------- ; Boulder Hit Floor [Statedef 271] sprpriority = 10 movetype = A velset = 0,0 ctrl = 0 [State 270, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 270, PosSet] type = PosSet trigger1 = 1 y = 0 [State 270, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 5 freq = 50 ampl = -10 phase = 10 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 277 pos = 0, 0 postype = P1 stateno = 277 keyctrl = 0 ownpal = 1 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 276 pos = 0, 0 postype = P1 stateno = 276 keyctrl = 0 ownpal = 1 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 275 pos = 0, 0 postype = P1 stateno = 275 keyctrl = 0 ownpal = 1 [State 270, Destroy] type = DestroySelf trigger1 = 1 ;--------------------------------------------------------------------------- ; Boulder Hit [Statedef 272] sprpriority = -10 movetype = H velset = 0,0 ctrl = 0 [State 270, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 270, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 6, 0 channel = 5 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 277 pos = 0, 0 postype = P1 stateno = 277 keyctrl = 0 ownpal = 1 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 276 pos = 0, 0 postype = P1 stateno = 276 keyctrl = 0 ownpal = 1 [State 270, Helper] type = Helper trigger1 = Time <= 0 helpertype = normal name = "Rock" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 275 pos = 0, 0 postype = P1 stateno = 275 keyctrl = 0 ownpal = 1 [State 270, Destroy] type = DestroySelf trigger1 = 1 ;--------------------------------------------------------------------------- ; Rock 1 [Statedef 275] sprpriority = 10 movetype = A velset = 0,0 anim = 275 ctrl = 0 [State 270, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 270, AssertSpecial] type = AssertSpecial trigger1 = Time > 0 trigger1 = TimeMod = 2,0 flag = Invisible [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 0 range = -2, 2 [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 1 range = -4, -2 [State 270, VelSet] type = VelSet trigger1 = Time <= 0 x = Var(0) * Const(size.xscale) y = Var(1) * Const(size.yscale) [State 270, VelAdd] type = VelAdd trigger1 = Time > 0 y = 0.2 * Const(size.yscale) [State 270, Destroy] type = DestroySelf trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 ;--------------------------------------------------------------------------- ; Rock 2 [Statedef 276] sprpriority = 10 movetype = A velset = 0,0 anim = 276 ctrl = 0 [State 270, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 270, AssertSpecial] type = AssertSpecial trigger1 = Time > 0 trigger1 = TimeMod = 2,0 flag = Invisible [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 0 range = -2, 2 [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 1 range = -4, -2 [State 270, VelSet] type = VelSet trigger1 = Time <= 0 x = Var(0) * Const(size.xscale) y = Var(1) * Const(size.yscale) [State 270, VelAdd] type = VelAdd trigger1 = Time > 0 y = 0.2 * Const(size.yscale) [State 270, Destroy] type = DestroySelf trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 ;--------------------------------------------------------------------------- ; Rock 3 [Statedef 277] sprpriority = 10 movetype = A velset = 0,0 anim = 277 ctrl = 0 [State 270, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 270, AssertSpecial] type = AssertSpecial trigger1 = Time > 0 trigger1 = TimeMod = 2,0 flag = Invisible [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 0 range = -2, 2 [State 270, VarRandom] type = VarRandom trigger1 = Time <= 0 v = 1 range = -4, -2 [State 270, VelSet] type = VelSet trigger1 = Time <= 0 x = Var(0) * Const(size.xscale) y = Var(1) * Const(size.yscale) [State 270, VelAdd] type = VelAdd trigger1 = Time > 0 y = 0.2 * Const(size.yscale) [State 270, Destroy] type = DestroySelf trigger1 = Time > 0 trigger1 = Pos Y >= 0 trigger1 = Vel Y >= 0 ;--------------------------------------------------------------------------- ; Small Shot [Statedef 310] statetype = A movetype = A physics = N sprpriority = 20 velset = 4 * const(size.xscale),0 anim = 310 ctrl = 0 [State 310, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = Time <= 0 ignorehitpause = 1 x = Vel X * 2 [State 310, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 310, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 310, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 310, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 [State 310, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 310, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 310, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 30, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 0 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6 airguard.velocity = -2,-1 air.type = Low air.velocity = -3,-2 air.hittime = 10 [State 310, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 trigger3 = MoveContact ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Charged Medium Shot [Statedef 320] statetype = A movetype = A physics = N sprpriority = 15 anim = 320 ctrl = 0 [State 320, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 320, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 320, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 15 [State 320, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 [State 320, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 320, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 320, BindToRoot] type = null ;BindToRoot trigger1 = Anim = 320 trigger1 = AnimElem = 4, < 0 facing = 1 pos = ceil(30 * const(size.xscale)), ceil(-25 * const(size.yscale)) time = 1 [State 320, VarSet] type = VarSet triggerall = Root, Var(55) > 0 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State 320, VarAdd] type = VarAdd triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State 320, Speed] type = ChangeAnim triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State 320, VelSet] type = VelSet trigger1 = AnimElem = 4 ignorehitpause = 1 x = 4 * const(size.xscale) [State 330, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = AnimElem = 4 ignorehitpause = 1 x = Vel X * 2 [State 330, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 60, 0 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 1 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -8 airguard.velocity = -3,-2 air.type = Low air.velocity = -4,-2 air.hittime = 15 [State 320, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 ;--------------------------------------------------------------------------- ; Charged Mega Shot [Statedef 330] statetype = A movetype = A physics = N sprpriority = 15 anim = 330 ctrl = 0 [State 330, VarRandom] type = VarRandom trigger1 = 1 ignorehitpause = 1 v = 0 range = -10,10 [State 330, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 330, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 330, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 15 [State 330, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 [State 330, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 330, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 330, BindToRoot] type = null ;BindToRoot trigger1 = Anim = 330 trigger1 = AnimElem = 5, < 0 facing = 1 pos = ceil(30 * const(size.xscale)), ceil(-25 * const(size.yscale)) time = 1 [State 330, Helper] type = Helper trigger1 = Time > 0 trigger1 = TimeMod = 4,0 helpertype = normal name = "Particle" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 331 pos = ceil(-10 * const(size.xscale)), ceil(Var(0) * const(size.yscale)) postype = P1 stateno = 331 keyctrl = 0 ownpal = 1 [State 330, VarSet] type = VarSet triggerall = Root, Var(55) > 0 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State 330, VarAdd] type = VarAdd triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State 330, Speed] type = ChangeAnim triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State 330, VelSet] type = VelSet trigger1 = AnimElem = 5 ignorehitpause = 1 x = 4 * const(size.xscale) [State 330, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = AnimElem = 5 ignorehitpause = 1 x = Vel X * 2 [State 330, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 90, 0 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 2 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 330, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 ;--------------------------------------------------------------------------- ; Mega Shot Particle [Statedef 331] sprpriority = 20 movetype = A anim = 331 ctrl = 0 [State 330, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 330, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 330, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 330, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 330, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 5 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 330, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 330, Destroy] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Sabre Blade [Statedef 370] statetype = A movetype = A physics = N sprpriority = 20 velset = 4 * const(size.xscale),0 anim = 370 ctrl = 0 [State 370, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = Time <= 0 ignorehitpause = 1 x = Vel X * 2 [State 370, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 370, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 370, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 370, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 [State 370, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 370, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 370, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 90, 0 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 370, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 ;--------------------------------------------------------------------------- ; Player Inner Charge [Statedef 390] sprpriority = 20 movetype = A anim = 390 ctrl = 0 [State 390, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 390, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 390, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 390, BindToRoot] type = BindToRoot trigger1 = Root, Facing = 1 facing = 1 pos = 0, 0 time = 1 [State 390, BindToRoot] type = BindToRoot trigger1 = Root, Facing = -1 facing = -1 pos = 0, 0 time = 1 [State 390, PosSet] type = null ;PosSet trigger1 = 1 x = Root, Pos X y = Root, Pos Y [State 390, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 390, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 390, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 390, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 5, 0 channel = 1 [State 390, PlaySnd] type = PlaySnd trigger1 = AnimTime = 0 value = 5, 1 channel = 1 [State 390, Anim] type = ChangeAnim triggerall = Anim = 390 trigger1 = Time >= 40 trigger2 = Root, Var(55) > 0 trigger2 = Time >= 20 value = Anim + 1 elem = AnimElemNo(0) [State 390, Destroy] type = DestroySelf trigger1 = IsHelper(390) trigger1 = Root, Var(30) <= 0 trigger2 = IsHelper(391) trigger2 = Root, Var(31) <= 0 trigger3 = Root, Var(20) < 0 trigger4 = RoundState != 2 ;--------------------------------------------------------------------------- ; CPU Inner Charge [Statedef 391] sprpriority = 20 movetype = A anim = 390 ctrl = 0 [State 390, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 390, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 390, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 390, BindToRoot] type = null ;BindToRoot trigger1 = Root, Facing = 1 facing = 1 pos = 0, 0 time = 1 [State 390, BindToRoot] type = null ;BindToRoot trigger1 = Root, Facing = -1 facing = -1 pos = 0, 0 time = 1 [State 390, PosSet] type = PosSet trigger1 = 1 x = Root, Pos X y = Root, Pos Y [State 390, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 390, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 390, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 390, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 5, 0 channel = 1 [State 390, PlaySnd] type = PlaySnd trigger1 = AnimTime = 0 value = 5, 1 channel = 1 [State 390, Anim] type = ChangeAnim triggerall = Anim = 390 trigger1 = Time >= 20 trigger2 = Root, Var(55) > 0 trigger2 = Time >= 10 value = Anim + 1 elem = AnimElemNo(0) [State 390, Destroy] type = DestroySelf trigger1 = Root, Anim >= 200 trigger2 = Root, Var(20) > 0 trigger3 = RoundState != 2 ;--------------------------------------------------------------------------- ; Player Outer Charge [Statedef 395] sprpriority = 25 movetype = A anim = 395 ctrl = 0 [State 395, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 395, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 395, SprPriority] type = SprPriority trigger1 = 1 value = 25 [State 395, BindToRoot] type = BindToRoot trigger1 = Root, Facing = 1 facing = 1 pos = 0, 0 time = 1 [State 395, BindToRoot] type = BindToRoot trigger1 = Root, Facing = -1 facing = -1 pos = 0, 0 time = 1 [State 395, PosSet] type = null ;PosSet trigger1 = 1 x = Root, Pos X y = Root, Pos Y [State 395, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 395, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 395, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 395, Anim] type = ChangeAnim triggerall = Anim = 395 trigger1 = Time >= 40 trigger2 = Root, Var(55) > 0 trigger2 = Time >= 20 value = Anim + 1 elem = AnimElemNo(0) [State 395, Destroy] type = DestroySelf trigger1 = IsHelper(395) trigger1 = Root, Var(30) <= 0 trigger2 = IsHelper(396) trigger2 = Anim = 395 trigger2 = Root, Var(31) <= 0 trigger3 = IsHelper(396) trigger3 = Anim != 395 trigger3 = Root, Anim = 301 || Root, Var(1) >= 20 trigger4 = Root, Var(20) < 0 trigger5 = RoundState != 2 ;--------------------------------------------------------------------------- ; CPU Outer Charge [Statedef 396] sprpriority = 25 movetype = A anim = 395 ctrl = 0 [State 395, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 395, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 395, SprPriority] type = SprPriority trigger1 = 1 value = 25 [State 395, BindToRoot] type = null ;BindToRoot trigger1 = Root, Facing = 1 facing = 1 pos = 0, 0 time = 1 [State 395, BindToRoot] type = null ;BindToRoot trigger1 = Root, Facing = -1 facing = -1 pos = 0, 0 time = 1 [State 395, PosSet] type = PosSet trigger1 = 1 x = Root, Pos X y = Root, Pos Y [State 395, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 395, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 395, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 395, Anim] type = ChangeAnim triggerall = Anim = 395 trigger1 = Time >= 20 trigger2 = Root, Var(55) > 0 trigger2 = Time >= 10 value = Anim + 1 elem = AnimElemNo(0) [State 395, Destroy] type = DestroySelf triggerall = Root, Anim != 300 trigger1 = Root, Anim >= 200 trigger2 = Root, Var(20) > 0 trigger3 = RoundState != 2 ;--------------------------------------------------------------------------- ; Beam Front [Statedef 500] type = A movetype = A physics = N velset = 0,0 sprpriority = 5 anim = 500 ctrl = 0 [State 500, VarSet] type = VarSet trigger1 = Time <= 0 v = 10 value = 200 [State 500, VarAdd] type = VarAdd trigger1 = Var(10) > 0 v = 10 value = -25 [State 500, PalFX] type = BGPalFX trigger1 = Time < 10 time = 1 add = var(10),Var(10),Var(10) [State 500, PalFX] type = BGPalFX trigger1 = Time > 5 trigger1 = Var(10) = 0 trigger1 = TimeMod = 4,0 trigger1 = NumHelper(520) > 0 trigger1 = Helper(520), StateNo = 520 time = 2 add = 50,50,50 [State 500, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 500, Invisible] type = AssertSpecial trigger1 = 1 flag = Invisible [State 500, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 5 pausemovetime = -1 supermovetime = -1 removetime = -1 bindtime = -1 postype = p1 ;shadow = 100,100,100 scale = 2 * const(size.xscale), 2 * const(size.yscale) anim = 500 pos = ceil(0*const(size.xscale)), ceil(-0*const(size.yscale)) id = 500 [State 500, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = ceil(40 * const(size.xscale)), ceil(-25 * const(size.yscale)) time = 1 [State 500, Helper] type = Helper trigger1 = NumHelper(520) = 0 trigger1 = AnimElem = 5 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 ignorehitpause = 1 name = "Beam" id = 520 facing = 1 pos = 0,0 postype = P1 stateno = 520 keyctrl = 0 ownpal = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 ;----- Beam Stretching ----- [State 500, Explod] type = Explod triggerall = Time < 20 trigger1 = Facing = 1 trigger1 = NumExplod(510) = 0 trigger1 = NumHelper(520) > 0 sprpriority = 9 pausemovetime = -1 supermovetime = -1 removetime = -1 bindtime = -1 postype = p1 ;shadow = 100,100,100 scale = 2 * const(size.xscale), 2 * const(size.yscale) anim = 510 pos = ceil(6 * const(size.xscale)), ceil(-0 * const(size.yscale)) id = 510 [State 500, Explod] type = Explod triggerall = Time < 20 trigger1 = Facing = -1 trigger1 = NumExplod(510) = 0 trigger1 = NumHelper(520) > 0 sprpriority = 9 pausemovetime = -1 supermovetime = -1 removetime = -1 bindtime = -1 postype = p1 ;shadow = 100,100,100 scale = 2 * const(size.xscale), 2 * const(size.yscale) anim = 511 pos = ceil(5 * const(size.xscale)), ceil(-0 * const(size.yscale)) id = 510 [State 500, Explod] type = ModifyExplod triggerall = NumHelper(520) > 0 trigger1 = ifelse(facing = -1, Helper(520), Pos X <= Pos X, Helper(520), Pos X >= Pos X) scale = Helper(520), ParentDist X - (Helper(520), Vel X / 2), 2 * const(size.yscale) id = 510 [State 500, Explod] type = ModifyExplod triggerall = NumHelper(520) > 0 trigger1 = ifelse(facing = -1, Helper(520), Pos X > Pos X, Helper(520), Pos X < Pos X) scale = 2 * const(size.xscale), 2 * const(size.yscale) id = 510 ;------------------------- ;----- Beam Dissapearing ----- ;-Resize- [State 500, Explod] type = ModifyExplod trigger1 = NumHelper(520) > 0 trigger1 = Helper(520), StateNo = 521 scale = 2 * const(size.xscale), (Helper(520),Var(0)-1) * .20 id = 500 [State 500, Explod] type = ModifyExplod trigger1 = NumHelper(520) > 0 trigger1 = Helper(520), StateNo = 521 scale = Helper(520), ParentDist X - 2, (Helper(520),Var(0)-1) * .20 id = 510 ;---------- ;------------------------- [State 500, Explod] type = RemoveExplod trigger1 = Time >= 10 trigger1 = NumHelper(520) = 0 trigger2 = NumHelper(520) > 0 trigger2 = Helper(520), StateNo = 521 trigger2 = Helper(520), Time >= 10 trigger3 = Root, MoveType != A [State 500, Destroy] type = DestroySelf trigger1 = Time >= 10 trigger1 = NumHelper(520) = 0 trigger2 = NumHelper(520) > 0 trigger2 = Helper(520), StateNo = 521 trigger2 = Helper(520), Time >= 10 trigger3 = Root, MoveType != A ;--------------------------------------------------------------------------- ; Beam Shot [Statedef 520] type = A movetype = A physics = N velset = 20 * const(size.xscale),0 sprpriority = 10 juggle = 5 anim = 520 ctrl = 0 [State 520, 0] type = ChangeAnim trigger1 = BackEdgeBodyDist <= -100 * const(size.xscale) trigger2 = FrontEdgeBodyDist <= -100 * const(size.xscale) trigger3 = AnimElem = 20, >= 0 ignorehitpause = 1 value = Anim elem = AnimElemNo(0) - 1 [State 520, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 520, Invisible] type = AssertSpecial trigger1 = 1 flag = Invisible [State 520, PosSet] type = PosSet trigger1 = NumHelper(500) > 0 ignorehitpause = 1 y = Helper(500), Pos Y [State 520, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 0 [State 520, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 10 pausemovetime = -1 supermovetime = -1 removetime = -1 bindtime = -1 postype = p1 ;shadow = 100,100,100 scale = (2 * const(size.xscale)), (2 * const(size.yscale)) anim = 521 pos = ceil(0 * const(size.xscale)),ceil (-0 * const(size.yscale)) id = 520 [State 520, VelSet] type = VelSet trigger1 = BackEdgeBodyDist <= -100 * const(size.xscale) trigger2 = FrontEdgeBodyDist <= -100 * const(size.xscale) trigger3 = AnimElem = 20, >= 0 ignorehitpause = 1 x = 0 [State 520, 2] type = HitDef trigger1 = TimeMod = 4,0 attr = A, HP damage = 60, 0 getpower = 0,0 animtype = Heavy guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 0, 5 sparkno = 3 sparkxy = ceil(-5 * const(size.xscale)), 0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -20,-4 airguard.velocity = -10,-1 air.type = High air.velocity = -20,-2 air.hittime = 20 fall.recover = 0 air.fall = 1 fall = 1 [State 520, VarAdd] type = VarAdd trigger1 = MoveContact ignorehitpause = 1 var(0) = 1 [State 520, Reset] type = MoveHitReset trigger1 = MoveContact trigger1 = HitPauseTime = 0 ignorehitpause = 1 [State 520, Explod] type = RemoveExplod trigger1 = Root, MoveType != A [State 520, Destroy] type = DestroySelf trigger1 = Root, MoveType != A [State 520, 2] type = ChangeState trigger1 = Time >= 100 trigger2 = Var(0) >= 20 value = 521 ;--------------------------------------------------------------------------- ; Beam Destroy [Statedef 521] type = A movetype = A physics = N velset = 0,0 sprpriority = 5 anim = 520 ctrl = 0 [State 520, Invisible] type = AssertSpecial trigger1 = 1 flag = Invisible [State 520, PosSet] type = PosSet trigger1 = NumHelper(500) > 0 y = Helper(500), Pos Y [State 520, Anim] type = ChangeAnim trigger1 = 1 value = Anim ;----- Beam Dissapearing ----- ;-Resize- [State 520, VarSet] type = VarSet trigger1 = Time <= 0 var(0) = 10 [State 520, VarAdd] type = VarAdd trigger1 = Time > 0 var(0) = -1 [State 520, Explod] type = ModifyExplod trigger1 = 1 scale = 2 * const(size.xscale), Var(0)*.20 id = 520 ;---------- ;------------------------- [State 520, Explod] type = RemoveExplod trigger1 = Time >= 10 trigger2 = Root, MoveType != A [State 520, Destroy] type = DestroySelf trigger1 = Time >= 10 trigger2 = Root, MoveType != A ;--------------------------------------------------------------------------- ; Spark Blade [Statedef 630] statetype = A movetype = A physics = N sprpriority = 20 anim = 630 ctrl = 0 [State 630, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 630, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 630, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 630, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 ;------------------------- ; Spark Blade Setup [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(630) value = 0 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(631) value = -30 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(632) value = -60 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(633) value = -90 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(634) value = -120 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(635) value = -150 [State 630, AngleSet] type = AngleSet trigger1 = IsHelper(636) value = -180 [State 630, VelSet] type = VelSet trigger1 = IsHelper(630) trigger1 = Time <= 0 x = 2 * const(size.xscale) y = 0 [State 630, VelSet] type = VelSet trigger1 = IsHelper(631) trigger1 = Time <= 0 x = 1.50 * const(size.xscale) y = 0.75 * const(size.yscale) [State 630, VelSet] type = VelSet trigger1 = IsHelper(632) trigger1 = Time <= 0 x = 0.75 * const(size.xscale) y = 1.5 * const(size.yscale) [State 630, VelSet] type = VelSet trigger1 = IsHelper(633) trigger1 = Time <= 0 x = 0 y = 2 * const(size.yscale) [State 630, VelSet] type = VelSet trigger1 = IsHelper(634) trigger1 = Time <= 0 x = -0.75 * const(size.xscale) y = 1.5 * const(size.yscale) [State 630, VelSet] type = VelSet trigger1 = IsHelper(635) trigger1 = Time <= 0 x = -1.50 * const(size.xscale) y = 0.75 * const(size.yscale) [State 630, VelSet] type = VelSet trigger1 = IsHelper(636) trigger1 = Time <= 0 x = -2 * const(size.xscale) y = 0 ;------------------------- [State 630, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = Time <= 0 ignorehitpause = 1 x = Vel X * 2 y = Vel Y * 2 [State 630, AngleDraw] type = AngleDraw trigger1 = 1 ignorehitpause = 1 [State 630, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 630, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 630, AssertSpecial] type = AssertSpecial trigger1 = Pos Y >= 0 ignorehitpause = 1 flag = NoShadow [State 630, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 30, 0 animtype = Heavy guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 2 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 630, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 trigger3 = Pos Y >= 50 ;--------------------------------------------------------------------------- ; Powering Up Aura [Statedef 990] statetype = A movetype = I physics = N sprpriority = -20 anim = 990 ctrl = 0 [State 990, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 990, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 990, SprPriority] type = SprPriority trigger1 = 1 value = -20 [State 990, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 990, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 [State 990, AssertSpecial] type = AssertSpecial trigger1 = TimeMod = 2,0 flag = Invisible [State 990, Anim] type = ChangeAnim trigger1 = IsHelper(995) trigger1 = Anim != 995 trigger1 = Time <= 0 persistent = 0 value = 995 [State 990, Sound] type = PlaySnd trigger1 = Time <= 0 value = 5, 6 channel = 1 loop = 1 [State 990, AfterImage] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 990, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 990, Anim] type = ChangeAnim trigger1 = Root, Var(55) > 0 trigger1 = Root, Power <= 2000 trigger2 = RoundState != 2 persistent = 0 value = Anim + 1 [State 990, StopSnd] type = StopSnd trigger1 = Anim = 990 || Anim = 995 trigger1 = Root, Power <= 2000 trigger1 = Root, Var(55) > 0 trigger2 = Anim = 991 || Anim = 996 trigger2 = AnimElem = 1 trigger3 = RoundState != 2 persistent = 0 value = 5, 6 channel = 1 [State 990, PlaySnd] type = PlaySnd trigger1 = Anim = 990 || Anim = 995 trigger1 = Root, Power <= 2000 trigger1 = Root, Var(55) > 0 trigger2 = Anim = 991 || Anim = 996 trigger2 = AnimElem = 1 trigger3 = RoundState != 2 persistent = 0 value = 5, 11 channel = 1 [State 990, Destroy] type = DestroySelf trigger1 = Anim = 991 || Anim = 996 trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Light Spark [Statedef 1010] sprpriority = 10 movetype = A anim = 1010 ctrl = 0 [State 1010, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1010, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1010, SprPriority] type = SprPriority trigger1 = 1 value = 10 [State 1010, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 1010, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1010, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 5 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1010, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1010, Destroy] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Root, Anim = 1000 trigger2 = Root, AnimElem = 3, >= 0 trigger3 = Root, Anim != 1000 ;--------------------------------------------------------------------------- ; Charge Spark [Statedef 1011] sprpriority = 20 movetype = A anim = 1011 ctrl = 0 [State 1010, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1010, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1010, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 1010, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) time = 1 [State 1010, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1010, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1010, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1010, Destroy] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Root, Anim != 300 trigger3 = Root, Anim = 300 trigger3 = Root, AnimElem = 2, >= 0 trigger4 = Root, MoveType != A ;--------------------------------------------------------------------------- ; Light Beam Object [Statedef 1015] sprpriority = 30 movetype = A anim = 1015 ctrl = 0 [State 1015, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1015, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Invisible [State 1015, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1015, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,50 time = 1 ;==================== ; Light Beams ;==================== ;--------------- ; - Foreground - ;--------------- [State 1015, Helper] type = Helper triggerall = NumHelper(1020) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1020 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 [State 1015, Helper] type = Helper triggerall = NumHelper(1021) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1021 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 [State 1015, Helper] type = Helper triggerall = NumHelper(1022) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1022 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 ;--------------- ; - Background - ;--------------- [State 1015, Helper] type = Helper triggerall = NumHelper(1023) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1023 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 [State 1015, Helper] type = Helper triggerall = NumHelper(1024) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1024 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 [State 1015, Helper] type = Helper triggerall = NumHelper(1025) = 0 trigger1 = Time <= 0 helpertype = normal name = "Light Beam" size.yscale = -10000 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1025 pos = 0, 0 postype = P1 stateno = 1020 keyctrl = 0 ;--------------- ;==================== [State 1015, Sound] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = 9, 0 channel = 0 [State 1015, Anim] type = ChangeAnim trigger1 = Root, Anim != 1000 trigger2 = NumHelper(1020) > 0 trigger2 = Helper(1020), StateNo = 1025 || Helper(1020), Anim = 1025 value = Anim elem = 1 [State 1015, Destroy] type = DestroySelf trigger1 = NumHelper(1020) <= 0 trigger1 = NumHelper(1021) <= 0 trigger1 = NumHelper(1022) <= 0 trigger1 = NumHelper(1023) <= 0 trigger1 = NumHelper(1024) <= 0 trigger1 = NumHelper(1025) <= 0 trigger1 = Time > 0 ;--------------------------------------------------------------------------- ; Light Beam Appear [Statedef 1020] movetype = A anim = 1020 ctrl = 0 [State 1020, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1020, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1020, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1020, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1020, VarSet] type = VarSet trigger1 = Time <= 0 fvar(0) = 0 ;------------------------- ; Setup Light Beams ;------------------------- [State 1020, BindToParent] type = BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) facing = 1 pos = 0,50 time = 1 [State 1020, BindToParent] type = BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) facing = 1 pos = ceil(-20 * const(size.xscale)),50 time = 1 [State 1020, BindToParent] type = BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) facing = 1 pos = ceil(20 * const(size.xscale)),50 time = 1 [State 1020, SprPriority] type = SprPriority trigger1 = IsHelper(1020) trigger2 = IsHelper(1021) trigger3 = IsHelper(1022) value = 20 [State 1020, SprPriority] type = SprPriority trigger1 = IsHelper(1023) trigger2 = IsHelper(1024) trigger3 = IsHelper(1025) value = -20 ;------------------------- [State 1020, Anim] type = ChangeAnim trigger1 = Anim = 1020 trigger1 = AnimTime = 0 value = 1021 [State 1020, State] type = ChangeState triggerall = IsHelper(1020) || IsHelper(1021) || IsHelper(1022) trigger1 = Anim != 1020 value = 1021 [State 1020, State] type = ChangeState triggerall = IsHelper(1023) || IsHelper(1024) || IsHelper(1025) trigger1 = Anim != 1020 value = 1022 [State 1020, State] type = ChangeState trigger1 = Root, Anim != 1000 value = 1025 [State 1020, Destroy] type = DestroySelf trigger1 = NumHelper(1015) <= 0 ;--------------------------------------------------------------------------- ; Light Beam Move Forward [Statedef 1021] sprpriority = 20 movetype = A ctrl = 0 [State 1020, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 1020, Anim] type = ChangeAnim trigger1 = Anim != 1021 value = 1021 [State 1020, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1020, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1020, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1020, VarAdd] type = VarAdd trigger1 = Parent, Facing = 1 fvar(0) = 2 * const(size.xscale) [State 1020, VarAdd] type = VarAdd trigger1 = Parent, Facing = -1 fvar(0) = -2 * const(size.xscale) ;------------------------- ; Binding to Parent [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) facing = 1 pos = 0 + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) facing = 1 pos = ceil(-20 * const(size.xscale)) + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) facing = 1 pos = ceil(20 * const(size.xscale)) + FVar(0),50 time = 1 ;------------------------- ;------------------------- ; Position Set to Parent [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) x = Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0) ;------------------------- [State 1020, HitDef] type = HitDef trigger1 = EnemyNear, MoveType != H attr = A, SP damage = 30, 0 animtype = Heavy guardflag = MA hitflag = MAF- priority = 3, Hit pausetime = 0, 5 sparkno = -1 sparkxy = 0, 0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 1020, State] type = ChangeState trigger1 = ParentDist X < -25 * const(size.xscale) value = 1022 [State 1020, State] type = ChangeState trigger1 = Root, Anim != 1000 value = 1025 [State 1020, Destroy] type = DestroySelf trigger1 = NumHelper(1015) <= 0 ;--------------------------------------------------------------------------- ; Light Beam Move Back [Statedef 1022] sprpriority = -20 movetype = A ctrl = 0 [State 1020, SprPriority] type = SprPriority trigger1 = 1 value = -20 [State 1020, Anim] type = ChangeAnim trigger1 = Anim != 1021 value = 1021 [State 1020, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1020, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1020, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1020, VarAdd] type = VarAdd trigger1 = Parent, Facing = 1 fvar(0) = -2 * const(size.xscale) [State 1020, VarAdd] type = VarAdd trigger1 = Parent, Facing = -1 fvar(0) = 2 * const(size.xscale) ;------------------------- ; Binding to Parent [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) facing = 1 pos = 0 + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) facing = 1 pos = ceil(-20 * const(size.xscale)) + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) facing = 1 pos = ceil(20 * const(size.xscale)) + FVar(0),50 time = 1 ;------------------------- ;------------------------- ; Position Set to Parent [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) x = Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0) ;------------------------- [State 1020, HitDef] type = HitDef trigger1 = EnemyNear, MoveType != H attr = A, SP damage = 30, 0 animtype = Heavy guardflag = MA hitflag = MAF- priority = 3, Hit pausetime = 0, 5 sparkno = -1 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 1020, State] type = ChangeState trigger1 = ParentDist X > 25 * const(size.xscale) value = 1021 [State 1020, State] type = ChangeState trigger1 = Root, Anim != 1000 value = 1025 [State 1020, Destroy] type = DestroySelf trigger1 = NumHelper(1015) <= 0 ;--------------------------------------------------------------------------- ; Light Beam End [Statedef 1025] movetype = A velset = 0,0 anim = 1025 ctrl = 0 [State 1020, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1020, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1020, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1020, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 ;------------------------- ; Binding to Parent [State 1020, BindToParent] type = null ;BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) facing = 1 pos = 0 + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) facing = 1 pos = ceil(-20 * const(size.xscale)) + FVar(0),50 time = 1 [State 1020, BindToParent] type = null ;BindToParent triggerall = Root, MoveType = A trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) facing = 1 pos = ceil(20 * const(size.xscale)) + FVar(0),50 time = 1 ;------------------------- ;------------------------- ; Position Set to Parent [State 1020, PosSet] type = PosSet triggerall = Root, MoveType = A trigger1 = IsHelper(1020) trigger2 = IsHelper(1023) x = Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet triggerall = Root, MoveType = A trigger1 = IsHelper(1021) trigger2 = IsHelper(1024) x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0) [State 1020, PosSet] type = PosSet triggerall = Root, MoveType = A trigger1 = IsHelper(1022) trigger2 = IsHelper(1025) x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0) ;------------------------- [State 1020, Destroy] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = NumHelper(1015) <= 0 ;--------------------------------------------------------------------------- ; Spark Projectile [Statedef 1030] statetype = A movetype = A physics = N sprpriority = 10 anim = 1030 ctrl = 0 [State 1030, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 1030, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 1030, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 10 [State 1030, Trans] type = Trans trigger1 = 1 ignorehitpause = 1 trans = addalpha alpha = 200,200 ;------------------------- ; Spark Projectile Setup [State 1030, AngleSet] type = AngleSet trigger1 = IsHelper(1030) value = 0 [State 1030, AngleSet] type = AngleSet trigger1 = IsHelper(1031) value = 45 [State 1030, AngleSet] type = AngleSet trigger1 = IsHelper(1032) value = 90 [State 1030, AngleSet] type = AngleSet trigger1 = IsHelper(1033) value = 135 [State 1030, AngleSet] type = AngleSet trigger1 = IsHelper(1034) value = 180 [State 1030, VelSet] type = VelSet trigger1 = IsHelper(1030) trigger1 = Time <= 0 x = 2.5 * const(size.xscale) y = 0 [State 1030, VelSet] type = VelSet trigger1 = IsHelper(1031) trigger1 = Time <= 0 x = 2 * const(size.xscale) y = -2 * const(size.yscale) [State 1030, VelSet] type = VelSet trigger1 = IsHelper(1032) trigger1 = Time <= 0 x = 0 y = -2.5 * const(size.yscale) [State 1030, VelSet] type = VelSet trigger1 = IsHelper(1033) trigger1 = Time <= 0 x = -2 * const(size.xscale) y = -2 * const(size.yscale) [State 1030, VelSet] type = VelSet trigger1 = IsHelper(1034) trigger1 = Time <= 0 x = -2.5 * const(size.xscale) y = 0 ;------------------------- [State 1030, VarSet] type = VarSet triggerall = Root, Var(55) > 0 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State 1030, VarAdd] type = VarAdd triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State 1030, Speed] type = ChangeAnim triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State 1030, VelSet] type = VelSet trigger1 = Root, Var(55) > 0 trigger1 = Time <= 0 ignorehitpause = 1 x = Vel X * 2 y = Vel Y * 2 [State 1030, AngleDraw] type = AngleDraw trigger1 = 1 ignorehitpause = 1 [State 1030, 1] type = AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1030, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1030, 2] type = HitDef trigger1 = Time <= 0 attr = A, SP damage = 30, 0 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = 2 sparkxy = 0,0 hitsound = S2, 1 guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -10 airguard.velocity = -4,-1 air.type = Low air.velocity = -5,-2 air.hittime = 20 [State 1030, Destroy] type = DestroySelf trigger1 = BackEdgeBodyDist <= -50 trigger2 = FrontEdgeBodyDist <= -50 trigger3 = Pos Y < -250 ;--------------------------------------------------------------------------- ; Spark [Statedef 1050] sprpriority = 10 movetype = A anim = 1050 ctrl = 0 [State 1050, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1050, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1050, SprPriority] type = SprPriority trigger1 = 1 value = 10 [State 1050, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 1050, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1050, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1050, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1050, Destroy] type = DestroySelf trigger1 = Root, Anim = 1000 trigger1 = Root, AnimElem = 3, >= 0 trigger2 = Root, Anim != 1000 ;--------------------------------------------------------------------------- ; Ground Pound Spark [Statedef 1055] sprpriority = 20 movetype = A anim = 1055 ctrl = 0 [State 1055, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 1055, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1055, SprPriority] type = SprPriority trigger1 = 1 value = 20 [State 1055, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 1055, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 1055, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 0,0,0 PalContrast = 0,0,0 Trans = add [State 1055, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 1055, VarSet] type = VarSet triggerall = Root, Var(55) > 0 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State 1055, VarAdd] type = VarAdd triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State 1055, Speed] type = ChangeAnim triggerall = Root, Var(55) > 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State 1055, Destroy] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Root, Anim != 1000 ;--------------------------------------------------------------------------- ; Giant Mettaur [Statedef 2510] type = A movetype = A phsics = N sprpriority = 10 velset = 0,10 anim = 2511 ctrl = 0 [State 2510, 1] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoKOSlow [State 2510, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2510, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 2510, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 10 [State 2510, VelSet] type = VelAdd trigger1 = Pos Y < 0 y = .5 [State 2510, 2] type = HitDef trigger1 = Vel Y > 0 trigger1 = MoveContact = 0 trigger1 = P2StateType != L trigger1 = P2MoveType != H attr = A, HA damage = 0, 0 animtype = Heavy hitflag = MAF priority = 3, Hit pausetime = 1, 1 getpower = 0 sparkno = -1 sparkxy = 0, 0 hitsound = S2,6 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,Vel Y * 2 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 100 fall.yvelocity = 0 air.velocity = 0,Vel Y * 2 air.hittime = 10 fall.recover = 0 p2stateno = 5020 air.fall = 1 numhits = 0 fall = 1 [State 2510, 5] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y > 0 trigger1 = Vel Y >= 0 value = 2511 ;--------------------------------------------------------------------------- ; Giant Mettaur Land [Statedef 2511] type = S movetype = A phsics = N sprpriority = 10 velset = 0,0 anim = 2512 ctrl = 0 [State 2510, 1] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoKOSlow [State 2510, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2510, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 2510, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 10 [State 2510, PosSet] type = PosSet trigger1 = 1 y = 0 [State 2510, PlaySnd] type = PlaySnd trigger1 = Anim = 2512 trigger1 = AnimElem = 1 persistent = 0 value = 7, 0 channel = 1 [State 2510, EnvShake] type = EnvShake trigger1 = Time <= 0 time = 20 freq = 100 ampl = -10 phase = 10 ;----- Ground Spark ----- [State 2510, Spark] type = Explod trigger1 = Time <= 0 scale = 2,1 anim = F60 pos = 0,0 postype = P1 facing = 1 sprpriority = 5 [State 2510, Spark] type = Explod trigger1 = Time <= 0 scale = 2,1 anim = F61 pos = 0,0 postype = P1 facing = 1 sprpriority = 5 [State 2510, Spark] type = Explod trigger1 = Time <= 0 scale = 2,1 anim = F62 pos = 0,0 postype = P1 facing = 1 sprpriority = 5 ;------------------------- ;----- Ground Waves ----- [State 2510, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 10 supermovetime = -1 pausemovetime = -1 removeongethit = 1 facing = 1 scale = const(size.xscale) * 2, const(size.yscale) trans = addalpha alpha = 200,200 postype = P1 ownpal = 1 ontop = 1 anim = 110 pos = ceil(-25 * const(size.xscale)),0 ;-50,0 ID = 110 [State 2510, Explod] type = Explod trigger1 = Time <= 0 sprpriority = 10 supermovetime = -1 pausemovetime = -1 removeongethit = 1 facing = -1 scale = const(size.xscale) * 2, const(size.yscale) trans = addalpha alpha = 200,200 postype = P1 ownpal = 1 ontop = 1 anim = 110 pos = ceil(25 * const(size.xscale)),0 ;50,0 ID = 111 ;------------------------- ;----- Smoke ----- [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(-50 * const(size.xscale)),0 ;-100,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(-37.5 * const(size.xscale)),0 ;-75,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(-25 * const(size.xscale)),0 ;-50,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(-12.5 * const(size.xscale)),0 ;-25,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = 0,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(12.5 * const(size.xscale)),0 ;25,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(25 * const(size.xscale)),0 ;50,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(37.5 * const(size.xscale)),0 ;75,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 [State 2510, Smoke] type = Explod trigger1 = Time <= 0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = ceil(50 * const(size.xscale)),0 ;100,0 supermovetime = -1 pausemovetime = -1 removeongethit = 1 postype = p1 facing = 1 ontop = 1 ;-------------------- [State 2510, EnvColor] type = EnvColor trigger1 = MoveContact value = 250,250,250 ignorehitpause = 1 persistent = 0 under = 0 time = 2 [State 2510, HitDef] type = HitDef trigger1 = MoveContact = 0 trigger1 = P2StateType = L attr = A, HA damage = 900000, 900000 animtype = Heavy hitflag = FD priority = 3, Hit pausetime = 5, 5 getpower = 0 sparkno = -1 sparkxy = 0, 0 hitsound = S2,7 ground.type = High ground.slidetime = 10 ground.hittime = 20 ground.velocity = 0,0 airguard.velocity = 0,0 air.type = High down.velocity = 0,0 down.hittime = 50 fall.yvelocity = 0 air.velocity = 0,0 air.hittime = 10 fall.recover = 0 p2stateno = 5085 air.fall = 1 numhits = 0 fall = 1 [State 2510, Anim] type = ChangeAnim trigger1 = Anim = 2512 trigger1 = AnimTime = 0 value = 2510 [State 2510, State] type = ChangeState triggerall = Time >= 25 triggerall = P2Life != 0 triggerall = Anim != 2512 trigger1 = P2StateType != L trigger2 = P2StateNo >= 5120 value = 2515 ;--------------------------------------------------------------------------- ; Giant Metool Jump [Statedef 2515] type = A movetype = I physics = N sprpriority = 10 velset = 0,0 anim = 2515 ctrl = 0 [State 2515, 1] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoKOSlow [State 2515, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 2515, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 2515, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 10 [State 2515, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2515, 1] type = PlaySnd trigger1 = Anim = 2515 trigger1 = AnimElem = 3 value = 7, 1 channel = 1 [State 2515, 0] type = VelSet trigger1 = Anim = 2515 trigger1 = AnimElem = 3 x = 15 y = -10 [State 2515, 1] type = VelAdd trigger1 = Pos Y != 0 y = .5 [State 2515, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y != 0 trigger1 = Anim = 2515 trigger1 = AnimElem = 3, >= 0 persistent = 0 value = 2511 [State 2515, Destroy] type = DestroySelf triggerall = Time > 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 ;--------------------------------------------------------------------------- ; AI Trigger [Statedef 6666] velset = 0,0 anim = 6666 ctrl = 0 [State 6666, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 6666, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6666, CPU] type = ParentVarSet triggerall = Root, Ctrl triggerall = Var(0) > 0 triggerall = Var(10) > 0 triggerall = RoundState = 2 triggerall = Root, StateTime > 0 triggerall = Facing = Root, Facing trigger1 = Root, Command = "fwd" trigger2 = Root, Command = "back" trigger3 = Root, Command = "down" trigger4 = Root, Command = "up" trigger5 = Root, Command = "x" trigger6 = Root, Command = "y" trigger7 = Root, Command = "z" trigger8 = Root, Command = "a" trigger9 = Root, Command = "b" trigger10 = Root, Command = "c" trigger11 = Root, Command = "s" var(20) = -1 [State 6666, Player] type = ParentVarSet triggerall = Root, Ctrl triggerall = Var(0) > 0 triggerall = Var(10) > 0 triggerall = RoundState = 2 triggerall = Root, StateTime > 0 triggerall = Facing = Root, Facing trigger1 = Command = "fwd" && Root, Command = "fwd" trigger2 = Command = "back" && Root, Command = "back" trigger3 = Command = "down" && Root, Command = "down" trigger4 = Command = "up" && Root, Command = "up" trigger5 = Command = "x" && Root, Command = "x" trigger6 = Command = "y" && Root, Command = "y" trigger7 = Command = "z" && Root, Command = "z" trigger8 = Command = "a" && Root, Command = "a" trigger9 = Command = "b" && Root, Command = "b" trigger10 = Command = "c" && Root, Command = "c" trigger11 = Command = "s" && Root, Command = "s" var(20) = 1 [State 6666, Turn] type = Turn trigger1 = Facing != Root, Facing trigger2 = Facing = 1 && Root, Facing = -1 trigger3 = Facing = -1 && Root, Facing = 1 [State 6666, VarSet] type = VarSet trigger1 = Root, Ctrl = 0 var(0) = -1 [State 6666, VarAdd] type = VarAdd trigger1 = Root, Ctrl = 1 var(0) = 1 [State 6666, VarSet] type = VarSet trigger1 = 1 var(10) = Root, StateTime - 1 [State 6666, VarSet] type = VarSet trigger1 = 1 var(20) = Root, Var(20) [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(20) = 0 text = "AI Trigger:" [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(20) > 0 text = "AI Trigger: Player" [State 6666, Variables] type = DisplayToClipboard trigger1 = Var(20) < 0 text = "AI Trigger: CPU" [State 6666, Destroy] type = DestroySelf trigger1 = RoundState != 2 ;--------------------------------------------------------------------------- ; Aura Shadow [Statedef 9999] sprpriority = -10 movetype = I ctrl = 0 [State 9999, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 9999, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 9999, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 9999, AssertSpecial] type = AssertSpecial trigger1 = !AnimExist(Root, Anim) trigger2 = Time <= 0 flag = Invisible [State 9999, SprPriority] type = SprPriority trigger1 = 1 value = -10 [State 9999, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 9999, PalFX] type = PalFX trigger1 = 1 time = 1 color = 0 add = 250,250,250 mul = 250,250,250 ;----- Set Animation ----- [State 9999, VarSet] ; Binded Animation Fix type = VarSet trigger1 = Root, HitPauseTime = 0 var(0) = Root, AnimElemNo(0) [State 9999, Anim] type = ChangeAnim trigger1 = AnimExist(Root, Anim) value = Root, Anim elem = Var(0) [State 9999, Anim] type = ChangeAnim triggerall = Root, StateNo >= 2102 triggerall = Root, StateNo < 2105 triggerall = Root, HitPauseTime > 0 trigger1 = Root, AnimElemNo(0) > AnimElemNo(0) value = Root, Anim elem = Root, AnimElemNo(0) ;------------------------- ;----- Size X Scale ----- [State 9999, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = FVar(0) <= 1.15 fvar(0) = 1.25 [State 9999, VarAdd] type = VarAdd trigger1 = FVar(0) > 1.15 fvar(0) = -0.05 ;------------------------- ;----- Size Y Scale ----- [State 9999, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = FVar(1) <= 1.10 fvar(1) = 1.20 [State 9999, VarAdd] type = VarAdd trigger1 = FVar(1) > 1.10 fvar(1) = -0.05 ;------------------------- ;----- Size Scale Draw ----- [State 9999, AngleDraw] type = AngleDraw trigger1 = Root, StateNo = 190 scale = FVar(0) - 0.2, FVar(1) - 0.1 [State 9999, AngleDraw] type = AngleDraw trigger1 = RoundState < 2 trigger1 = Root, StateNo != 190 scale = FVar(0), FVar(1) [State 9999, AngleDraw] type = AngleDraw trigger1 = RoundState >= 2 trigger1 = Root, StateNo != 190 scale = FVar(0) + 0.05, FVar(1) + 0.025 ;------------------------- [State 9999, Trans] type = null ;Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 9999, 1] type = null ;AfterImage trigger1 = Time <= 0 ignorehitpause = 1 time = 0 TimeGap = 1 FrameGap = 1 length = 5 PalBright = 100,100,100 PalContrast = 100,100,100 Trans = addalpha [State 9999, AfterImage] type = null ;AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 9999, Variables] type = DisplayToClipboard trigger1 = 1 text = "Size X: %f Size Y: %f" params = FVar(0), FVar(1) [State 9999, Destroy] type = DestroySelf trigger1 = Anim = 185 trigger1 = AnimElem = 10, >= 0 trigger2 = Root, StateType = L trigger3 = Root, Anim >= 5110 trigger3 = Root, Alive = 0 ;--------------------------------------------------------------------------- ; Sabre Slash Object [Statedef 10000] sprpriority = 10 movetype = A ctrl = 0 [State 10000, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 10000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 10000, SprPriority] type = SprPriority trigger1 = 1 value = 10 [State 10000, BindToRoot] type = BindToRoot trigger1 = 1 facing = 1 pos = 0,0 time = 1 [State 10000, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,200 [State 10000, 1] type = AfterImage trigger1 = Time <= 0 time = 0 TimeGap = 1 FrameGap = 1 length = 10 PalBright = 200,0,200 PalContrast = 200,0,200 Trans = add [State 10000, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 10000, VarSet] ; Binded Animation Fix type = VarSet trigger1 = Root, HitPauseTime = 0 var(0) = Root, AnimElemNo(0) [State 10000, Anim] type = ChangeAnim trigger1 = AnimExist(Root, Anim + 10000) value = Root, Anim + 10000 elem = Var(0) [State 10000, Anim] type = ChangeAnim triggerall = Root, StateNo >= 2102 triggerall = Root, StateNo < 2105 triggerall = Root, HitPauseTime > 0 trigger1 = AnimExist(Root, Anim + 10000) trigger1 = Root, AnimElemNo(0) > AnimElemNo(0) value = Root, Anim + 10000 elem = Root, AnimElemNo(0) [State 10000, Destroy] type = DestroySelf trigger1 = Root, AnimTime = 0 trigger1 = Root, StateType != A trigger2 = Anim != Root, Anim + 10000 trigger3 = !AnimExist(Root, Anim + 10000) ;---------------------------------------------------------------------------