; Common ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 velset = 0,0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = ChangeState trigger1 = !Alive value = 5050 ;--------------------------------------------------------------------------- ; Stand to Crouch [Statedef 10] type = C physics = C [State 10, 0] type = ChangeState trigger1 = Var(20) < 0 value = 0 [State 10, Anim] type = ChangeAnim trigger1 = Anim != 10 value = 10 [State 10, 1] type = VelMul trigger1 = Time = 0 x = .75 [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouching [Statedef 11] type = C physics = C [State 11, 0] type = ChangeState trigger1 = Var(20) < 0 value = 0 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim != 6 trigger1 = Anim != 11 trigger2 = Anim = 6 && AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouch to Stand [Statedef 12] type = S physics = S [State 12, 0] type = ChangeState trigger1 = Var(20) < 0 value = 0 [State 12, 1] type = ChangeAnim trigger1 = Anim != 12 value = 12 [State 12, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S physics = S [State 20, 0] type = ChangeState trigger1 = Var(20) < 0 value = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" trigger1 = Anim != 5 x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" trigger1 = Anim != 5 x = const(velocity.walk.back.x) [State 20, 3] type = VelSet trigger1 = Anim = 5 x = 0 [State 20, 4] type = ChangeAnim triggerall = command = "holdfwd" trigger1 = Anim != 20 value = 20 [State 20, 5] type = ChangeAnim triggerall = command = "holdback" trigger1 = Anim != 21 value = 21 [State 20, PlaySnd] type = PlaySnd triggerall = Anim = 20 || Anim = 21 trigger1 = AnimElem = 5 trigger2 = AnimElem = 10 value = 0, 0 channel = 5 ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S velset = 0,0 [State 40, 0] type = ChangeState trigger1 = Var(20) < 0 value = 0 [State 40, 1] type = VarSet triggerall = Command != "hold_a" trigger1 = Command = "holdup" var(0) = 0 [State 40, 1] type = VarSet triggerall = Command != "hold_a" trigger1 = Command != "holdup" var(0) = 10 [State 40, State] type = ChangeState triggerall = Var(0) = 0 triggerall = Command != "hold_a" trigger1 = Command = "holdback" trigger2 = Command = "holdfwd" value = 20 ctrl = 1 [State 40, State] type = ChangeState triggerall = Var(0) = 0 triggerall = Command != "hold_a" trigger1 = Command = "holddown" value = 10 ctrl = 1 [State 40, State] type = ChangeState triggerall = Var(0) = 0 triggerall = Command != "hold_a" trigger1 = Command = "holdup" value = 0 ctrl = 1 [State 40, Ctrl] type = CtrlSet trigger1 = Time <= 0 value = 0 [State 40, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 40 value = 40 [State 40, 1] type = VarSet trigger1 = Time <= 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = Time > 0 trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = Time > 0 trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 6] type = ChangeState trigger1 = Time > 0 trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 45] type = A physics = N ctrl = 0 [State 45, PosFreeze] type = PosFreeze trigger1 = 1 [State 45, 2] type = ChangeAnim trigger1 = 1 value = 41 [State 45, 3] type = VarSet trigger1 = Time <= 0 sysvar(1) = 0 [State 45, 4] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 45, 5] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 45, 6] type = VelSet trigger1 = Time > 0 x = Vel X y = const(velocity.airjump.y) [State 45, 7] type = ChangeState trigger1 = Time > 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Up [Statedef 50] type = A physics = A [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 trigger1 = Anim != 41 trigger1 = Anim != 42 trigger1 = Anim != 43 value = ifelse((Vel X)=0, 41, ifelse((Vel X)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- ; Jump Down (empty state for compatibility) [Statedef 51] type = A physics = A [State 51, 1] type = Null trigger1 = 1 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S velset = 0,0 ctrl = 0 [State 52, 1] type = PosSet trigger1 = Time <= 0 y = 0 [State 52, 2] type = PlaySnd trigger1 = Time <= 0 value = 0, 0 channel = 5 [State 52, 3] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 47 value = 47 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; CPU Jump [Statedef 60] type = A movetype = I physics = A velset = 0,0 ctrl = 0 [State 60, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 60, VelSet] type = VelSet trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = const(velocity.jump.fwd.x) y = const(velocity.jump.y) [State 60, VelSet] type = VelSet triggerall = PrevStateNo = 100 trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = const(velocity.runjump.fwd.x) y = const(velocity.jump.y) [State 60, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 [State 60, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 value = 61 ;--------------------------------------------------------------------------- ; CPU Air Jump [Statedef 61] type = A movetype = I physics = A ctrl = 0 [State 60, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 60, VelSet] type = VelSet trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = Vel X y = const(velocity.jump.y) [State 60, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- ; CPU Jump [Statedef 65] type = A movetype = I physics = A velset = 0,0 ctrl = 0 [State 65, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 65, VelSet] type = VelSet trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = const(velocity.jump.fwd.x) y = const(velocity.jump.y) [State 60, VelSet] type = VelSet triggerall = PrevStateNo = 100 trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = const(velocity.runjump.fwd.x) y = const(velocity.jump.y) [State 65, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 [State 65, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 value = 66 ;--------------------------------------------------------------------------- ; CPU Air Jump Attack [Statedef 66] type = A movetype = I physics = A ctrl = 0 [State 65, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 65, VelSet] type = VelSet trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = Vel X y = const(velocity.jump.y) [State 65, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 [State 65, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y >= 0 value = 620 ;--------------------------------------------------------------------------- ; Dash Forward [Statedef 100] type = S physics = S sprpriority = 1 ctrl = 0 [State 100, Width] type = Width trigger1 = 1 value = ceil(5 * const(size.xscale)),0 [State 100, 1] type = VelSet trigger1 = 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, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 100 value = 100 [State 100, Explod] type = Explod trigger1 = Anim = 100 trigger1 = AnimElem = 1 sprpriority = 10 persistent = 0 scale = const(size.xscale), const(size.yscale) trans = addalpha alpha = 200,200 postype = P1 ownpal = 1 ontop = 1 anim = 110 pos = 0,0 ID = 110 [State 100, AfterImage] type = AfterImage trigger1 = Time <= 0 trigger1 = PrevStateNo != 5000 time = 1 length = 12 framegap = 3 palcolor = 0 [State 100, 4] type = PlaySnd trigger1 = Anim = 100 trigger1 = AnimElem = 1 persistent = 0 value = 10, 5 channel = 1 [State 100, Smoke] type = Explod trigger1 = Time > 0 trigger1 = TimeMod = 5,0 sprpriority = 20 scale = const(size.xscale), const(size.yscale) anim = F120 pos = 0,0 vel = 0,0 accel = 0,0 postype = p1 facing = 1 ontop = 1 [State 100, 5] type = ChangeState triggerall = Time > 0 triggerall = Var(20) < 0 trigger1 = P2Dist X >= 175 trigger1 = Var(44) > 30 || Time > 30 value = 60 [State 100, 6] type = ChangeState triggerall = Time > 0 triggerall = Var(20) < 0 trigger1 = P2BodyDist X <= 10 * const(size.xscale) trigger2 = P2BodyDist X <= 50 * const(size.xscale) trigger2 = Var(44) > 30 || Time > 30 value = 250 [State 100, 7] type = ChangeState triggerall = Time > 0 trigger1 = Var(20) >= 0 trigger1 = command != "holdfwd" trigger1 = command != "hold_z" trigger2 = Var(44) > 30 || Time > 30 value = 101 ;--------------------------------------------------------------------------- ; Dash Stop [Statedef 101] type = S physics = S sprpriority = 1 velset = 0,0 ctrl = 1 [State 100, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 101 value = 101 [State 100, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Standard Get Hit Shake [Statedef 5000] type = U movetype = H physics = N velset = 0,0 ctrl = 0 [State 5000, State] type = SelfState triggerall = Var(20) >= 0 trigger1 = !Alive ignorehitpause = 1 value = 5151 [State 5000, State] type = SelfState triggerall = Var(20) < 0 trigger1 = !Alive ignorehitpause = 1 value = 5155 [State 5000, PlaySnd] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = 12, 0 channel = 0 [State 5000, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) <= 0 value = ifelse((GetHitVar(groundtype) = 1),5000,5010) [State 5000, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = 1 value = ifelse((GetHitVar(groundtype) = 1),5001,5011) [State 5000, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) >= 2 value = ifelse((GetHitVar(groundtype) = 1),5002,5012) [State 5000, 2] ;Anim for HIT_BACK type = null ;ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = null ;ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = Null ;ChangeAnim trigger1 = Time > 0 value = Anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 6] type = ChangeState trigger1 = HitShakeOver value = 5001 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; Standard Hit Move [Statedef 5001] type = A movetype = H physics = N ctrl = 0 [State 5001, State] type = SelfState triggerall = Var(20) >= 0 trigger1 = !Alive ignorehitpause = 1 value = 5151 [State 5001, State] type = SelfState triggerall = Var(20) < 0 trigger1 = !Alive ignorehitpause = 1 value = 5155 [State 5001, 1] type = HitVelSet trigger1 = Time <= 0 x = 1 [State 5001, 2] type = VelSet trigger1 = Time <= 0 x = Vel X / 2 y = -3 [State 5001, 3] type = Gravity trigger1 = Time > 0 trigger1 = Pos Y < 0 [State 5000, 4] type = PosSet trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= 0 y = 0 [State 5000, 5] type = VelSet trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= 0 x = 0 y = 0 [State 5000, 6] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Freeze Get Hit [Statedef 5005] type = U movetype = U physics = N velset = 0,0 ctrl = 0 hitcountpersist = 1 [State 5000, State] type = SelfState triggerall = Var(20) >= 0 trigger1 = !Alive ignorehitpause = 1 value = 5151 [State 5000, State] type = SelfState triggerall = Var(20) < 0 trigger1 = !Alive ignorehitpause = 1 value = 5155 [State 5005, TypeSet] type = StateTypeSet trigger1 = Time <= 0 ignorehitpause = 1 type = U movetype = H physics = N [State 5005, Anim] type = ChangeAnim trigger1 = !HitShakeOver trigger1 = Life > 0 value = Var(41) elem = Var(42) ignorehitpause = 1 [State 5005, VelSet] type = VelSet trigger1 = HitShakeOver x = FVar(30) y = FVar(31) [State 5005, State] type = ChangeState trigger1 = HitShakeOver value = Var(40) ctrl = Var(43) ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype = H physics = N sprpriority = -3 velset = 0,0 [State 5150, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [State 5150, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 5150 value = 5150 [State 5150, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, PosSet] type = PosSet trigger1 = 1 y = 0 [State 5150, VelSet] type = VelSet trigger1 = 1 y = 0 ;--------------------------------------------------------------------------- ; Player Death KO [Statedef 5151] type = U movetype = H physics = N anim = 5000 sprpriority = -5 velset = 0,0 [State 5150, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5150, PlaySnd] type = PlaySnd trigger1 = Time <= 0 persistent = 0 value = 12, 0 channel = 0 [State 5150, Sound] type = PlaySnd trigger1 = Anim = 5000 trigger1 = AnimTime = 0 value = 11,10 channel = 5 ;----- Explosions ----- [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = 0, (-35 * Const(size.yscale)) velocity = 0, (-2.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (5 * Const(size.xscale)), (-30 * Const(size.yscale)) velocity = (1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (10 * Const(size.xscale)), (-25 * Const(size.yscale)) velocity = (2.5 * Const(size.xscale)), 0 projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (5 * Const(size.xscale)), (-20 * Const(size.yscale)) velocity = (1.5 * Const(size.xscale)), (1.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = 0, (-15 * Const(size.yscale)) velocity = 0, (2.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (-5 * Const(size.xscale)), (-20 * Const(size.yscale)) velocity = (-1.5 * Const(size.xscale)), (1.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (-10 * Const(size.xscale)), (-25 * Const(size.yscale)) velocity = (-2.5 * Const(size.xscale)), 0 projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 [State 5150, Projectile] type = Projectile trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Time = 25 projanim = 6000 projhitanim = 6000 offset = (-5 * Const(size.xscale)), (-30 * Const(size.yscale)) velocity = (-1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale)) projheightbound = -1000,1000 projedgebound = 1000 projstagebound = 1000 sprpriority = 5 ;-------------------- [State 5150, StateTypeSet] type = StateTypeSet trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Anim != 5000 StateType = L [State 5150, AssertSpecial] type = AssertSpecial trigger1 = Anim = 5000 trigger1 = AnimTime = 0 trigger2 = Anim != 5000 flag = NoShadow flag2 = Invisible [State 5150, Anim] type = ChangeAnim trigger1 = Anim = 5000 trigger1 = AnimTime = 0 value = 5110 [state 5150, State] type = ChangeState trigger1 = Time >= 25 value = 5150 ;--------------------------------------------------------------------------- ; CPU Death KO [Statedef 5155] type = U movetype = H physics = N anim = 5000 sprpriority = -5 velset = 0,0 [State 5155, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5155, EnvShake] type = EnvShake trigger1 = Time >= 50 trigger1 = Time < 240 trigger1 = TimeMod = 5,0 time = 5 freq = 100 ampl = -5 phase = 5 ;----- Explode Flash ----- [State 5155, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Var(0) < 0 var(0) = 0 [State 5155, VarAdd] type = VarAdd triggerall = Var(0) < 250 trigger1 = Time > 100 trigger1 = Time < 200 var(0) = 2 [State 5155, VarAdd] type = VarSet trigger1 = Time = 200 trigger2 = Var(0) > 255 var(0) = 255 [State 5155, EnvColor] type = EnvColor trigger1 = Time = 200 value = var(0),Var(0),Var(0) under = 1 time = 10 [State 5155, VarAdd] type = VarAdd triggerall = Var(0) > 0 trigger1 = Time > 210 trigger1 = Time < 300 var(0) = -3 [State 5155, PalFX] type = AllPalFX trigger1 = 1 time = 1 add = var(0),Var(0),Var(0) ;------------------------- ;----- Explode Sounds ----- [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 10,0 value = 2,0 freqmul = 1.25 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 10,0 value = 2,5 freqmul = 1.25 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 10,0 value = 2,6 freqmul = 1.25 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 10,0 value = 2,7 freqmul = 1.25 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 12,0 value = 2,0 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 12,0 value = 2,5 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 12,0 value = 2,6 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 12,0 value = 2,7 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 14,0 value = 2,0 freqmul = 0.75 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 14,0 value = 2,5 freqmul = 0.75 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 14,0 value = 2,6 freqmul = 0.75 [State 5155, Sound] type = PlaySnd triggerall = Time >= 50 triggerall = Time < 200 trigger1 = TimeMod = 14,0 value = 2,7 freqmul = 0.75 ;------------------------- ;----- Explosions ----- [State 5155, Explod] type = Explod triggerall = Time >= 50 triggerall = Time <= 200 trigger1 = TimeMod = 5,0 sprpriority = 10 random = ceil(25 * Const(size.xscale)), ceil(25 * Const(size.yscale)) pos = 0, ceil(-15 * Const(size.yscale)) postype = p1 anim = F0 [State 5155, Explod] type = Explod triggerall = Time >= 50 triggerall = Time <= 200 trigger1 = TimeMod = 5,0 sprpriority = 10 random = ceil(25 * Const(size.xscale)), ceil(25 * Const(size.yscale)) pos = 0, ceil(-15 * Const(size.yscale)) postype = p1 anim = F1 [State 5155, Explod] type = Explod triggerall = Time >= 50 triggerall = Time <= 200 trigger1 = TimeMod = 5,0 sprpriority = 10 random = ceil(25 * Const(size.xscale)), ceil(25 * Const(size.yscale)) pos = 0, ceil(-15 * Const(size.yscale)) postype = p1 anim = F2 [State 5155, Explod] type = Explod triggerall = Time >= 50 triggerall = Time <= 200 trigger1 = TimeMod = 5,0 sprpriority = 10 random = ceil(25 * Const(size.xscale)), ceil(25 * Const(size.yscale)) pos = 0, ceil(-15 * Const(size.yscale)) postype = p1 anim = F3 ;-------------------- [State 5155, Sound] type = PlaySnd trigger1 = Time = 200 value = 2,0 freqmul = 0.20 [State 5155, Sound] type = PlaySnd trigger1 = Time = 200 value = 2,5 freqmul = 0.20 [State 5155, Sound] type = PlaySnd trigger1 = Time = 200 value = 2,6 freqmul = 0.20 [State 5155, Sound] type = PlaySnd trigger1 = Time = 200 value = 2,7 freqmul = 0.20 [state 5155, Anim] type = ChangeAnim trigger1 = Time >= 200 value = 5150 [State 5155, AssertSpecial] type = AssertSpecial trigger1 = Time >= 200 trigger2 = Anim = 5150 flag = NoShadow flag2 = Invisible [State 5150, StateTypeSet] type = StateTypeSet trigger1 = Time >= 200 trigger2 = Anim = 5150 StateType = L [State 5155, PosSet] type = PosSet trigger1 = Time > 200 trigger2 = Anim = 5150 y = 0 [state 5155, 5] type = ChangeState trigger1 = Time > 300 value = 5150 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundno = 1 trigger1 = matchno = 1 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundno = 1 trigger1 = matchno = 1 fvalue = 0 [state 5900, 5] ;Intro type = ChangeState trigger1 = RoundNo = 1 trigger2 = RoundsExisted = 0 trigger2 = TeamMode = Turns trigger2 = RoundNo > 1 value = 190 ;---------------------------------------------------------------------------