;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;----- AfterImage ----- [State -2, AfterImage] type = AfterImageTime trigger1 = Vel X >= const(velocity.runjump.fwd.x) ignorehitpause = 1 time = 2 ;-------------------- ;-------------------- ; Remove Explods [State -2, RemoveExplod] type = RemoveExplod triggerall = NumExplod(266) > 0 trigger1 = MoveType != A ignorehitpause = 1 id = 266 ;-------------------- ;-------------------- ; Shadow Omega [State -2, VarSet] type = VarSet triggerall = PalNo > 6 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State -2, VarAdd] type = VarAdd triggerall = PalNo > 6 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State -2, Speed] type = ChangeAnim triggerall = PalNo > 6 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State -2, PosAdd] type = PosAdd trigger1 = PalNo > 6 trigger1 = StateNo < 2100 x = Vel X y = Vel Y [State -2, VelAdd] type = VelAdd triggerall = PalNo > 6 triggerall = StateNo < 2100 trigger1 = Vel Y != 0 y = .2 [State -2, AttackMulSet] type = AttackMulSet trigger1 = PalNo > 6 ignorehitpause = 1 value = 1.5 [State -2, NotHitBy] type = NotHitBy triggerall = PalNo > 6 trigger1 = MoveType = H ignorehitpause = 1 value = SCA time = 1 ;-------------------- ;-------------------- ; Armor Code [State -2, AssertSpecial] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoStandguard flag2 = NoCrouchguard flag3 = NoAirguard [State -2, Vel X] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 fv = 30 value = Vel X ignorehitpause = 1 [State -2, Vel Y] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 fv = 31 value = Vel Y ignorehitpause = 1 [State -2, StateNo] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 40 value = StateNo ignorehitpause = 1 [State -2, Anim] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 41 value = Anim ignorehitpause = 1 [State -2, AnimElemNo] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 42 value = AnimElemNo(0) ignorehitpause = 1 [State -2, Ctrl] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 43 value = Ctrl ignorehitpause = 1 [State -2, VarSet] type = VarSet triggerall = RoundState >= 2 triggerall = PrevStateNo != 5005 triggerall = MoveType != H trigger1 = StateTime <= 1 ignorehitpause = 1 var(44) = -1 [State -2, VarAdd] type = VarAdd trigger1 = RoundState >= 2 trigger1 = MoveType != H ignorehitpause = 1 var(44) = 1 [State -2, VarSet] type = VarSet trigger1 = Var(45) <= 0 trigger2 = Var(45) >= 50 v = 45 value = 0 ignorehitpause = 1 [State -2, VarSet] type = VarSet trigger1 = MoveType = H v = 45 value = 1 ignorehitpause = 1 [State -2, VarAdd] type = VarAdd trigger1 = Var(45) > 0 v = 45 value = 1 ignorehitpause = 1 [State -2, NotHitBy] type = NotHitBy trigger1 = Var(45) > 0 trigger1 = MoveType != H ignorehitpause = 1 value = SCA time = 1 [State -2, HitOverride] type = HitOverride trigger1 = Var(20) < 0 attr = SCA, AA, AT, AP ignorehitpause = 1 stateno = 5005 time = 1 [State -2, HitOverride] type = HitOverride trigger1 = Var(20) >= 0 trigger2 = MoveType != A attr = SCA, AA, AT, AP ignorehitpause = 1 stateno = 5000 time = 1 [State -2, PalFX] type = PalFX triggerall = Alive triggerall = Var(45) > 0 trigger1 = TimeMod = 4,0 time = 2 add = 250,250,250 ignorehitpause = 1 ;-------------------- ;-------------------- ; No Power Set [State -2, PowerSet] type = PowerSet trigger1 = 1 ignorhitpause = 1 value = 0 ;-------------------- ;-------------------- ; Attack identifier [State -2, VarSet] type = VarSet trigger1 = MoveType != A ignorehitpause = 1 var(1) = 0 ;-------------------- ;-------------------- ; Air Jump Variable [State -2, VarSet] type = VarSet trigger1 = Var(5) > 0 trigger1 = StateType != A ignorehitpause = 1 var(5) = 0 [State -2, VarSet] type = VarSet trigger1 = StateNo = 45 ignorehitpause = 1 var(5) = 1 ;-------------------- ;-------------------- ; Can't KO from F1 [State -2, VarSet] type = VarSet trigger1 = Life > Var(50) ignorehitpause = 1 var(50) = Life [State -2, LifeSet] type = LifeSet trigger1 = 1 ignorehitpause = 1 value = Var(50) [State -2, VarAdd] type = VarAdd trigger1 = MoveType = H ignorehitpause = 1 var(50) = (-GetHitVar(Damage)) ;-------------------- ;-------------------- ; Aura Shadow [State -2, Helper] type = Helper triggerall = Alive triggerall = NumHelper(9999) = 0 trigger1 = RoundState > 0 trigger1 = RoundState < 3 trigger1 = StateNo != 180 trigger1 = StateNo != 190 trigger2 = StateNo = 190 trigger2 = Anim = 191 trigger2 = AnimElem = 9 helpertype = normal name = "Aura Shadow" pausemovetime = 100000000 supermovetime = 100000000 id = 9999 pos = 0,0 postype = p1 stateno = 9999 keyctrl = 0 ownpal = 1 ;-------------------- ;-------------------- ; AI System [State -2, AI] type = Helper trigger1 = NumHelper(6666) = 0 trigger1 = RoundState = 2 helpertype = normal name = "AI Trigger" id = 6666 pos = 1000, 1000 stateno = 6666 keyctrl = 1 ownpal = 1 ;-------------------- [State -2, State] type = SelfState triggerall = Var(20) >= 0 triggerall = StateNo < 5150 || StateNo >= 5160 trigger1 = !Alive value = 5151 [State -2, State] type = SelfState triggerall = Var(20) < 0 triggerall = StateNo < 5150 || StateNo >= 5160 trigger1 = !Alive value = 5155 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;------------------------- ; No Music Until The Match. ;------------------------- [State -3, AssertSpecial] type = AssertSpecial trigger1 = RoundNo <= 1 trigger1 = RoundState < 2 trigger2 = RoundsExisted = 0 trigger2 = TeamMode = Turns trigger2 = RoundState < 2 trigger3 = MatchOver trigger4 = Alive = 0 flag = NoMusic ;------------------------- ;-------------------- ; AirJump Move [State -3, 0] type = VelSet triggerall = Vel Y < 0 triggerall = Var(20) >= 0 triggerall = StateType = A triggerall = MoveType != H triggerall = StateNo >= 40 && StateNo < 200 || StateNo >= 300 && StateNo < 1000 trigger1 = Command != "hold_a" y = Vel Y / 2 [State -3, VelAdd] type = VelAdd triggerall = Vel X < const(velocity.walk.fwd.x) triggerall = Var(20) >= 0 triggerall = StateType = A triggerall = MoveType != H triggerall = Command = "holdfwd" triggerall = StateNo >= 40 && StateNo < 200 || StateNo >= 300 && StateNo < 1000 trigger1 = MoveType = A trigger2 = Ctrl x = .5 [State -3, VelAdd] type = VelAdd triggerall = Vel X > const(velocity.walk.back.x) triggerall = Var(20) >= 0 triggerall = StateType = A triggerall = MoveType != H triggerall = Command = "holdback" triggerall = StateNo >= 40 && StateNo < 200 || StateNo >= 300 && StateNo < 1000 trigger1 = MoveType = A trigger2 = Ctrl x = -.5 [State -3, VelSet] type = VelSet triggerall = Var(20) >= 0 triggerall = StateType = A triggerall = MoveType != H trigger1 = Vel Y >= 10 y = 10 ;--------------------