; Special Moves ;--------------------------------------------------------------------------- ; Sabre Uppercut Slash Blade [Statedef 235] type = S movetype = A physics = S velset = 0,0 juggle = 10 ctrl = 0 [State 235, VarSet] type = VarSet trigger1 = 1 var(1) = 0 [State 235, VarSet] type = VarSet trigger1 = 1 var(32) = 0 [State 235, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 230 value = 230 [State 235, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 235, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 10, 4 channel = 1 [State 235, 2] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = AnimElem = 3 attr = S, SA damage = 60, 0 animtype = Medium guardflag = MA hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 1 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ;hitsound = S2, 11 ;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,-3 air.hittime = 15 ;----- Hit Impact ----- [State 235, Hit] type = PlaySnd trigger1 = MoveHit trigger1 = Anim = 230 ignorehitpause = 1 value = 2, 11 channel = 2 [State 235, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 235, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 235, Helper] type = Helper triggerall = NumHelper(10000) > 0 trigger1 = AnimElem = 4 helpertype = normal name = "Blade" id = 370 pos = ceil(25 * Const(size.xscale)), 0 postype = P1 stateno = 370 keyctrl = 0 ownpal = 1 [State 235, State] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Rising Sabre [Statedef 250] type = S movetype = A physics = S velset = 0,0 juggle = 10 ctrl = 0 [State 250, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 250 value = 250 [State 250, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 250, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 250 trigger1 = AnimElem = 4 attr = S, NA damage = 90, 0 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-40 * Const(size.yscale)) ;hitsound = S2, 12 ;guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8 airguard.velocity = -2,-4 air.type = Low air.velocity = -4,-8 air.hittime = 40 fall.recover = 0 air.fall = 1 fall = 1 ;----- Hit Impact ----- [State 250, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 250 ignorehitpause = 1 value = 2, 12 channel = 2 [State 250, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 250, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 250, PlaySnd] type = PlaySnd trigger1 = Anim = 250 trigger1 = AnimElem = 4 value = 10, 6 channel = 1 [State 250, VelSet] type = VelSet trigger1 = Anim = 250 trigger1 = AnimElem = 4, >= 0 x = 1.25 * const(size.xscale) y = const(velocity.jump.y) - const(size.yscale) [State 250, State] type = ChangeState trigger1 = Anim = 250 trigger1 = AnimElem = 4, >= 0 value = 251 ;--------------------------------------------------------------------------- ; Rising Sabre Jumping Air [Statedef 251] type = A movetype = A physics = A juggle = 10 ctrl = 0 [State 250, HitDef] type = HitDef trigger1 = Anim = 250 trigger1 = AnimElem = 4 attr = S, NA damage = 90, 0 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-40 * Const(size.yscale)) ;hitsound = S2, 12 ;guardsound = S2, 0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8 airguard.velocity = -2,-4 air.type = Low air.velocity = -4,-8 air.hittime = 40 fall.recover = 0 air.fall = 1 fall = 1 ;----- Hit Impact ----- [State 250, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 250 ignorehitpause = 1 value = 2, 12 channel = 2 [State 250, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 250, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 250, Anim] type = ChangeAnim trigger1 = Anim = 250 trigger1 = AnimElem = 4, > 0 trigger1 = Vel Y >= 0 value = 251 [State 250, Anim] type = ChangeAnim trigger1 = Anim = 251 trigger1 = AnimTime = 0 value = 44 elem = 2 [State 250, StateType] type = StateTypeSet triggerall = Var(20) < 0 trigger1 = Anim != 250 statetype = A movetype = I physics = A ;--------------------------------------------------------------------------- ; Charged Sabre [Statedef 260] type = S movetype = A physics = S velset = 0,0 juggle = 10 ctrl = 0 [State 260, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 260 value = 260 [State 260, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 260, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 10, 4 channel = 1 [State 260, EnvShake] type = EnvShake trigger1 = AnimElem = 3 time = 25 freq = 100 ampl = -10 phase = 10 [State 260, Explod] type = Explod triggerall = NumHelper(10000) > 0 trigger1 = AnimElem = 4 sprpriority = 10 scale = const(size.xscale), const(size.yscale) trans = addalpha alpha = 200,200 postype = P1 ownpal = 1 ontop = 1 anim = 265 pos = 0,0 id = 265 [State 260, Helper] type = Helper triggerall = NumHelper(10000) > 0 trigger1 = AnimElem = 4 helpertype = normal name = "Boulder Trigger" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 265 pos = 0, 0 postype = P1 stateno = 265 keyctrl = 0 ownpal = 1 [State 260, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 260 trigger1 = AnimElem = 4 attr = S, SA damage = 90, 0 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ;hitsound = S2, 11 ;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 260, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 260 ignorehitpause = 1 value = 2, 11 channel = 2 [State 260, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 260, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 260, State] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Buster Shot [Statedef 300] type = S movetype = A physics = S velset = 0,0 juggle = 5 ctrl = 0 ;----- Shot Power ----- [State 300, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) <= 0 trigger1 = NumHelper(396) <= 0 var(1) = 0 [State 300, Max] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) > 0 trigger2 = NumHelper(396) > 0 var(1) = 10 [State 300, Max] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) <= 0 trigger1 = NumHelper(396) > 0 var(1) = 20 [State 300, VarSet] type = VarSet trigger1 = Var(1) < 20 var(32) = 0 [State 300, VarSet] type = VarSet trigger1 = Var(1) >= 20 var(32) = 10 ;-------------------- [State 300, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 300 value = 300 [State 300, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Var(1) >= 20 || Var(32) > 0 trigger1 = Anim != 301 value = 301 [State 300, Anim] type = ChangeAnim triggerall = PalNo < 7 triggerall = Var(1) <= 0 trigger1 = Time <= 0 trigger1 = Anim != 300 trigger2 = Anim = 300 trigger2 = AnimElem = 2, < 0 value = 300 elem = 2 ;----- Buster Shot ----- [State 300, Helper] type = Helper triggerall = Var(1) = 0 trigger1 = AnimElem = 2 helpertype = normal name = "Small Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 310 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 310 keyctrl = 0 ownpal = 1 [State 300, Helper] type = Helper triggerall = Var(1) = 10 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 320 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 320 keyctrl = 0 ownpal = 1 [State 300, Helper] type = Helper triggerall = Var(1) = 20 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Mega Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 330 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 330 keyctrl = 0 ownpal = 1 ;-------------------- [State 300, PlaySnd] type = PlaySnd triggerall = Var(1) <= 0 trigger1 = AnimElem = 2 value = 4, 0 channel = 2 [State 300, PlaySnd] type = PlaySnd triggerall = Var(1) > 0 trigger1 = AnimElem = 2 value = 10, 7 channel = 1 [State 300, State] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Buster Shot Air [Statedef 305] type = A movetype = A physics = A juggle = 5 ctrl = 0 ;----- Shot Power ----- [State 305, VarSet] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) <= 0 trigger1 = NumHelper(396) <= 0 var(1) = 0 [State 305, Max] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) > 0 trigger2 = NumHelper(396) > 0 var(1) = 10 [State 305, Max] type = VarSet triggerall = Time <= 0 trigger1 = NumHelper(391) <= 0 trigger1 = NumHelper(396) > 0 var(1) = 20 [State 305, VarSet] type = VarSet trigger1 = Var(1) < 20 var(32) = 0 [State 305, VarSet] type = VarSet trigger1 = Var(1) >= 20 var(32) = 10 ;-------------------- [State 305, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 305 value = 305 [State 300, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Var(1) >= 20 || Var(32) > 0 trigger1 = Anim != 306 value = 306 [State 305, Anim] type = ChangeAnim triggerall = PalNo < 7 triggerall = Var(1) <= 0 trigger1 = Time <= 0 trigger1 = Anim != 305 trigger2 = Anim = 305 trigger2 = AnimElem = 2, < 0 value = 305 elem = 2 ;----- Buster Shot ----- [State 305, Helper] type = Helper triggerall = Var(1) = 0 trigger1 = AnimElem = 2 helpertype = normal name = "Small Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 310 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 310 keyctrl = 0 ownpal = 1 [State 305, Helper] type = Helper triggerall = Var(1) = 10 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 320 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 320 keyctrl = 0 ownpal = 1 [State 305, Helper] type = Helper triggerall = Var(1) = 20 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Mega Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 330 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 330 keyctrl = 0 ownpal = 1 ;-------------------- [State 305, PlaySnd] type = PlaySnd triggerall = Var(1) <= 0 trigger1 = AnimElem = 2 value = 4, 0 channel = 2 [State 305, PlaySnd] type = PlaySnd triggerall = Var(1) > 0 trigger1 = AnimElem = 2 value = 10, 7 channel = 1 ;--------------------------------------------------------------------------- ; CPU Sabre Charge Attack [Statedef 350] type = S movetype = I physics = S velset = 0,0 juggle = 5 ctrl = 0 [State 350, Turn] type = Turn trigger1 = P2Dist X < 0 ignorehitpause = 1 [State 350, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 0 value = 0 [State 350, Helper] type = Helper triggerall = Facing = 1 triggerall = NumHelper(390) = 0 trigger1 = Anim = 0 helpertype = normal name = "Inner Charge" persistent = 0 id = 390 pos = 0, 0 postype = P1 stateno = 391 keyctrl = 0 facing = 1 ownpal = 1 [State 350, Helper] type = Helper triggerall = Facing = 1 triggerall = NumHelper(395) = 0 trigger1 = Anim = 0 helpertype = normal name = "Outer Charge" persistent = 0 id = 395 pos = 0, 0 postype = P1 stateno = 396 keyctrl = 0 facing = 1 ownpal = 1 [State 350, Helper] type = Helper triggerall = Facing = -1 triggerall = NumHelper(390) = 0 trigger1 = Anim = 0 helpertype = normal name = "Inner Charge" persistent = 0 id = 390 pos = 0, 0 postype = P1 stateno = 391 keyctrl = 0 facing = -1 ownpal = 1 [State 350, Helper] type = Helper triggerall = Facing = -1 triggerall = NumHelper(395) = 0 trigger1 = Anim = 0 helpertype = normal name = "Outer Charge" persistent = 0 id = 395 pos = 0, 0 postype = P1 stateno = 396 keyctrl = 0 facing = -1 ownpal = 1 [State 350, State] type = ChangeState triggerall = Time > 0 trigger1 = PalNo < 7 trigger1 = Var(44) >= 30 || Time >= 30 trigger2 = PalNo > 6 trigger2 = Var(44) >= 15 || Time >= 15 value = 260 ;--------------------------------------------------------------------------- ; CPU Z-Buster Charge Attack [Statedef 360] type = S movetype = I physics = S velset = 0,0 juggle = 5 ctrl = 0 [State 360, Turn] type = Turn trigger1 = P2Dist X < 0 ignorehitpause = 1 [State 360, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 0 value = 0 [State 360, Helper] type = Helper triggerall = Facing = 1 triggerall = NumHelper(390) = 0 trigger1 = Anim = 0 helpertype = normal name = "Inner Charge" persistent = 0 id = 390 pos = 0, 0 postype = P1 stateno = 391 keyctrl = 0 facing = 1 ownpal = 1 [State 360, Helper] type = Helper triggerall = Facing = 1 triggerall = NumHelper(395) = 0 trigger1 = Anim = 0 helpertype = normal name = "Outer Charge" persistent = 0 id = 395 pos = 0, 0 postype = P1 stateno = 396 keyctrl = 0 facing = 1 ownpal = 1 [State 350, Helper] type = Helper triggerall = Facing = -1 triggerall = NumHelper(390) = 0 trigger1 = Anim = 0 helpertype = normal name = "Inner Charge" persistent = 0 id = 390 pos = 0, 0 postype = P1 stateno = 391 keyctrl = 0 facing = -1 ownpal = 1 [State 350, Helper] type = Helper triggerall = Facing = -1 triggerall = NumHelper(395) = 0 trigger1 = Anim = 0 helpertype = normal name = "Outer Charge" persistent = 0 id = 395 pos = 0, 0 postype = P1 stateno = 396 keyctrl = 0 facing = -1 ownpal = 1 [State 360, State] type = ChangeState triggerall = Time > 0 trigger1 = PalNo < 7 trigger1 = Var(44) >= 30 || Time >= 30 trigger2 = PalNo > 6 trigger2 = Var(44) >= 15 || Time >= 15 value = 361 ;--------------------------------------------------------------------------- ; CPU 3-in-1 Z-Buster Sabre Blade Combo [Statedef 361] type = S movetype = A physics = S velset = 0,0 juggle = 5 ctrl = 0 [State 360, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 300 trigger1 = Anim != 301 value = 300 [State 360, Anim] type = ChangeAnim trigger1 = Anim = 300 trigger1 = AnimTime = 0 trigger1 = PalNo < 7 value = 301 elem = 2 [State 360, Anim] type = ChangeAnim trigger1 = Anim = 300 trigger1 = AnimElem = 4, > 0 trigger1 = PalNo > 6 value = 301 [State 360, Helper] type = Helper trigger1 = Anim = 300 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Small Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 320 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 320 keyctrl = 0 ownpal = 1 [State 360, Helper] type = Helper trigger1 = Anim = 301 trigger1 = AnimElem = 2 helpertype = normal name = "Charged Mega Shot" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 330 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 330 keyctrl = 0 ownpal = 1 [State 360, PlaySnd] type = PlaySnd trigger1 = Anim = 300 || Anim = 301 trigger1 = AnimElem = 2 value = 10, 7 channel = 1 [State 360, State] type = ChangeState trigger1 = AnimTime = 0 value = 362 ;--------------------------------------------------------------------------- ; CPU Sabre Blade Attack [Statedef 362] type = S movetype = A physics = S velset = 0,0 juggle = 5 ctrl = 0 [State 360, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 0 value = 0 [State 360, Turn] type = Turn trigger1 = P2Dist X < 0 ignorehitpause = 1 [State 360, State] type = ChangeState triggerall = Time > 0 trigger1 = PalNo < 7 trigger1 = Var(44) >= 25 || Time >= 25 trigger2 = PalNo > 6 trigger2 = Var(44) >= 5 || Time >= 5 value = 235 ;--------------------------------------------------------------------------- ; Jump Charged Sabre [Statedef 660] type = A movetype = A physics = A juggle = 10 ctrl = 0 [State 660, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 660 value = 660 [State 660, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 660, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 10, 4 channel = 1 [State 660, EnvShake] type = EnvShake trigger1 = AnimElem = 3 time = 25 freq = 100 ampl = -10 phase = 10 [State 660, VelSet] type = VelSet trigger1 = AnimElem = 3 trigger1 = Vel X < 0 x = Vel X [State 660, VelSet] type = VelSet trigger1 = AnimElem = 3 trigger1 = Vel X >= 0 x = Vel X / 2 [State 660, VelSet] type = VelSet trigger1 = AnimElem = 3 trigger1 = Vel Y < 0 y = Vel Y [State 660, VelSet] type = VelSet trigger1 = AnimElem = 3 trigger1 = Vel Y >= 0 y = -Vel Y [State 660, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 660 trigger1 = AnimElem = 4 attr = A, SA damage = 90, 0 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-10 * Const(size.yscale)) ;hitsound = S2, 11 ;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 660, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 660 ignorehitpause = 1 value = 2, 11 channel = 2 [State 660, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 660, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- ;--------------------------------------------------------------------------- ; Jump Sabre Slash Blade [Statedef 690] type = A movetype = A physics = A juggle = 4 ctrl = 0 [State 690, VarSet] type = VarSet trigger1 = 1 var(32) = 0 [State 690, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 600 trigger1 = Anim != 610 value = 600 [State 690, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 690, Anim] type = ChangeAnim trigger1 = Anim = 600 trigger1 = AnimElem = 2 persistent = 0 value = 610 [State 660, VelSet] type = VelSet trigger1 = Anim = 600 || Anim = 610 trigger1 = AnimElem = 2, < 0 x = 0 y = 0 [State 690, PlaySnd] type = PlaySnd trigger1 = Anim = 610 trigger1 = AnimElem = 2 value = 10, 4 channel = 1 [State 690, Anim] type = ChangeAnim trigger1 = Anim = 610 trigger1 = AnimElem = 4, >= 0 value = 600 elem = 2 [State 690, VelSet] type = VelSet trigger1 = AnimElem = 2 x = -1 * Const(size.xscale) y = -2 * Const(size.yscale) [State 690, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 600 trigger1 = AnimElem = 2 attr = A, NA damage = 60, 0 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 0 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-10 * Const(size.yscale)) ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -3,-1 air.type = Low air.velocity = -4,-2 air.hittime = 15 ;----- Hit Impact ----- [State 690, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 600 trigger2 = Anim = 610 ignorehitpause = 1 value = 2, 11 channel = 2 [State 690, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 690, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 690, Helper] type = Helper triggerall = NumHelper(10000) > 0 trigger1 = Anim = 600 trigger1 = AnimElem = 3 helpertype = normal name = "Blade" id = 370 pos = ceil(20 * Const(size.xscale)), 0 postype = P1 stateno = 370 keyctrl = 0 ownpal = 1 ;--------------------------------------------------------------------------- ; Light Beam Recover [Statedef 1000] type = S movetype = A physics = S velset = 0,0 juggle = 2 ctrl = 0 [State 1000, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 1000 value = 1000 [State 1000, Helper] type = Helper triggerall = NumHelper(1010) = 0 trigger1 = Anim = 1000 trigger1 = AnimElem = 1 helpertype = normal name = "Spark" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1010 pos = 0, 0 postype = P1 stateno = 1010 keyctrl = 0 ownpal = 1 [State 1000, Helper] type = Helper triggerall = NumHelper(1015) = 0 trigger1 = Anim = 1000 trigger1 = AnimElem = 4, >= 0 helpertype = normal name = "Beam Object" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 persistent = 0 id = 1015 pos = 0, 0 postype = P1 stateno = 1015 keyctrl = 0 ownpal = 1 [State 1000, PlayerPush] type = PlayerPush trigger1 = Anim = 1000 trigger1 = AnimElem = 4, >= 0 trigger1 = NumHelper(1015) > 0 ignorehitpause = 1 value = 0 [State 1000, PlaySnd] type = PlaySnd trigger1 = Anim = 1000 trigger1 = AnimElem = 4 value = 10, 8 channel = 1 [State 1000, LifeAdd] type = LifeAdd triggerall = Anim = 1000 triggerall = NumHelper(1015) > 0 trigger1 = PalNo < 7 trigger1 = Var(44) >= 30 || Time >= 30 value = 5 [State 1000, LifeAdd] type = LifeAdd triggerall = Anim = 1000 triggerall = NumHelper(1015) > 0 trigger1 = PalNo > 6 trigger1 = Var(44) >= 15 || Time >= 15 value = 10 [State 1000, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Var(44) > 100 || Time > 100 trigger1 = Anim != 1001 value = 1001 [State 1000, State] type = ChangeState trigger1 = Anim = 1001 trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Ground Pound [Statedef 1100] type = S movetype = A physics = S velset = 0,0 juggle = 2 ctrl = 0 [State 1100, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 1000 value = 1000 [State 1100, Helper] type = Helper triggerall = NumHelper(1050) = 0 trigger1 = Anim = 1000 trigger1 = AnimElem = 1 helpertype = normal name = "Spark" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1050 pos = 0, 0 postype = P1 stateno = 1050 keyctrl = 0 ;-------------------- ; Launch Projectiles [State 1100, Helper] type = Helper trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Spark Projectile" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 facing = 1 id = 1030 pos = ceil(5 * const(size.xscale)), ceil(-5 * const(size.yscale)) postype = P1 stateno = 1030 keyctrl = 0 ownpal = 1 [State 1100, Helper] type = Helper trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Spark Projectile" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 facing = 1 id = 1031 pos = ceil(5 * const(size.xscale)), ceil(-5 * const(size.yscale)) postype = P1 stateno = 1030 keyctrl = 0 ownpal = 1 [State 1100, Helper] type = Helper trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Spark Projectile" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 facing = 1 id = 1032 pos = ceil(5 * const(size.xscale)), ceil(-5 * const(size.yscale)) postype = P1 stateno = 1030 keyctrl = 0 ownpal = 1 [State 1100, Helper] type = Helper trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Spark Projectile" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 facing = -1 id = 1031 pos = ceil(5 * const(size.xscale)), ceil(-5 * const(size.yscale)) postype = P1 stateno = 1030 keyctrl = 0 ownpal = 1 [State 1100, Helper] type = Helper trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Spark Projectile" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 facing = -1 id = 1030 pos = ceil(5 * const(size.xscale)), ceil(-5 * const(size.yscale)) postype = P1 stateno = 1030 keyctrl = 0 ownpal = 1 ;-------------------- [State 1100, Helper] type = Helper triggerall = NumHelper(1055) = 0 trigger1 = Anim = 1000 trigger1 = AnimElem = 4 helpertype = normal name = "Ground Spark" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1055 pos = 0, 0 postype = P1 stateno = 1055 keyctrl = 0 [State 1100, PlaySnd] type = PlaySnd trigger1 = Anim = 1000 trigger1 = AnimElem = 4 value = 10, 9 channel = 1 [State 1100, Anim] type = ChangeAnim trigger1 = Anim = 1000 trigger1 = AnimTime = 0 value = 1001 [State 1100, State] type = ChangeState trigger1 = Anim = 1001 trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------