; Peter's constants and state file. by Warner [Data] ;Amount of life to start with life = 1000 ;attack power (more is stronger) attack = 100 ;defensive power (more is stronger) defence = 100 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.4 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 4.6, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [State 180, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,120 [State 180, 2] type = ChangeState trigger1 = Var(1) = [0,29] value = 181 [State 180, 3] type = ChangeState trigger1 = Var(1) = [30,45] value = 182 [State 180, 4] type = ChangeState trigger1 = Var(1) = [46,69] value = 184 [State 180, 5] type = ChangeState trigger1 = Var(1) = [70,99] value = 185 [State 180, 6] ;Can't Touch Me type = ChangeState trigger1 = Var(1) = [100,120] value = 186 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, sound1] type = PlaySnd trigger1 = Time = 1 value = 800, 2 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [state 181, 1] type = assertspecial trigger1 = time < 300 flag = roundnotover ;-------------------------------------------------------------------------- ; Win pose 2 - pollo [Statedef 182] type = S ctrl = 0 anim = 182 velset = 0,0 sprpriority = 4 [State 181, sound1] type = PlaySnd trigger1 = Time = 1 value = 800, 3 [State 181, sound2] type = PlaySnd trigger1 = AnimElem = 13 value = 11, 0 [State 181, sound3] type = PlaySnd trigger1 = AnimElem = 14 value = 1, 7 [State 181, sound4] type = PlaySnd trigger1 = AnimElem = 9 value = 800, 4 [State 182, Shake Screen] type = EnvShake trigger1 = AnimElem = 14 time = 88 ampl = 2 freq = 180 [State 182, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [state 182, 1] type = assertspecial trigger1 = time < 300 flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 3 ; CNS difficulty: basic [Statedef 184] type = S ctrl = 0 anim = 184 velset = 0,0 [State 184, sound1] type = PlaySnd trigger1 = Animelem = 5 value = 0, 18 [State 184, sound2] type = PlaySnd trigger1 = Animelem = 9 value = 1, 6 [State 3000, sound3] type = PlaySnd trigger1 = AnimElem = 10 trigger2 = AnimElem = 30 value = 0, 12 [State 184, Shake Screen] type = EnvShake trigger1 = AnimElem = 9 time = 8 ampl = 4 freq = 180 [State 184, monos] type = Explod trigger1 = animelem = 8 anim = 189 pos = 0,0 sprpriority = -1 removetime = 702 [State 184, monos2] type = Explod trigger1 = animelem = 8 anim = 199 pos = 70,0 sprpriority = -1 removetime = 702 [State 184, monos3] type = Explod trigger1 = animelem = 8 anim = 199 pos = -70,0 sprpriority = -1 removetime = 702 [State 184, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [state 184, 1] type = assertspecial trigger1 = time < 300 flag = roundnotover ;-------------------------------------------------------------------------- [Statedef 185] type = S ctrl = 0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA [State 185, stand] type = Explod trigger1 = Time = 0 persistent = 0 anim = 2 postype = p1 pos = 0, 0 [State 185,1] type = AssertSpecial trigger1 = time < 140 flag = roundnotover [State 185, distance X_right] type = varset trigger1 = facing = 1 trigger1 = time = 0 var(20) = floor(ifelse((enemy,facing = -1),(enemy,FrontEdgeDist - BackEdgeDist),(enemy,BackEdgeDist - BackEdgeDist))) [State 185, distance X_left] type = varset trigger1 = facing = -1 trigger1 = time = 0 var(20) = floor(ifelse((enemy,facing = 1),(FrontEdgeDist - enemy,BackEdgeDist),(FrontEdgeDist - enemy,FrontEdgeDist))) [State 185, time for distance] type = varset trigger1 = time = 0 var(21) = floor(var(20)/30) [State 185, run_anim] type = changeanim trigger1 = time = 0 value = ifelse( (var(21) >= 0), 101, 105 ) [State 185, run] type = velset trigger1 = time = 0 x = var(21) [State 185, stop] type = velset trigger1 = time = 30 x = 0 [State 185, anim] type = changeanim trigger1 = time = 30 value = ifelse( (var(21) >= 0), 183, 181 ) [State 200,PlaySnd] type = PlaySnd trigger1 = Time = 12 value = 1, 11 channel = 0 [State 185, 0] type = null;Explod triggerall = anim= 183 trigger1 = animelem = 5 anim = F1 pos = ifelse( (anim=183), 40, -40), -1 random = 5, 5 sprpriority = 4 ;--------------------------------------------------------------------------- ; Can't Touch Me! [Statedef 186] type = S ctrl = 0 anim = 185 velset = 0,0 [State 186, sound1] type = PlaySnd trigger1 = Animelem = 1 value = 0, 21 [state 186, 1] type = assertspecial trigger1 = time < 300 flag = roundnotover flag2 = NoMusic ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic [Statedef 190] type = S ctrl = 0 velset = 0,0 [State 190,VarSet] type = VarRandom;type = VarSet trigger1 = Time = 0 v = 1 range = 0,59 ;value = Random [State 190,1] type = ChangeState trigger1 = p2name = "leela" ; by warner trigger2 = p4name = "leela" trigger3 = p2name = "kula_new" trigger4 = p4name = "kula_new" trigger5 = p2name = "Shermie" || p4name = "Shermie" trigger6 = p2name = "morrigan" || p4name = "morrigan" trigger7 = p2name = "morrigan by ryokucha" || p4name = "morrigan by ryokucha" trigger8 = P2name = "felicia" || p4name = "felicia" trigger9 = P2Name = "psylocke by Qkrtkf!" || P4Name = "psylocke by Qkrtkf!" trigger10 = P2Name = "psylocke" || P4Name = "psylocke" trigger11 = P2Name = "viuda negra" || P4Name = "viuda negra" trigger12 = P2Name = "chun li" || P4Name = "chun li" trigger13 = P2Name = "elastigirl" || P4Name = "elastigirl" trigger14 = p2name = "cammy" || p4name = "cammy" trigger15 = P2name = "Sakura Kasugano" || p4name = "Sakura Kasugano" trigger16 = p2name = "R.mika" || p4name = "R.mika" trigger17 = P2name = "Karin Kanzuki" || p4name = "Karin Kanzuki" trigger18 = p2name = "juli" || p4name = "juli" trigger19 = p2name = "juni" || p4name = "juni" trigger20 = p2name = "rose" || p4name = "rose" trigger21 = p2name = "Chunli" || p4name = "Chunli" trigger22 = p2name = "Chun-Li" || p4name = "Chun-Li" trigger23 = p2name = "Mika" || p4name = "Mika" trigger24 = P2name = "SF3 Chun Li" || p4name = "SF3 Chun Li" trigger25 = P2Name = "SSF2Cammy" || P4Name = "SSF2Cammy" trigger26 = P2Name = "cvscammy" || P4Name = "cvscammy" trigger27 = P2Name = "J_Rose" || P4Name = "J_Rose" trigger28 = P2Name = "sakura" || P4Name = "sakura" trigger29 = P2name = "Morrigan Aensland" || p4name = "Morrigan Aensland" trigger30 = p2name = "Lilith" || p4name = "Lilith" trigger31 = P2name = "Hinata Wakaba" || p4name = "Hinata Wakaba" trigger32 = P2name = "Mariah" || p4name = "Mariah" trigger33 = p2name = "MIDLER" || p4name = "MIDLER" trigger34 = P2name = "Mai" || p4name = "Mai" trigger35 = P2Name = "svcathena" || P4Name = "svcathena" trigger36 = p2name = "cvsathena" || p4name = "cvsathena" trigger37 = p2name = "cvsvice" || p4name = "cvsvice" trigger38 = P2name = "B.Jenet" || p4name = "B.Jenet" trigger39 = P2name = "ARINA" || p4name = "ARINA" trigger40 = p2name = "Hikari Reiko" || p4name = "Hikari Reiko" trigger41 = p2name = "Yuki Morikawa" || p4name = "Yuki Morikawa" trigger42 = P2Name = "dizzy" || P4Name = "dizzy" trigger43 = P2name = "Raiya Mikazuchi" || p4name = "Raiya Mikazuchi" trigger44 = P2name = "MysP" || p4name = "MysP" trigger45 = P2name = "roomi" || p4name = "roomi" trigger46 = p2name = "Blue Mary" || p4name = "Blue Mary" trigger47 = p2name = "Mai Shiranui" || p4name = "Mai Shiranui" trigger48 = p2name = "cvsfelicia" || p4name = "cvsfelicia" trigger49 = p2name = "Nanashi Kimura" || p4name = "Nanashi Kimura" trigger50 = p2name = "Wonder Woman Reloaded" || p4name = "Wonder Woman Reloaded" trigger51 = p2name = "Felicia MvC2 Style by MGBenz" || p4name = "Felicia MvC2 Style by MGBenz" trigger52 = p2name = "SHIRANUI MAI" || p4name = "SHIRANUI MAI" trigger53 = p2name = "She-ra" || p4name = "She-ra" trigger54 = p2name = "Cammy_MVC2" || p4name = "Cammy_MVC2" trigger55 = p2name = "Red Snake" || p4name = "Red Snake" trigger56 = p2name = "Blair Dame" || p4name = "Blair Dame" trigger57 = p2name = "Blair Dame MvsC" || p4name = "Blair Dame MvsC" trigger58 = p2name = "athena-rkn" || p4name = "athena-rkn" trigger59 = p2name = "Kelly Blender(Elektra) by AHRIMANES" || p4name = "Kelly Blender(Elektra) by AHRIMANES" trigger60 = p2name = "B.ORCHID BY AHRIMANES" || p4name = "B.ORCHID BY AHRIMANES" trigger61 = p2name = "Tiazinha" || p4name = "Tiazinha" trigger62 = p2name = "Sailor Jupiter" || p4name = "Sailor Jupiter" trigger63 = p2name = "Maxine" || p4name = "Maxine" value = 192 [State 190,2] type = ChangeState trigger1 = p2name = "Homero J Simpson" ; by warner trigger2 = p4name = "Homero J Simpson" value = 193 [State 190,3] type = ChangeState trigger1 = p2name = "Homer J Simpson" ; by warner trigger2 = p4name = "Homer J Simpson" value = 193 [State 190,3] type = ChangeState trigger1 = p2name = "Big Chicken" ; by warner trigger2 = p4name = "Big Chicken" value = 197 [State 190,4] type = ChangeState trigger1 = p2name = "Peter Griffin" ; by warner trigger2 = p4name = "Peter Griffin" value = 198 [State 190, 5] type = ChangeState trigger1 = Var(1) = [0,29] value = 191 [State 190, 6] type = ChangeState trigger1 = Var(1) = [30,59] value = 194 ;-------------------------------------------------------------------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 190, sound1] type = PlaySnd trigger1 = Time = 16 value = 800, 1 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------- ;contra los culos ;-------------------------------------------------------------------------- [Statedef 192] type = S ctrl = 0 anim = 192 velset = 0,0 [State 193,Vs.Special] type = AssertSpecial trigger1 = 1 flag = Intro flag2 = nobardisplay [State 192, sound1] type = PlaySnd trigger1 = Time = 95 value = 0, 14 [State 192, sound2] type = PlaySnd trigger1 = Animelem = 33 value = 0, 15 [State 192, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; puechi [Statedef 193] type = S physics = N ctrl = 0 anim = 191 velset = 0, 0 sprpriority = 1 [State 193,Vs.Special] type = AssertSpecial trigger1 = 1 flag = Intro flag2 = nobardisplay [State 191, 3] type = MakeDust trigger1 = AnimElem = 11 pos = 68,0 spacing = 1 [State 191, 4] type = EnvShake trigger1 = AnimElem = 11 time = 15 ampl = -2 freq = 60 phase = 60 [State 100,s0] type = PlaySnd trigger1 = AnimElem = 11 value = 1,4 channel = 0 [State 100,s1] type = PlaySnd trigger1 = AnimElem = 49 value = 1,5 [State 100,s2] type = PlaySnd trigger1 = AnimElem = 4 value = 1,6 [State 193,4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;-------------------------------------------------------------------------- [Statedef 194] type = S ctrl = 0 anim = 193 velset = 0,0 [State 194, sound1] type = PlaySnd trigger1 = Time = 4 value = 0, 10 [State 194, sound2] type = PlaySnd trigger1 = Animelem = 15 trigger2 = Animelem = 17 value = 0, 11 [State 194, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S ;juggle = 4 sprpriority = 2 [State 195, 1] type = CtrlSet trigger1 = Time = 196 value = 1 [State 195, sound1] type = PlaySnd trigger1 = Time = 2 value = 0, 13 channel = 0 [State 195, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 197] type = S ctrl = 0 anim = 197 velset = 0,0 [State 197,Vs.Special] type = AssertSpecial trigger1 = 1 flag = Intro flag2 = nobardisplay [State 194, sound1] type = PlaySnd trigger1 = Animelem = 7 value = 1, 5 [State 194, sound2] type = PlaySnd trigger1 = Animelem = 15 trigger2 = Animelem = 17 value = 0, 11 [State 194, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;-------------------------------------------------------------------------- [Statedef 198] type = S ctrl = 0 anim = 198 velset = 0,0 [State 198,Vs.Special] type = AssertSpecial trigger1 = 1 flag = Intro flag2 = nobardisplay [State 198, sound1] type = PlaySnd trigger1 = Time = 214 value = 0, 22 [State 198, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 23, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = 2 [State 210, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 4 [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 57 guardflag = MA pausetime = 12,12 sparkno = 2 sparkxy = -10,-76 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 220] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 220 sprpriority = 2 [State 220, 1] type = PosAdd trigger1 = AnimElem = 3 x = 28 [State 220, sound1] type = PlaySnd trigger1 = Time = 2 value = 0, 4 [State 220, 2] type = HitDef trigger1 = AnimElem = 7 attr = S, NA animtype = Medium damage = 57 guardflag = MA pausetime = 12,12 sparkno = 3 sparkxy = 0,-46 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; patada baja [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 26 guardflag = MA pausetime = 12,12 sparkno = 0 sparkxy = -10,-24 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -2.5,-3.5 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; patada media [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-52 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 25 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; patada alta [Statedef 250] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2 [State 250, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 250, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Heavy damage = 75 guardflag = MA pausetime = 12,12 sparkno = 2 sparkxy = -10,-90 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 25 ground.velocity = -1 air.velocity = -2.2,-3.2 [State 250, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Botella [Statedef 300] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 300 ctrl = 0 sprpriority = 2 [State 300, 1] type = PlaySnd trigger1 = animelem = 11 value = 0, 2 [State 300, 2] type = PlaySnd trigger1 = animelem = 10 value = 0, 9 [State 300, 3] type = projectile trigger1 = animelem = 11 projanim = 301 projhitanim = 302 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 4 velmul = 1 attr = S,SP damage = 100 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 pausetime = 30,3 hitsound = s0, 8 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 15 ground.velocity = -2 air.velocity = -2.2,-3.2 P2facing = 1 fall = 1 [State 300, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; botella veloz [Statedef 310] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 300 ctrl = 0 sprpriority = 2 [State 310, 1] type = PlaySnd trigger1 = animelem = 11 value = 0, 2 [State 1010, 2] type = PlaySnd trigger1 = animelem = 10 value = 0, 9 [State 310, 3] type = projectile trigger1 = animelem = 11 projanim = 301 projhitanim = 302 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 7 velmul = 1 attr = S,SP damage = 100 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 pausetime = 30,3 hitsound = s0, 8 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 15 ground.velocity = -2 air.velocity = -2.2,-3.2 P2facing = 1 fall = 1 [State 310, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 15 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = 0 sparkxy = -10,-70 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 410, 3] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 sparkno = 2 sparkxy = -10,-68 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;lenguetazo ; CNS difficulty: easy [Statedef 420] type = C movetype= A physics = C juggle = 6 poweradd= 50 ctrl = 0 anim = 420 sprpriority = 2 [State 420, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 4 [State 420, sound1] type = PlaySnd trigger1 = AnimElem = 4 value = 5, 0 [State 420, 3] type = HitDef trigger1 = AnimElem = 6 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 sparkno = 2 sparkxy = -10,-22 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 42 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 420, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick ; CNS difficulty: easy [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 22 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = 0 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = 2 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; patada de mula [Statedef 450] type = C movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 450 sprpriority = 2 [State 450, 2] type = PlaySnd trigger1 = Time = 24 value = 0, 2 [State 450, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 82 hitflag = MAFD guardflag = L pausetime = 5,12 sparkno = 3 sparkxy = -5,-90 hitsound = s1,7 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 5 ground.velocity = -1.9,-8 air.velocity = -1.2,-3 guard.velocity = -5 [State 450, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch ; CNS difficulty: easy [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 7,8 sparkno = 0 sparkxy = -10,-8 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-18 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Strong head ; CNS difficulty: easy [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 620 sprpriority = 2 [State 620, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 620, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 3 sparkxy = -10,-8 hitsound = s1,6 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Light Kick ; CNS difficulty: easy [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 20 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 sparkno = 1 sparkxy = -5,-5 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 ;--------------------------------------------------------------------------- ;Jump Medium Kick ; CNS difficulty: easy [Statedef 635] type = A movetype= A physics = A juggle = 3 poweradd= 20 ctrl = 0 anim = 635 sprpriority = 2 [State 635, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 635, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 sparkno = 2 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 ;--------------------------------------------------------------------------- ;Jump Strong Kick ; CNS difficulty: easy [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 3 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;=============================================================================== ; Agarre ;=============================================================================== ;------------------------------------------------------------------------------- [Statedef 800] type = S movetype = A physics = S ctrl = 0 anim = 800 velset = -5, 0 [State 800,HitDef] type = Hitdef trigger1 = AnimElem = 2 trigger1 = P2MoveType != H trigger1 = P2StateNo != [150,155] attr = S, NT priority = 3,Miss getpower = 0 hitflag = M- numhits = 1 sparkno = -1 p1facing = ifelse (command = "holdfwd", 1,-1) p2facing = 1 p1stateno = 810 p2stateno = 820 p2getp1state = 1 guard.dist = 0 hitsound = -1 fall = 1 fall.recover = 0 [State 800,StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 3 movetype = I [State 200,PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 800,ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ; 逆剥ぎ(K通常投げ) [Statedef 850] type = S movetype = A physics = S ctrl = 0 anim = 850 velset = 0, 0 [State 800,HitDef] type = Hitdef trigger1 = AnimElem = 2 trigger1 = P2MoveType != H trigger1 = P2StateNo != [150,155] attr = S, NT priority = 3,Miss getpower = 0 hitflag = M- numhits = 1 sparkno = -1 p1facing = ifelse (command = "holdfwd", 1,-1) p2facing = 1 p1stateno = 811 p2stateno = 820 p2getp1state = 1 guard.dist = 0 hitsound = -1 fall = 1 fall.recover = 0 [State 710,StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 3 movetype = I [State 200,PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 channel = 0 [State 800,ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ; con la mano [Statedef 810] type = S movetype = A physics = N anim = 810 velset = 0, 0 poweradd = 20 sprpriority = 3 [State 200,PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 trigger5 = AnimElem = 17 value = 1,8 [State 185, 0] type = Explod trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 trigger5 = AnimElem = 17 anim = F1 pos = 50, -79 sprpriority = 4 [State 810,TargetBind] type = TargetState trigger1 = AnimElem = 1,< 6 && PrevStateNo = 800 trigger2 = AnimElem = 1,< 2 && PrevStateNo = 850 triggerall = Target,Command = "fwd_y" || Target,Command = "back_y" value = 1755 [State 810,TargetBind] type = ChangeState trigger1 = AnimElem = 1,< 6 && PrevStateNo = 800 trigger2 = AnimElem = 1,< 2 && PrevStateNo = 850 triggerall = Target,Command = "fwd_y" || Target,Command = "back_y" value = 1750 [State 810,0] type = NotHitBy trigger1 = 1 value = SCA [State 810,Width] type = Width triggerall = AnimElem = 1 trigger1 = FrontEdgeDist < 40 trigger2 = BackEdgeDist < 40 edge = 40,40 [State 810,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 810,TargetBind] type = TargetBind trigger1 = AnimElem = 17,<0 pos = 35,0 [State 810,TargetBind] type = TargetState trigger1 = AnimElem = 17,=1 value = 821 [State 810,TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 17,=1 value = -IfElse(PrevStateNo = 800,119,133) [State 810,ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ; con la pata [Statedef 811] type = S movetype = A physics = N anim = 811 velset = 0, 0 poweradd = 0 sprpriority = 3 [State 811,PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 trigger5 = AnimElem = 17 value = 1,8 [State 185, 0] type = Explod trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 trigger5 = AnimElem = 17 anim = F1 pos = 58, -26 sprpriority = 4 [State 811,TargetBind] type = TargetState trigger1 = AnimElem = 1,< 6 && PrevStateNo = 800 trigger2 = AnimElem = 1,< 2 && PrevStateNo = 850 triggerall = Target,Command = "fwd_b" || Target,Command = "back_b" value = 1755 [State 811,TargetBind] type = ChangeState trigger1 = AnimElem = 1,< 6 && PrevStateNo = 800 trigger2 = AnimElem = 1,< 2 && PrevStateNo = 850 triggerall = Target,Command = "fwd_b" || Target,Command = "back_b" value = 1750 [State 811,0] type = NotHitBy trigger1 = 1 value = SCA [State 810,Width] type = Width triggerall = AnimElem = 1 trigger1 = FrontEdgeDist < 40 trigger2 = BackEdgeDist < 40 edge = 40,40 [State 810,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 810,TargetBind] type = TargetBind trigger1 = AnimElem = 18,<0 pos = 35,0 [State 810,TargetBind] type = TargetState trigger1 = AnimElem = 18,=1 value = 821 [State 810,TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 18,=1 value = -IfElse(PrevStateNo = 800,119,133) [State 810,ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;------------------------ 1 [Statedef 820] type = A movetype = H physics = N ctrl = 0 [State 52, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 820, screenbound] type = screenbound Trigger1 = 1 value = 1 movecamera = 0,0 [State 820,ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 820 ;------------------------ 2 [Statedef 821] type = A movetype = H physics = N velset = -4.5,-6 ctrl = 0 [State 820,ChangeAnim] type = ChangeAnim trigger1 = Time = 0 value = 5050 [State 820,PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 11, 0 [State 1509, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 1509, veladd] type = veladd trigger1 = 1 y = .45 [State 1509, SelfState] type = SelfState trigger1 = Pos Y >= 0 && Vel Y > 0 value = 5100 ;--------------------------------------------------------------------------- ; Pedo [Statedef 1000] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, 1] type = PlaySnd trigger1 = animelem = 7 value = 0, 5 [State 1000, 2] type = PlaySnd trigger1 = animelem = 10 value = 0, 0 [State 1000, 3] type = projectile trigger1 = animelem = 12 projanim = 1001 projhitanim = 1002 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 5 velmul = 1 attr = S,SP damage = 50 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 ;pausetime = 0,3 hitsound = s1, 2 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 palfx.time = 15 ;palfx.invertall = 1 palfx.color = 0 palfx.add = 190,30,0 palfx.sinadd = 0,30,0,4 P2facing = 1 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; pedo veloz [Statedef 1010] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1010 ctrl = 0 sprpriority = 2 [State 1010, 1] type = PlaySnd trigger1 = animelem = 7 value = 0, 7 [State 1010, 2] type = PlaySnd trigger1 = animelem = 10 value = 0, 0 [State 1010, 3] type = projectile trigger1 = animelem = 12 projanim = 1001 projhitanim = 1002 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 8 velmul = 1 attr = S,SP damage = 60 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 ;pausetime = 0,3 hitsound = s1, 2 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 palfx.time = 15 ;palfx.invertall = 1 palfx.color = 0 palfx.add = 190,30,0 palfx.sinadd = 0,30,0,4 P2facing = 1 [State 1010, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; pedos veloces [Statedef 1012] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1012 ctrl = 0 sprpriority = 2 [State 1012, 1] type = PlaySnd trigger1 = animelem = 7 value = 0, 6 [State 1012, 2] type = PlaySnd trigger1 = animelem = 10 value = 0, 0 [State 1012, 3] type = projectile trigger1 = animelem = 12 trigger2 = animelem = 14 projanim = 1001 projhitanim = 1002 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 5 velmul = 1 attr = S,SP damage = 50 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 ;pausetime = 0,3 hitsound = s1, 2 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 7 ground.velocity = -6 air.velocity = -2.2,-3.2 palfx.time = 15 ;palfx.invertall = 1 palfx.color = 0 palfx.add = 190,30,0 palfx.sinadd = 0,30,0,4 P2facing = 1 [State 1012, 4] type = projectile trigger1 = animelem = 16 projanim = 1001 projhitanim = 1002 projpriority = 1 projremove = 1 projshadow = 1 offset = 0, 0 postype = p1 velocity = 4 velmul = 1 attr = S,SP damage = 50 animtype = heavy guardflag = MA hitflag = MAFP ;hitflag = MD- priority = 3, Miss sparkno = -1 ;pausetime = 0,3 hitsound = s1, 2 guardsound = 6,0 sparkxy = 0,-50 ground.type = Low ground.slidetime = 2 ground.hittime = 7 ground.velocity = -6 air.velocity = -2.2,-3.2 palfx.time = 15 ;palfx.invertall = 1 palfx.color = 0 palfx.add = 190,30,0 palfx.sinadd = 0,30,0,4 P2facing = 1 [State 1012, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; steroid man [Statedef 1020] type = S movetype= A physics = N juggle = 6 poweradd= -330 velset = 0,0 ;anim = 1020 ctrl = 0 sprpriority = 2 [State 1020, 0] type = ChangeAnim trigger1 = prevstateno != 9000 trigger1 = time = 0 value = 1020 ctrl = 1 [State 3050, Pause] type = Pause trigger1 = AnimElem = 1 time = 80 movetime = 80 [State 1020, Super A] type = SuperPause trigger1 = AnimElem = 14, 2 pos = 7, -42 anim = 100 sound = 20, 0 poweradd = -1000 [State 1020, HyperBg1] type = Explod trigger1 = AnimElem = 15 anim = 757 pos = 0,0 sprpriority = -4 postype = front bindtime = -1 removetime = 202 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 shadow = 68,68,68 ownpal = 1 [State 1020, Afterimage] type = AfterImage trigger1 = Animelem = 28 length = 13 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1020, Afterimage] type = AfterImageTime trigger1 = AnimElemTime(40) < 0 time = 2 [State 1020, Blink Yellow] type = PalFX trigger1 = Animelem = 14 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 1020, Shake Screen] type = EnvShake trigger1 = AnimElem = 15 time = 8 ;Time to shake screen ampl = 2 ;Amount to shake freq = 180 ;A frequency of 180 shakes the screen rapidly [State 1020, 1] type = PlaySnd trigger1 = AnimElem = 18 ;trigger2 = AnimElem = 37 value = 1, 9 [State 1020, 2] type = PosAdd trigger1 = AnimElem = 27 trigger2 = AnimElem = 28 x = 20 [State 1020, 3] type = PosAdd trigger1 = AnimElem = 29 trigger2 = AnimElem = 30 trigger3 = AnimElem = 31 trigger4 = AnimElem = 32 trigger5 = AnimElem = 33 trigger6 = AnimElem = 34 trigger7 = AnimElem = 35 x = 28 [State 1020, 4] type = PosAdd trigger1 = AnimElem = 36 trigger2 = AnimElem = 37 trigger3 = AnimElem = 38 trigger4 = AnimElem = 39 x = 20 [State 1020,PlaySnd] type = PlaySnd trigger1 = AnimElem = 39 trigger2 = AnimElem = 44 trigger3 = AnimElem = 49 value = 0, 3 [State 1020,PlaySnd2] type = PlaySnd trigger1 = AnimElem = 40 trigger2 = AnimElem = 45 trigger3 = AnimElem = 50 value = 0, 19 [State 1020, 5] type = HitDef trigger1 = AnimElem = 29 trigger2 = AnimElem = 30 trigger3 = AnimElem = 31 trigger4 = AnimElem = 32 trigger5 = AnimElem = 33 trigger6 = AnimElem = 34 trigger7 = AnimElem = 35 attr = S, SA animtype = Hard damage = 15, 5 getpower = 0 priority = 4 guardflag = MA pausetime = 8,7 sparkxy = -10,-60 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -5 guard.velocity = -7 air.velocity = -2,-4 airguard.velocity = -2, -4 [State 1020, 6] type = HitDef trigger1 = AnimElem = 40 trigger2 = AnimElem = 44 attr = S, SA animtype = Hard damage = 25, 5 getpower = 0 priority = 4 guardflag = MA pausetime = 14,7 sparkno = 3 sparkxy = -10,-60 hitsound = s1,7 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 40 ground.velocity = 1 guard.velocity = -3 air.velocity = -2,-4 airguard.velocity = -2, -4 envshake.time = 35 envshake.ampl = 8 envshake.freq = 179 [State 1020, 7] type = HitDef trigger1 = AnimElem = 48 attr = S, SA animtype = Hard damage = 95, 5 getpower = 0 priority = 4 guardflag = MA pausetime = 10,7 sparkno = 3 sparkxy = -10,-60 hitsound = s1,7 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 40 ground.velocity = -1 guard.velocity = -7 air.velocity = -2,-4 airguard.velocity = -2, -4 envshake.time = 35 envshake.ampl = 8 envshake.freq = 179 fall = 1 p2facing = 1 [State 1020, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ [Statedef 1025] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = Time = 0 value = 1025 [State 1025, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5100 ;--------------------------------------------------------------------------- ; Kung Fu Knee [Statedef 1050] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 2 [State 1050, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 2 [State 1050, 2] type = null;PosAdd trigger1 = AnimElem = 2 x = 15 [State 1050, 3] type = PosAdd trigger1 = AnimElem = 4 x = 20 [State 1050, 4] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 80, 4 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3.5,-7 guard.velocity = -7 air.velocity = -3.5,-7 fall = 1 [State 1050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1051 ;------------------ ; Light Kung Fu Knee - jump ; Description: This state uses a velset parameter in the Statedef to make ; KFM move upwards. A value of 2,-6 means 2 pixels/tick forwards, and ; 6 pixels/tick upwards. Since this is an aerial state, the type is set ; to A in the Statedef. ; Notice that physics = N (N for None) here. This means we are not using ; the built-in aerial physics model (physics = A), so we have complete ; control over what KFM does in this state. Since we do not have ; physics = A to take care of gravity for us, we need to put in our own ; controller for that. Controller 1051,1 does the work of pulling KFM ; down towards the ground. Controller 1051,2 checks if KFM has reached ; the ground, and changes to state 1052 if so. ; In this state's Statedef, we will use the hitdefpersist parameter to ; retain the HitDef information from the last state. If we did not have ; hitdefpersist, the HitDef will be turned off between state changes. [Statedef 1051] type = A movetype= A physics = N velset = 2,-6 anim = 1051 hitdefpersist = 1 ;Keep the HitDef from previous state active [State 1051, 1] ;Gravity type = VelAdd trigger1 = 1 y = .45 [State 1051, 2] type = ChangeState trigger1 = Command = "a" || Command = "b" trigger1 = Vel y < -1 value = 1055 [State 1051, 3] ;Change state when KFM is close to ground type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -10 value = 1052 ;------------------ ; Light Kung Fu Knee - land ; Description: This is KFM's landing state. There is a velset in the ; Statedef to stop KFM from moving. Since KFM's y-position can be any ; number greater than -10 upon entering this state (see the ChangeState ; controller in State 1051), we need to reset it to 0, the ground ; level. That is what controller 1052,1 is for. [Statedef 1052] type = S movetype= I physics = S anim = 1052 sprpriority = 1 velset = 0,0 [State 1052, 1] ;Reset y-position to ground level type = PosSet trigger1 = Time = 0 y = 0 [State 1052, 2] ;Play a sound for landing type = PlaySnd trigger1 = Time = 0 value = 40, 0 [State 1052, 3] ;Give KFM back control early type = CtrlSet trigger1 = AnimElem = 3, -1 value = 1 [State 1052, 4] ;Move KFM back a little type = PosAdd trigger1 = AnimElem = 4 x = -15 [State 1052, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ; Kung Fu Knee - kick [Statedef 1055] type = A movetype= A physics = N anim = 1055 [State 1055, 1] type = PlaySnd trigger1 = Time = 0 value = 100,0 channel = 0 [State 1055, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 1055, 3] type = PosAdd trigger1 = Time = 0 x = 10 y = -10 [State 1055, 4] ;Gravity type = VelAdd trigger1 = 1 y = .45 [State 1055, 5] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Med damage = 35 + (prevstateno = 1061)*5, 2 priority = 4 guardflag = MA pausetime = 12,12 sparkxy = 0,-90 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 16 ground.velocity = -6 guard.velocity = -8 guard.ctrltime = 12 air.velocity = -4,-5 airguard.velocity = -4,-4.5 air.fall = 1 [State 1055, 6] ;Change state when KFM is close to ground type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1056 ;------------------ ; Kung Fu Knee - land from kick [Statedef 1056] type = S movetype= I physics = S anim = 1056 sprpriority = 1 velset = 0,0 [State 1056, 1] ;Reset y-position to ground level type = PosSet trigger1 = Time = 0 y = 0 [State 1056, 2] ;Play a sound for landing type = PlaySnd trigger1 = Time = 0 value = 40, 0 [State 1056, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Kung Fu Knee [Statedef 1060] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1060 ctrl = 0 sprpriority = 2 [State 1060, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 2 [State 1060, 2] type = PosAdd trigger1 = AnimElem = 2 x = 6 [State 1060, 3] type = PosAdd trigger1 = AnimElem = 4 x = 21 [State 1060, 4] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 90, 4 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3.5,-7.5 guard.velocity = -7 air.velocity = -3.5,-7.5 fall = 1 [State 1060, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1061 ;------------------ ; Strong Kung Fu Knee - jump [Statedef 1061] type = A movetype= A physics = N velset = 2.5,-7.5 anim = 1061 hitdefpersist = 1 ;Keep the HitDef from previous state active [State 1061, 1] type = VelAdd trigger1 = 1 y = .45 [State 1061, 2] type = ChangeState trigger1 = Command = "a" || Command = "b" trigger1 = Vel y < -1 value = 1055 [State 1061, 3] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -10 value = 1052 ;--------------------------------------------------------------------------- ; Fast Kung Fu Knee ; Description: This version of the Kung Fu Knee hits up to 3 times (including ; the kick). [Statedef 1070] type = S movetype= A physics = S juggle = 6 poweradd= -330 velset = 0,0 anim = 1070 ctrl = 0 sprpriority = 2 [State 1070, Afterimage] type = AfterImage trigger1 = Time = 0 length = 13 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1070, Afterimage] type = AfterImageTime trigger1 = 1 time = 2 [State 1070, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 1070, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 2 [State 1070, 2] type = PosAdd trigger1 = AnimElem = 2 x = 6 [State 1070, 3] type = PosAdd trigger1 = AnimElem = 4 x = 21 [State 1070, 4] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Medium getpower = 0 damage = 35, 3 priority = 5 hitflag = MA guardflag = MA pausetime = 8,7 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -2,-6 guard.velocity = -7 air.velocity = -2,-6 fall = 1 fall.animtype = Med fall.recovertime = 30 [State 1070, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1071 ;------------------ ; Fast Kung Fu Knee - jump [Statedef 1071] type = A movetype= A physics = N velset = 2.5,-9 anim = 1071 [State 1071, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 18 add = 32,16,0 sinadd = 64,32,5,3 [State 1071, Afterimage] type = AfterImageTime trigger1 = Vel Y < 0 time = 2 [State 1071, 1] type = VelAdd trigger1 = 1 y = .5 [State 1071, 2] type = VelAdd trigger1 = Vel Y >= -1 y = .2 [State 1071, 3] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium getpower = 0 damage = 68, 4 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -3,-9.5 guard.velocity = -7 air.velocity = -3,-9.5 fall = 1 fall.recovertime = 30 [State 1071, 4] type = ChangeState trigger1 = Command = "a" || Command = "b" trigger1 = Vel y < -1 trigger1 = Time > 0 value = 1075 [State 1071, 5] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -10 value = 1052 ;------------------ ; Fast Kung Fu Knee - kick [Statedef 1075] type = A movetype= A physics = N anim = 1055 [State 1075, Afterimage] type = AfterImageTime trigger1 = 1 time = 2 [State 1075, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 1075, 1] type = PlaySnd trigger1 = Time = 0 value = 100,0 channel = 0 [State 1075, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 1075, 3] type = PosAdd trigger1 = Time = 0 x = 10 y = -10 [State 1075, 4] ;Gravity type = VelAdd trigger1 = 1 y = .45 [State 1075, 5] type = VelAdd trigger1 = Vel Y >= -1 y = .2 [State 1075, 6] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Med damage = 42, 2 getpower = 0 priority = 4 guardflag = MA pausetime = 12,12 sparkxy = 0,-90 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 18 ground.velocity = -6 guard.velocity = -6 air.velocity = -4,-6 airguard.velocity = -4,-4.5 air.fall = 1 [State 1075, 7] ;Change state when KFM is close to ground type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= -5 value = 1056 ;--------------------------------------------------------------------------- ; Light Kung Fu Upper ; CNS difficulty: easy ; Description: This is a simple special attack that can hit twice. Notice ; the use of the Width controller to keep opponents from getting too ; close to KFM during his uppercut (press Ctrl-C, and look at the ; yellow bar at KFM's feet during the move). ; The second HitDef has some interesting parameters. fall.recovertime ; is used to prevent the opponent (p2) from recovering immediately ; after being hit (eg. press x+y with KFM to recover). This gives the ; attacking KFM a chance to follow up with an extra attack, such as ; a Kung Fu Knee. The yaccel parameter, set at 0.4, makes p2 fall at a ; greater value of acceleration than the default, which is 0.35. [Statedef 1100] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 1100, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0 value = 5,0 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 1100, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 52, 4 priority = 5 guardflag = MA pausetime = 4,8 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 ;Force p2 into a standing state if hit [State 1100, 3] type = HitDef trigger1 = AnimElem = 7 attr = S, SA animtype = Up damage = 55, 4 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,-9.5 guard.velocity = -6 air.velocity = -1,-7.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 ;Make p2 fall down fall.recovertime = 40 ;40 ticks before p2 can recover from fall yaccel = .4 ;p2 will accelerate down at .4 pixels/sec^2 when falling [State 1100, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Kung Fu Upper [Statedef 1110] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1110 ctrl = 0 sprpriority = 2 [State 1110, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 1110, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 1110, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 57, 4 priority = 5 guardflag = MA pausetime = 4,8 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 [State 1110, 3] type = HitDef trigger1 = AnimElem = 7 attr = S, SA animtype = Up damage = 60, 4 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,-10.5 guard.velocity = -6 air.velocity = -1,-8.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 fall.recovertime = 50 yaccel = .4 [State 1110, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fast Kung Fu Upper [Statedef 1120] type = S movetype= A physics = S juggle = 6 poweradd= -330 velset = 0,0 anim = 1120 ctrl = 0 sprpriority = 2 [State 1120, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 1120, Afterimage] type = AfterImage trigger1 = Time = 0 length = 13 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1120, Afterimage] type = AfterImageTime trigger1 = AnimTime < -2 time = 1 [State 1120, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 1120, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 1120, 2] type = HitDef trigger1 = Time = 0 trigger2 = AnimElem = 4 attr = S, SA animtype = Med damage = 30, 4 getpower = 0 priority = 5 guardflag = MA pausetime = 6,10 sparkxy = 0, ifelse(Time = 0, -48, -55) hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 18 ground.hittime = 21 ground.velocity = -3 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 [State 1120, 3] type = HitDef trigger1 = AnimElem = 7 attr = S, SA animtype = Up damage = 68, 4 getpower = 0 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 18 ground.hittime = 21 ground.velocity = -1.2,-11 guard.velocity = -6 air.velocity = -1.2,-9 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 fall.recovertime = 60 yaccel = .4 [State 1120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; cabezaso ; CNS difficulty: easy ; Notes: This uses the EnvShake controller to shake the screen. It makes the ; move look stronger. [Statedef 1200] type = S movetype= A physics = S juggle = 4 poweradd= 100 velset = 0,0 anim = 1200 ctrl = 0 sprpriority = 2 [State 1200, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1200, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Hard damage = 100, 6 priority = 5 guardflag = MA pausetime = 12,12 sparkxy = 0,-65 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 16 ground.hittime = 28 ground.velocity = -10 ground.cornerpush.veloff = -12 ;To push far away when p2 is in corner guard.velocity = -7 air.velocity = -3.5,-4.5 airguard.velocity = -3.5,-4.5 envshake.time = 25 envshake.ampl = 7 envshake.freq = 176 [State 1200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; empujon con las manos ; CNS difficulty: easy [Statedef 1210] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1210 ctrl = 0 sprpriority = 2 [State 1210, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 1210, move2] type = PosAdd trigger1 = AnimElem = 3 x = 40 [State 1210, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Hard damage = 125, 9 priority = 5 guardflag = MA pausetime = 12,12 sparkno = 2 sparkxy = 0,-75 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 28 ground.hittime = 25 ground.velocity = -10 ground.cornerpush.veloff = -15 ;To push far away when p2 is in corner guard.velocity = -8 air.velocity = -4,-4.5 airguard.velocity = -4,-4.5 envshake.time = 20 envshake.ampl = 7 envshake.freq = 176 [State 1210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Cabezaso fuerte ; CNS difficulty: easy [Statedef 1220] type = S movetype= A physics = S juggle = 6 poweradd= -330 velset = 0,0 anim = 1220 ctrl = 0 sprpriority = 2 [State 1220, Afterimage] type = AfterImage trigger1 = Time = 0 length = 13 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1220, Afterimage] type = AfterImageTime trigger1 = AnimTime < -2 time = 1 [State 1220, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 10 add = 32,16,0 sinadd = 64,32,5,3 [State 1220, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1220, move2] type = PosAdd trigger1 = AnimElem = 6 x = 70 [State 1220, Shake Screen] type = EnvShake trigger1 = AnimElem = 6 time = 8 ampl = 3 freq = 170 [State 1220, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Hard damage = 125, 9 getpower = 0 priority = 5 guardflag = MA pausetime = 15,15 sparkno = 3 sparkxy = 0,-65 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -15 ground.cornerpush.veloff = -20 ;To push far away when p2 is in corner guard.velocity = -9 air.velocity = -5,-5 airguard.velocity = -5,-5 air.fall = 1 fall.animtype = Hard ;Show "hard" animtype when hit for a fall yaccel = .4 ;Fall faster fall = 1 [State 1220, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------ [Statedef 1750] type = S movetype = I physics = N anim = 5910 ctrl = 0 velset = -3, 0 [State 194, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 105, VelMul] type = VelMul trigger1 = 1 x = .96 [State 1750,4] type = PlayerPush trigger1 = P2BodyDist X < 0 value = 0 [State 1750, Super] type = Null;Helper trigger1 = Time = 0 name = "super" pos = 0,0 postype = P1 stateno = 2550 helpertype = normal keyctrl = 0 ownpal = 1 [State 1750,End] type = ChangeState trigger1 = Time >= 30 value = 0 ctrl = 1 ;------------------------ [Statedef 1755] type = S movetype = I physics = N ctrl = 0 velset = -3, 0 facing = enemy,facing [State 1040,ChangeAnim] type = ChangeAnim triggerall = Time = 0 && SelfAnimExist(5910) trigger1 = authorname = "warner" trigger2 = authorname = "@ndroide" trigger3 = authorname = "H" value = 5910 [State 820,ChangeAnim2] type = ChangeAnim trigger1 = Time = 0 && !SelfAnimExist(5910) value = 5007 [State 194, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 105, VelMul] type = VelMul trigger1 = 1 x = .96 [State 4100,4] type = PlayerPush trigger1 = P2BodyDist X < 0 value = 0 [State 105,End] type = SelfState trigger1 = Time >= 29 value = 0 ctrl = 1 ;===================================================================== ;--------------------------------------------------------------------------- ; Rafaga pedorra (hyper) [Statedef 3000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 3000, Hyper Portrait] type = explod trigger1 = time = 0 anim = 1080 postype = back sprpriority = -3 supermovetime = -1 removetime = 60 pos = 0,0 bindtime = -1 removeongethit = 1 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 6, 1 pos = 27, -37 anim = 100 sound = 20, 0 poweradd = -1000 [State 3000, 0] type = BGPalfx trigger1 = AnimElem = 6 supermove = 1 time = 160 add = 120,0,-80 color=0 [State 3000, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 12 [State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 6 value = , NA, SA, AT time = 11 [State 3000, Super E] type = NotHitBy trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0 value2 = C, NA time = 1 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 7 trigger2 = AnimElem = 23 value = 0, 6 [State 3000, 5] type = HitDef trigger1 = AnimElem = 12 trigger2 = AnimElem = 13 trigger3 = AnimElem = 14 trigger4 = AnimElem = 15 trigger5 = AnimElem = 16 trigger6 = AnimElem = 17 trigger7 = AnimElem = 18 trigger8 = AnimElem = 19 trigger9 = AnimElem = 20 attr = S, HA animtype = Hard damage = 13,4 getpower = 0 priority = 6 guardflag = MA pausetime = 5,5 sparkno = -1 sparkxy = -10,-60 hitsound = s1,2 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 30 ground.velocity = -6 air.velocity = -3,-2.8 air.fall = 1 fall.animtype = Hard fall.recover = 0 palfx.time = 10 palfx.invertall = 1 palfx.color = 0 palfx.add = 192,32,0 palfx.sinadd = 0,32,0,4 fall.recover = 0 [State 3000, 6] type = HitDef trigger1 = AnimElem = 24 trigger2 = AnimElem = 25 trigger3 = AnimElem = 26 trigger4 = AnimElem = 27 trigger5 = AnimElem = 28 trigger6 = AnimElem = 29 trigger7 = AnimElem = 30 trigger8 = AnimElem = 31 trigger9 = AnimElem = 32 attr = S, HA animtype = Hard damage = 12,4 getpower = 0 priority = 5 guardflag = MA pausetime = 3,5 sparkno = -1 sparkxy = -10,-60 hitsound = s1,2 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 30 ground.velocity = -5, -4 guard.velocity = -12 air.velocity = -5,-4 airguard.velocity = -3,-3 palfx.time = 40 palfx.invertall = 1 palfx.color = 0 palfx.add = 192,32,0 palfx.sinadd = 0,32,0,4 fall.recover = 0 fall.animtype = Hard fall = 1 fall.recover = 0 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------- ; vomitada (hyper) [Statedef 3050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3050 ctrl = 0 sprpriority = 2 [State 3050, Super A] type = SuperPause trigger1 = AnimElem = 32 pos = 8, -45 anim = 100 time = 270 sound = s0, 16 poweradd = -1000 [State 3050, Pause] type = Pause trigger1 = AnimElem = 1 time = 128 movetime = 128 [State 3050, 1] type = PlaySnd trigger1 = AnimElem = 34 ;trigger2 = AnimElem = 47 value = 0, 17 [State 3050, HyperBg1] type = Explod trigger1 = AnimElem = 33 anim = 756 pos = 0,0 sprpriority = -4 postype = front bindtime = -1 removetime = 202 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 shadow = 68,68,68 ownpal = 1 [State 3050, 3] type = HitDef trigger1 = AnimElem = 36 trigger2 = AnimElem = 37 trigger3 = AnimElem = 38 trigger4 = AnimElem = 39 trigger5 = AnimElem = 40 trigger6 = AnimElem = 41 trigger7 = AnimElem = 42 trigger8 = AnimElem = 43 trigger9 = AnimElem = 47 trigger10 = AnimElem = 48 trigger11 = AnimElem = 49 trigger12 = AnimElem = 50 trigger13 = AnimElem = 51 trigger14 = AnimElem = 52 trigger15 = AnimElem = 53 trigger16 = AnimElem = 54 attr = S, HA damage = 45, 12 getpower = 0 priority = 5 guardflag = MA pausetime = 8,3 sparkno = s3052 sparkxy = 0,-93 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 13 ground.velocity = -5 ;ground.cornerpush.veloff = -20 ;To push far away when p2 is in corner guard.velocity = -5 air.velocity = -4,-2 airguard.velocity = -5,-2 air.fall = 1 fall.animtype = Hard ;Show "hard" animtype when hit for a fall yaccel = .4 ;envshake.time = 25 ;Parameters for shaking the screen on hit ;envshake.ampl = 7 ;envshake.freq = 176 fall = 1 palfx.time = 88 palfx.add = 189,70,8 palfx.mul = 70,162,0 palfx.color = 60 fall.recover = 0 ;Prevent p2 from recovering fall.damage = 70 ;p2 will take 70 damage on hitting the ground fall.envshake.ampl = 6 ;Parameters for shaking the screen on fall fall.envshake.freq = 178 fall.envshake.time = 15 [State 3050, 4] type = Explod trigger1 = animelem = 42 ;trigger2 = animelem = 51 anim = 3051 postype = p1 sprpriority = -1 pos = 120,0 removetime = 225 [State 3050, 5] type = Explod trigger1 = animelem = 43 ;trigger2 = animelem = 52 anim = 3053 postype = p1 sprpriority = -1 pos = 120,0 removetime = 200 [State 3050, 6] type = Explod trigger1 = animelem = 46 ;trigger2 = animelem = 56 anim = 3051 postype = p1 sprpriority = -1 pos = 0,0 removetime = 225 [State 3050, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ; Smash Kung Fu Upper (success) ; Description: This is the state that KFM changes to if he successfully hits ; with Smash Kung Fu Upper. KFM holds his arm high for a short while ; longer, then changes back to his idle stand state. [Statedef 3051] type = S movetype= A physics = S anim = 3051 [State 3051, 1] type = AfterImageTime trigger1 = AnimTime < -2 time = 2 [State 3051, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Roboto (hyper) [Statedef 3400] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1400 ctrl = 0 sprpriority = 2 [State 3000, Ki] type = explod trigger1 = time = 10 anim = 1402 ;postype = back sprpriority = -3 ;supermovetime = -1 removetime = 15 pos = 0,0 ;bindtime = -1 ;removeongethit = 1 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 1 pos = 2, -57 anim = 100 sound = 20, 0 poweradd = -1000 [State 3000, 0] type = BGPalfx trigger1 = AnimElem = 2 supermove = 1 time = 20 add = -50,-50,80 color=0 [State 1020, HyperBg1] type = Explod trigger1 = AnimElem = 17 anim = 757 pos = 0,0 sprpriority = -4 postype = front bindtime = -1 removetime = 66 removeongethit = 1 facing = ifelse(Facing = -1, -1, 1) supermovetime = 99999999 pausemovetime = 99999999 shadow = 68,68,68 ownpal = 1 [State 1020, Afterimage] type = AfterImage trigger1 = AnimElem = 17 length = 18 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1020, 1] type = PosAdd trigger1 = AnimElem = 18 x = 28 [State 1020, 2] type = PosAdd trigger1 = AnimElem = 19 trigger2 = AnimElem = 20 trigger3 = AnimElem = 21 trigger4 = AnimElem = 22 trigger5 = AnimElem = 23 x = 50 [State 1020, 5] type = VelSet trigger1 = AnimElem = 24 x = 13 [State 1020, Afterimage] type = AfterImageTime trigger1 = AnimElemTime(24) < 0 time = 2 [State 1020, Blink Yellow] type = PalFX trigger1 = AnimElem = 17 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 3000, sound] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 20 [State 3000, 5] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 trigger9 = AnimElem = 10 trigger10 = AnimElem = 11 trigger11 = AnimElem = 12 trigger12 = AnimElem = 13 trigger13 = AnimElem = 14 attr = S, HA animtype = Hard damage = 20,4 getpower = 0 priority = 6 guardflag = MA pausetime = 5,5 sparkno = -1 sparkxy = -10,-60 hitsound = s1,2 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 3 ground.velocity = -6 air.velocity = -3,-2.8 air.fall = 1 air.hittime = 25 p2stateno = 7600 [State 3000, 6] type = HitDef trigger1 = AnimElem = 18 trigger2 = AnimElem = 19 trigger3 = AnimElem = 20 trigger4 = AnimElem = 21 trigger5 = AnimElem = 22 trigger6 = AnimElem = 23 trigger7 = AnimElem = 34 attr = S, HA animtype = Hard damage = 24,8 getpower = 0 priority = 5 guardflag = MA pausetime = 13,5 sparkno = 3 sparkxy = -10,-66 hitsound = s1,2 guardsound = 6,0 ground.type = Low ground.slidetime = 30 ground.hittime = 30 ground.velocity = -5, -2 guard.velocity = -12 air.velocity = -5,-4 airguard.velocity = -3,-2 palfx.time = 40 palfx.color = 0 palfx.add = -192,32,220 palfx.sinadd = 0,32,0,4 envshake.time = 20 envshake.ampl = 7 envshake.freq = 156 fall.recover = 0 fall.animtype = Hard fall = 1 fall.recover = 0 [State 3400, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------- ; HIT_AIRFALLRECOVER [Statedef 5210] type = A movetype= I physics = N anim = 5210 ctrl = 0 [State 5210, 1] ;Blink white type = PalFX trigger1 = Time = 0 time = 3 add = 128,128,128 ;256,256,256 [State 5210, 1] type = PosFreeze trigger1 = Time = 0 value = 4 [State 5210, 2] ;Turn if not facing opponent type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -20 [State 5210, 1] type = VelMul trigger1 = Time = 4 x = .8 y = .8 [State 5210, 1] type = VelAdd trigger1 = Time = 4 y = -4.5 [State 5210, 1] type = VelMul trigger1 = Time = 4 trigger1 = Vel Y > 0 y = .5 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -3 y = -2 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -2 y = -1 [State 5210, 2] ;Go up type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holdup" y = -2 [State 5210, 2] ;Go down type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holddown" y = 1.5 [State 5210, 2] ;Go fwd type = VelMul trigger1 = Time = 4 trigger1 = Command = "holdfwd" x = 1 [State 5210, 2] ;Go back type = VelAdd trigger1 = Time = 4 trigger1 = Command = "holdback" x = -1 [State 5210, 3] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 5210, 4] type = CtrlSet trigger1 = Time = 20 value = 1 [State 5210, 5] type = VelAdd;Gravity trigger1 = Time >= 4 y = .35 [State 5210, sound1] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 3 [State 5210, 5] ;Land on ground type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 52 ;JUMP_LAND ctrl = 1 ;--------------------------------------------------------------------------- ; Choque electrico [Statedef 7600] type = A physics = N movetype = H velset = 0,0 ctrl = 0 anim = 5030 juggle = 0 [State 7600, Shock] type = ChangeAnim trigger1 = AnimExist(7696) trigger1 = Anim != 7696 value = 7696 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 3, 1 time = 2 mul = 199,198,226 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 4, 2 time = 3 mul = 50,26,50 [State 7600, No hit] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7600, Fall Back] type = velset trigger1 = Time = 18 x = -4.5 y = -6.4 [State 7600, Fall Back] type = gravity trigger1 = Time >= 18 [State 7600, Change] type = Selfstate trigger1 = Pos Y > 0 value = 0;5100 ;---------------------------------------------------------------- ;================================ ;FATAL MOVE PEKETO - DECAPITACION ;================================ ;--------------------------------------------------------- ;decapitacion - fatal move P2 - 1 [Statedef 91230] type = S movetype = H ctrl = 0 ;physics = A velset = 0, 0 anim = 91230 [State 182, 1] type = screenbound trigger1 = 1 movecamera = 1,0 value = 1 [State 210, Width] type = Width trigger1 = alive = 1 value = 50,50 ;cabeza rebanada [State 1201, helper] type = Helper trigger1 = AnimElem = 2 name = "cabeza" ID = 4011 stateno = 912320 postype = p1 pos = -5,-34 sprpriority = 7 [State 220, 3] type = changestate trigger1 = time = 140 value = 91231 ctrl = 0 ;--------------------------------------------------------- ;decapitacion - fatal move P2 - 2 [Statedef 91231] type = S movetype = H ctrl = 0 physics = N velset = 0, 0 [State 700, 10] type = Changeanim trigger1 = Time = 0 value = 91231 [State 182, 1] type = screenbound trigger1 = 1 movecamera = 1,0 value = 1 [State 1050, 1] type = veladd trigger1 = 1 y = .3 [State 3050, 5] type = sprpriority trigger1 = 1 value = 1 [State 210, Width] type = Width trigger1 = alive = 1 value = 50,50 [State 700, 10] type = selfstate trigger1 = pos Y >= -20 && vel y > 0 value = 5150 ctrl = 0 ;---------------------------- ;cabeza rebanada 1 - vuela (helper) [Statedef 912320] type = A movetype= I physics = N poweradd= 0 ctrl = 0 velset = -1,-4 sprpriority = 7 anim = 912320 [State 210, Width] type = veladd trigger1 = 1 y = .3 [State 220, 3] type = velset trigger1 = pos Y >= -0 && vel y > 0 y = -4.8 [State 191, Snd 2] type = PlaySnd trigger1 = pos Y >= -6 && vel y > 0 value = F7,0 freqmul = 1.3 volume = 100 [State 220, 3] type = changestate trigger1 = time = 73 value = 912321 ;---------------------------- ;cabeza rebanada 2 queda ahi (helper) [Statedef 912321] type = A movetype= I physics = N poweradd= 0 ctrl = 0 velset = 0,0 sprpriority = 7 anim = -1 [State 220, 3] type = destroyself trigger1 = time = 2 ;cabeza queda ahi [State 1010, 9] type = explod trigger1 = time = 1 anim = 912321 persistent = 0 pos = 0,0 postype = p1 sprpriority = 3 shadow = -1 ;================================ ;-------------------------------------------- ;MUERTO (DEAD) [Statedef 5150, 0] type = S ctrl = 0 velset = 0,0 movetype = I physics = S sprpriority = 0 [State 610, 2] type = changeanim triggerall= Anim != 91231 trigger1 = time = 0 value = 5150 [State 610, 2] type = PlaySnd triggerall= Anim != 91231 trigger1 = time = 0 value = F7,0 ;=================================== ;=====PEKETO'S FATAL MOVE SCTRLS==== ;=================================== [State 821, 2.2] type = posset triggerall= Anim = 91231 trigger1 = 1 y = 0 [State 610, 2] type = changeanim triggerall= Anim = 91231 trigger1 = time = 0 value = 91232 [State 191, Snd 2] type = PlaySnd triggerall= Anim = 91232 trigger1 = time = 1 value = F7,0 ;--------------------------------------------------------- ;--------------------------------------------------------------------------- ; Super Armor [Statedef 9000] type = U movetype = H physics = U [State 9000, PalFX] type = PalFX trigger1 = Alive trigger1 = !Time trigger2 = Time = 1 trigger3 = Time = 5 trigger4 = Time = 9 trigger5 = Time = 13 time = 2 mul = 256,256,0 add = 130,30,10 color = 128 ignorehitpause = 1 [State 9000, PosFreeze] type = PosFreeze trigger1 = Alive trigger1 = 1 value = 1 [State 9000, CtrlSet] type = CtrlSet triggerall = Time < floor(gethitvar(hittime) * 0.8) trigger1 = var(46) <= 106 value = 1 [State 9000, ChangeAnim] type = ChangeAnim trigger1 = Time < floor(gethitvar(hittime) * 0.8) value = Anim elem = AnimElemNo(0) [State 9000, End] type = ChangeState trigger1 = Alive trigger1 = Time >= floor(gethitvar(hittime) * 0.8) value = var(46) [State 9000, VelSet] type = VelSet trigger1 = !Alive x = gethitvar(xvel) y = gethitvar(yvel) [State 9000, End] type = ChangeState trigger1 = !Alive value = 5050 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ; Super Armor [State -2] type = VarSet trigger1 = Life > 1 trigger1 = MoveType != H trigger1 = StateNo != 9000 var(46) = StateNo ignorehitpause = 1 [State -2] type = VarSet trigger1 = Life > 1 trigger1 = StateNo = [120,159] trigger1 = StateNo != 9000 var(46) = StateNo ignorehitpause = 1 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0 [State -3] type = HitOverride triggerall = MoveType != H triggerall = Anim != 5300 triggerall = PrevStateNo != 9000 trigger1 = StateNo != [120,159] trigger1 = StateNo = [3000,4999] trigger2 = StateNo = 1020 trigger3 = StateNo = 1220 time = 1 slot = 7 attr = SCA, NA, SA, NP, SP stateno = 9000