; Protoman's CNS ; Format (case insensitive): ; [groupname] ; constname = "value" [Data] life = 1000 ;Amount of life to start with attack = 100 ;100% attack power (more is stronger) defence = 100 ;100% defensive power (more is stronger) fall.defence_up = 70 ;Def goes up by 70% everytime player is hit on ground liedown.time = 45 ;Time player takes before getting up from HIT_LIEDOWN airjuggle = 50 ;Can do 15 points of juggling sparkno = 2 ;Default spark number guard.sparkno = 40 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 255 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 9 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) z.width = 3 ;Player width (into and out) attack.width = 4,4 ;Default attack width: back, front attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles [Velocity] walk.fwd = 4.0 ;Walk forward walk.back = -3.9 ;Walk backward run.fwd = 7.0, -5 ;Run forward (x, y) - if y<0, player will hop run.back = -7,-5 ;Run backward (x, y) - if y=0, player will run jump.neu = 0,-10.9 ;Neutral jumping velocity (x, y) jump.back = -3.5 ;Jump back Speed (x, y) jump.fwd = 3.5 ;Jump forward Speed (x, y) runjump.back = -3.55,-10 ;Running jump speeds (opt) runjump.fwd = 4 ;. airjump.neu = 0 ;. airjump.back = -3.55 ;Air jump speeds (opt) airjump.fwd = 3.5 ;. [Movement] airjump.num = 2 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .5 ;Vertical acceleration stand.friction = .3 ;Friction coefficient when standing crouch.friction = .4 ;Friction coefficient when crouching ;----------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;----------------------------------------------------------------------- ; LOSE (Time over) [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0,0 [State 170, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 170, 1] type = Playsnd trigger1 = animelem = 3 value = 11,0 [State 170, 2] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = -3, -48 velocity = -1, -1 accel = 0, 0 [State 170, 3] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = -3, -42 velocity = -1, 1 accel = 0, 0 [State 170, 4] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 3, -48 velocity = 1, -1 accel = 0, 0 [State 170, 5] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 3, -42 velocity = 1, 1 accel = 0, 0 [State 170, 6] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 0, -45 velocity = 0, -1 accel = 0, 0 [State 170, 7] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 0, -45 velocity = 0, 1 accel = 0, 0 [State 170, 8] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 0, -45 velocity = -1, 0 accel = 0, 0 [State 170, 9] type = Projectile trigger1 = Time = 0 projanim = 8000 offset = 0, -45 velocity = 1, 0 accel = 0, 0 [State 170, 10] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = -3, -50 velocity = -1, -1 accel = 0, 0 [State 170, 11] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = -3, -42 velocity = -1, 1 accel = 0, 0 [State 170, 12] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 3, -50 velocity = 1, -1 accel = 0, 0 [State 170, 13] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 3, -42 velocity = 1, 1 accel = 0, 0 [State 170, 14] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 0, -45 velocity = 0, -1 accel = 0, 0 [State 170, 15] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 0, -45 velocity = 0, 1 accel = 0, 0 [State 170, 16] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 0, -45 velocity = -1, 0 accel = 0, 0 [State 170, 17] type = Projectile trigger1 = Time = 20 projanim = 8000 offset = 0, -45 velocity = 1, 0 accel = 0, 0 ;---------------------------------------------------- WIN [Statedef 180] type = S anim = 191 [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------- ; WIN1 [Statedef 181] type = S ctrl = 0 anim = 191 velset = 0,0,0 [State 181, 1] type = AssertSpecial trigger1 = Time = [0,120] flag = RoundNotOver [State 181, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 ;---------------------------------------------------- ; TAUNT [Statedef 195] type = S ctrl = 0 velset = 0,0 anim = 195 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0,0 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------- ; INTRO [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0,0 [State 191, 1] ;Intro not yet over type = VarSet trigger1 = Time = 0 v = 7 value = 1 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 12,0 [State 191, 7] ;Intro over, set v9 to 1 type = VarSet trigger1 = Time = 20 v = 7 value = 0 [State 191, 3] type = AssertSpecial trigger1 = Time = [0,70] flag = Intro ;--------------------------------------------------------- ; CROUCH_DOWN [Statedef 10] type = C physics = C [State 10, 1] type = ChangeAnim trigger1 = Time = 0 value = 10 [State 10, 2] type = VelMul trigger1 = Time = 0 x = 0.8 [State 10, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;---------------------------------------------------- ; CROUCH [Statedef 11] type = C physics = C [State 11, 1] type = ChangeAnim trigger1 = Time = 0 value = 11 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 6 value = 11 ;---------------------------------------------------- ; CROUCH_UP [Statedef 12] type = S physics = S [State 12, 1] type = ChangeAnim trigger1 = Time = 0 value = 12 [State 12, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;---------------------------------------------------- ; STAND X [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 poweradd = 20 [State 200, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 20 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S1,4 guardsound = S20,6 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 [State 200, 7] type = playsnd trigger1 = time = 0 value = S8,0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; STAND Y [Statedef 210] type = S movetype= A physics = S juggle = 1 velset = 2,0 ctrl = 0 anim = 210 poweradd = 30 [State 210, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 40 animtype = Medium guardflag = M hitflag = MAF priority = 3, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S1,4 guardsound = S20,6 ground.type = High ground.slidetime = 10 ground.hittime = 15 ground.velocity = -3 air.velocity = -2,-3 [State 210, 7] type = playsnd trigger1 = time = 0 value = 8,2 [State 210, 8] type = playsnd trigger1 = time = 0 value = 7,2 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; STAND Z [Statedef 220] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 220 poweradd = 40 [State 220, 2] type = Projectile trigger1 = animelem = 2 projanim = 260 projhitanim = 556 projshadow = 68,68,68 offset = 48, -47 velocity = 10 ;projremovetime = 30 projpriority = 1 numhits = 1 attr = S, NP damage = 20,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 220, 7] type = playsnd trigger1 = AnimElem = 2 value = 21,2 [State 220, 7] type = playsnd trigger1 = AnimElem = 2 value = 7,3 [State 220, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; STAND A [Statedef 230] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 230 poweradd = 20 [State 230, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 20 animtype = Light guardflag = M hitflag = MAFD priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,3 guardsound = S20,6 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -1 air.velocity = -1,-3 down.velocity = -2,0 [State 230, 7] type = playsnd trigger1 = time = 0 value = 21,1 [State 230, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------- ; STAND B [Statedef 240] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 240 poweradd = 30 [State 240, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 40 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [State 240, 7] type = playsnd trigger1 = AnimElem = 2 value = 8,1 [State 240, 7] type = playsnd trigger1 = AnimElem = 1 value = 7,1 [State 240, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------- ;STAND C [Statedef 250] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 250 poweradd = 40 [State 250, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 30 animtype = Heavy guardflag = M hitflag = MAFD priority = 3, Hit pausetime = 10,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,5 guardsound = S20,6 ground.type = Low ground.slidetime = 15 ground.hittime = 20 air.hittime = 20 ground.velocity = -4 air.velocity = -4,-6 guard.velocity = -3 airguard.velocity = -3 fall.recover = 0 air.fall = 1 [State 250, 7] type = playsnd trigger1 = AnimElem = 5 value = 21,3 [State 250, 7] type = playsnd trigger1 = AnimElem = 2 value = 7,3 [State 250, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;CROUCH X [Statedef 400] type = C movetype= A physics = C juggle = 1 poweradd= 20 ctrl = 0 anim = 400 [State 400, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 20 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,0 guardsound = S20,6 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -1 air.velocity = -1,-3 [State 400, 7] type = Playsnd trigger1 = AnimElem = 1 value = 21,1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;---------------------------------------------------- ; CROUCH Y [Statedef 410] type = C movetype= A physics = C juggle = 1 velset = 2,0 ctrl = 0 anim = 410 poweradd = 30 [State 410, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 40 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,1 guardsound = S20,6 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [State 410, 7] type = Playsnd trigger1 = AnimElem = 1 value = 21,2 [State 410, 8] type = playsnd trigger1 = time = 2 value = 7,2 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; CROUCH Z [Statedef 420] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 420 poweradd = 40 [State 420, 2] type = Projectile trigger1 = animelem = 3 projanim = 260 projhitanim = 556 projshadow = 68,68,68 offset = 18, -35 velocity = 10 ;projremovetime = 30 projpriority = 1 numhits = 1 attr = S, NP damage = 20,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 420, 7] type = Playsnd trigger1 = AnimElem = 3 value = 21,2 [State 420, 7] type = Playsnd trigger1 = time = 0 value = 7,3 [State 420, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; CROUCH A [Statedef 430] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 430 poweradd = 20 [State 430, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 20 animtype = Light guardflag = L hitflag = MA priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,3 guardsound = S20,6 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -1 air.velocity = -1,-3 down.velocity = 0,0 [State 430, 7] type = Playsnd trigger1 = AnimElem = 1 value = 21,1 [State 430, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; CROUCH B [Statedef 440] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 440 poweradd = 30 [State 440, 1] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 40 animtype = Medium guardflag = L hitflag = MA priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 down.velocity = 0,0 [State 440, 7] type = Playsnd trigger1 = AnimElem = 2 value = 21,2 [State 440, 7] type = Playsnd trigger1 = time = 0 value = 8,0 [State 440, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;CROUCH C [Statedef 450] type = C movetype= A physics = N juggle = 1 velset = 0,0 ctrl = 0 anim = 450 poweradd = 40 [State 450, v] type = VelSet trigger1 = AnimElemNo(0) = 3 x = 5 [State 450, v] type = VelSet trigger1 = Time = 25 x = 0 [State 450, 1] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 50 animtype = Heavy guardflag = L hitflag = MA priority = 3, Hit pausetime = 10,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,5 guardsound = S20,6 ground.type = Low ground.slidetime = 0 ground.hittime = 20 ground.velocity = 0 air.velocity = -5,-5 air.type = trip guard.velocity = -3 airguard.velocity = -3 down.hittime = 20 down.velocity = 0,0 fall = 1 air.fall = 1 fall.animtype = back down.bounce = 1 bounce = 1 [State 450, 7] type = Playsnd trigger1 = AnimElem = 3 value = 21,5 [State 450, 7] type = Playsnd trigger1 = AnimElem = 3 value = 7,3 [State 450, 7] type = Playsnd trigger1 = AnimElem = 3 value = 21,3 [State 450, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------------------------------------------------------- ; JUMP X [Statedef 600] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 600 poweradd = 20 [State 600, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 20 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,0 guardsound = S20,6 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -3 air.velocity = -2,-2 [State 600, 7] type = playsnd trigger1 = time = 0 value = 21,1 ;--------------------------------------------------------------------------- ; JUMP Y [Statedef 610] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 610 poweradd = 30 [State 610, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 40 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,1 guardsound = S20,6 ground.type = High air.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-2 [State 610, 7] type = playsnd trigger1 = time = 0 value = 21,2 [State 610, 8] type = playsnd trigger1 = time = 4 value = 7,3 ;--------------------------------------------------------------------------- ; JUMP Z [Statedef 620] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 620 poweradd = 40 [State 620, 2] type = Projectile trigger1 = animelem = 3 projanim = 260 projhitanim = 556 projshadow = 68,68,68 offset = 48, -70 velocity = 10 ;projremovetime = 30 projpriority = 1 numhits = 1 attr = A, NP damage = 20,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -7 ground.velocity = -7 air.animtype = back air.velocity = -3,-1 airguard.velocity = -10 [State 620, 8] type = playsnd trigger1 = time = 0 value = 17,2 [State 620, 7] type = playsnd trigger1 = AnimElem = 2 value = 21,2 [State 620, 7] type = playsnd trigger1 = AnimElem = 2 value = 1,1 ;---------------------------------------------------- ; JUMP A [Statedef 630] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 630 poweradd = 20 [State 630, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 20 animtype = Light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,3 guardsound = S20,6 ground.type = Low air.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -3 air.velocity = -1,-2 [State 630, 7] type = playsnd trigger1 = time = 0 value = 21,1 ;---------------------------------------------------- ; JUMP B [Statedef 640] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 640 poweradd = 30 [State 640, 1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 40 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = High ground.slidetime = 10 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-2 air.fall = 1 [State 640, 7] type = playsnd trigger1 = AnimElem = 4 value = 21,2 [State 640, 7] type = playsnd trigger1 = AnimElem = 2 value = 7,0 ;--------------------------------------------------------------------------- ;JUMP C [Statedef 650] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 650 poweradd = 40 [State 650, 1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 65 animtype = Heavy guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 12,12 sparkno = -1 sparkxy = -10,-70 hitsound = S20,5 guardsound = S20,6 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 air.type = Low air.velocity = -10,8 air.fall = 1 [State 650, 7] type = playsnd trigger1 = AnimElem = 2 value = 21,3 [State 650, 7] type = playsnd trigger1 = AnimElem = 2 value = 7,1 ;--------------------------------------------------------------------------- ;JUMP D [Statedef 660] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 660 poweradd = 40 [State 660, 1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 70 animtype = Heavy guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 12,12 sparkno = -1 sparkxy = -10,-70 hitsound = S20,5 guardsound = S20,6 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -5 air.type = Low air.velocity = -8.5,9 air.fall = 1 [State 660, 7] type = playsnd trigger1 = AnimElem = 2 value = 21,3 [State 660, 7] type = playsnd trigger1 = AnimElem = 2 value = 1,1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; JUMP_LAND [Statedef 52] type = S physics = S ctrl = 0 anim = 47 [State -2, 2] type = PlaySnd trigger1 = time = 0 value = 21,4 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ; Fliptop Call (space) [Statedef 2000] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = helper trigger1 = time = 0 ID = 7110 pos = 65,-250 postype = p1 stateno = 2001 helpertype = normal name = "Fliptop" ownpal = 1 keyctrl = 0 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fliptop Fall [Statedef 2001] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = Changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2002 ;---------------------- ;Fliptop Item Drop [Statedef 2002] type = S ctrl = 0 anim = 322 [State 321, 2] type = velset trigger1 = time = 0 y = 0 [state 321, 3] type = helper trigger1 = animelem = 6 ID = 2002 pos = -10, -10 postype = p1 stateno = 2004 helpertype = normal name = "Space" ownpal = 1 keyctrl = 0 [State 321, 1] type = Changestate trigger1 = Animtime = 0 value = 2003 ;Fliptop Fly Away [Statedef 2003] type = S ctrl = 0 anim = 323 velset = 0, -8.5 [State 323, 1] type = destroyself trigger1 = time = 40 ;Space Item [Statedef 2004] type = S ctrl = 0 anim = 800 velset = -2, -5 [State 2004, 1] type = Gravity trigger1 = time > 5 [State 325, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2006 ;Space item Laying on ground [Statedef 2006] type = S ctrl = 0 anim = 800 velset = 0, 0 [State 2006] type = destroyself trigger1 = rootdist X < 15 trigger1 = rootdist X > -15 trigger1 = rootdist Y < 1 trigger1 = rootdist Y > -10 ;-------------------------------------------- ; Fliptop Call (water&ice) [Statedef 2010] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = helper trigger1 = time = 0 ID = 7110 pos = 65,-250 postype = p1 stateno = 2011 helpertype = normal name = "Fliptop" ownpal = 1 keyctrl = 0 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fliptop Fall [Statedef 2011] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = Changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2012 ;---------------------- ;Fliptop Item Drop (water&ice) [Statedef 2012] type = S ctrl = 0 anim = 322 [State 321, 2] type = velset trigger1 = time = 0 y = 0 [state 321, 3] type = helper trigger1 = animelem = 6 ID = 2012 pos = -10, -10 postype = p1 stateno = 2014 helpertype = normal name = "water&ice" ownpal = 1 keyctrl = 0 [State 321, 1] type = Changestate trigger1 = Animtime = 0 value = 2013 ;Fliptop Fly Away [Statedef 2013] type = S ctrl = 0 anim = 323 velset = 0, -8.5 [State 323, 1] type = destroyself trigger1 = time = 40 ;water&ice [Statedef 2014] type = S ctrl = 0 anim = 805 velset = -2, -5 [State 2004, 1] type = Gravity trigger1 = time > 5 [State 325, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2016 ;water&ice Laying on ground [Statedef 2016] type = S ctrl = 0 anim = 805 velset = 0, 0 [State 2006] type = destroyself trigger1 = rootdist X < 15 trigger1 = rootdist X > -15 trigger1 = rootdist Y < 1 trigger1 = rootdist Y > -10 ;-------------------------------------------- ; Fliptop Call (multidirectional) [Statedef 2020] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = helper trigger1 = time = 0 ID = 7110 pos = 65,-250 postype = p1 stateno = 2021 helpertype = normal name = "Fliptop" ownpal = 1 keyctrl = 0 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fliptop Fall [Statedef 2021] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = Changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2022 ;---------------------- ;Fliptop Item Drop (multidirectional) [Statedef 2022] type = S ctrl = 0 anim = 322 [State 321, 2] type = velset trigger1 = time = 0 y = 0 [state 321, 3] type = helper trigger1 = animelem = 6 ID = 2022 pos = -10, -10 postype = p1 stateno = 2024 helpertype = normal name = "multidirectional" ownpal = 1 keyctrl = 0 [State 321, 1] type = Changestate trigger1 = Animtime = 0 value = 2023 ;Fliptop Fly Away [Statedef 2023] type = S ctrl = 0 anim = 323 velset = 0, -8.5 [State 323, 1] type = destroyself trigger1 = time = 40 ;multidirectional item [Statedef 2024] type = S ctrl = 0 anim = 810 velset = -2, -5 [State 2004, 1] type = Gravity trigger1 = time > 5 [State 325, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2026 ;multidirectional Laying on ground [Statedef 2026] type = S ctrl = 0 anim = 810 velset = 0, 0 [State 2006] type = destroyself trigger1 = rootdist X < 15 trigger1 = rootdist X > -15 trigger1 = rootdist Y < 1 trigger1 = rootdist Y > -10 ;-------------------------------------------- ; Fliptop Call (slash) [Statedef 2030] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = helper trigger1 = time = 0 ID = 7110 pos = 65,-250 postype = p1 stateno = 2031 helpertype = normal name = "Fliptop" ownpal = 1 keyctrl = 0 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fliptop Fall [Statedef 2031] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = Changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2032 ;---------------------- ;Fliptop Item Drop [Statedef 2032] type = S ctrl = 0 anim = 322 [State 321, 2] type = velset trigger1 = time = 0 y = 0 [state 321, 3] type = helper trigger1 = animelem = 6 ID = 2032 pos = -10, -10 postype = p1 stateno = 2034 helpertype = normal name = "Slash" ownpal = 1 keyctrl = 0 [State 321, 1] type = Changestate trigger1 = Animtime = 0 value = 2033 ;Fliptop Fly Away [Statedef 2033] type = S ctrl = 0 anim = 323 velset = 0, -8.5 [State 323, 1] type = destroyself trigger1 = time = 40 ;slash item Pop out [Statedef 2034] type = S ctrl = 0 anim = 815 velset = -2, -5 [State 2004, 1] type = Gravity trigger1 = time > 5 [State 325, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 2036 ;slash Laying on ground [Statedef 2036] type = S ctrl = 0 anim = 815 velset = 0, 0 [State 2006] type = destroyself trigger1 = rootdist X < 15 trigger1 = rootdist X > -15 trigger1 = rootdist Y < 1 trigger1 = rootdist Y > -10 ;------------------------ ; shield charge_A (start) [Statedef 1000] type = A physics = N movetype = I anim = 1000 velset = 0,0 [State 1000, v] type = Veladd trigger1 = time = 1 trigger2 = time = 3 trigger3 = time = 5 value = 0.5,0 [State 1000] type = changestate trigger1 = animtime = 0 value = 1003 ------------------------- ; shield charge_A [Statedef 1003] type = A physics = N movetype = A ctrl = 0 poweradd = 30 anim = 1003 juggle = 2 velset = 1.5,0 [State 1003, A] type = PlaySnd trigger1 = AnimElem = 1 value = 0,3040 [State 1003, 2] type = VelAdd trigger1 = Time = 3 trigger2 = Time = 6 trigger3 = Time = 9 trigger4 = Time = 12 x = 0.5 [State 1003, 3] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1003, 4] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1003, 2] type = VelAdd trigger1 = Time = 15 trigger2 = Time = 18 trigger3 = Time = 21 trigger4 = Time = 24 x = -0.5 [State 1003, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1006 ;--------------------------------------------------------------------------- ; shield charge A (finish) [Statedef 1006] type = A physics = N movetype = I anim = 1006 velset = 1.5,0 [State 1006] type = veladd trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 5 value = -1, 0 [State 1003, 5] type = ChangeState trigger1 = Pos Y < 0 trigger1 = AnimTime = 0 value = 50 [State 1006] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------ ; shield charge_B (start) [Statedef 1010] type = A physics = N movetype = I anim = 1010 velset = 0,0 [State 1010, v] type = Veladd trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 value = 0.5, 0 [State 1010] type = changestate trigger1 = animtime = 0 value = 1013 ;--------------------------------------------------------------------------- ; shield charge_B [Statedef 1013] type = A physics = N movetype = A ctrl = 0 poweradd = 30 anim =1013 juggle = 3 velset = 1.5, 0 [State 1013, A] type = PlaySnd trigger1 = AnimElem = 1 value = 0,3041 [State 1013, 2] type = VelAdd trigger1 = Time = 3 trigger2 = Time = 6 trigger3 = Time = 9 trigger4 = Time = 12 x = 0.7 [State 1013, 3] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 trigger3 = AnimElem = 7 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -2 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1013, 4] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1013, 2] type = VelAdd trigger1 = Time = 15 trigger2 = Time = 18 trigger3 = Time = 21 trigger4 = Time = 24 x = -0.7 [State 1013, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1016 ;---------------------------------------------------- ; shield charge B (finish) [Statedef 1016] type = A physics = N movetype = I anim = 1016 velset = 1.5,0 [State 1016] type = veladd trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 5 value = -0.5, 0 [State 1003, 5] type = ChangeState trigger1 = Pos Y < 0 trigger1 = AnimTime = 0 value = 50 [State 1016] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------ ; shield charge_A (start) [Statedef 1020] type = A physics = N movetype = I anim = 1020 velset = 0,0 [State 1020, v] type = Veladd trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 value = 0.5,0 [State 1020] type = changestate trigger1 = animtime = 0 value = 1023 ;--------------------------------------------------------------------------- ; shield charge_C [Statedef 1023] type = A physics = N movetype = A ctrl = 0 poweradd = 30 anim = 1023 juggle = 4 velset = 1.5,0 [State 1023, A] type = PlaySnd trigger1 = AnimElem = 1 value = 0,3042 [State 1023, 1] type = VelAdd trigger1 = Time = 3 trigger2 = Time = 6 trigger3 = Time = 9 trigger4 = Time = 12 trigger5 = Time = 15 trigger6 = Time = 18 x = 0.7 [State 1023, 3] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 7 trigger3 = AnimElem = 11 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -3 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1023, 4] type = HitDef trigger1 = AnimElem = 5 trigger2 = AnimElem = 9 trigger3 = AnimElem = 12 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -8 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 1023, 1] type = VelAdd trigger1 = Time = 21 trigger2 = Time = 24 trigger3 = Time = 27 trigger4 = Time = 30 trigger5 = Time = 33 trigger6 = Time = 36 trigger7 = Time = 39 x = -0.6 [State 1023, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1026 ;-------------------------- ; shield charge C (finish) [Statedef 1026] type = A physics = N movetype = I anim = 1026 velset = 1.5,0 [State 1026] type = veladd trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 5 value = -2, 0 [State 1003, 5] type = ChangeState trigger1 = Pos Y < 0 trigger1 = AnimTime = 0 value = 50 [State 1026] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Mega Upper X (start) [Statedef 1100] type = S movetype= A physics = S juggle = 0 poweradd= 150 ctrl = 0 anim = 1100 velset = 0,0,0 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 21,3 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 1,0 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 1,2 attr = S, SA animtype = Heavy damage = 30,10 guardflag = M hitflag = MAF pausetime = 12,15 sparkxy = -20,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, SA animtype = Heavy damage = 30,10 guardflag = M hitflag = MAF pausetime = 12,13 sparkxy = -25,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1101 ;------------------------------------------------------------------------- ;Star crash summon [Statedef 1200] type = S physics = S movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1200, Star] type = Helper trigger1 = time = 10 trigger1 = numhelper(1200) = 0 helpertype = normal name = "star" ID = 1200 pos = 0,-75 stateno = 7000 keyctrl = 0 ownpal = 1 [State 1200, final] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------- ;Star crash summon [Statedef 1205] type = A physics = N movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1205, Star] type = Helper triggerall = Var(0) = 0 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1210 pos = 0,-75 stateno = 7005 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 1 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1211 pos = 0,-75 stateno = 7006 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 2 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1212 pos = 0,-75 stateno = 7007 keyctrl = 0 ownpal = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = S value = 0 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = A value = 50 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = C value = 10 ctrl = 1 ;-------------------- ;Star Chrash [Statedef 7000] type = S physics = S movetype = A anim = 1205 [State 7000, prior] type = SprPriority trigger1 = time = 0 value = 3 [State 7000, follow] type = Bindtoroot trigger1 = time = 0 time = -1 pos = 0,-75 [State 7000] type = HitDef trigger1 = animelem = 7 trigger2 = animelem = 8 trigger3 = animelem = 9 trigger4 = animelem = 10 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 0,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 1 v = 0 value = 1 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 2 v = 0 value = 2 ;[State 7000, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7000, destroy] type = destroyself trigger1 = hitcount = 3 trigger2 = numhelper(1210) = 1 trigger3 = numhelper(1211) = 1 trigger4 = numhelper(1212) = 1 ;[State 7000, change] ;type = ParentVarSet ;trigger1 = time = 3000 ;v = 2 ;value = 1 ;------------------------------------------------------------------------- ;Star Chrash [Statedef 7005] type = S physics = N movetype = A anim = 1206 velset = 5,0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7005] type = HitDef trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7005, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7005, v] type = destroyself trigger1 = hitcount = 3 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7006] type = S physics = N movetype = A anim = 1206 velset = 5,0 [State 7006] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7006] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7006, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7006, v] type = destroyself trigger1 = hitcount = 2 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7007] type = S physics = N movetype = A anim = 1206 velset = 5,0 [State 7007] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7007] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7007, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7007, v] type = destroyself trigger1 = hitcount = 1 trigger2 = Time = 66 ;--------------------------------------------------- ;Star crash summon [Statedef 1210] type = S physics = S movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1200, Star] type = Helper trigger1 = time = 10 trigger1 = numhelper(1200) = 0 helpertype = normal name = "star" ID = 1200 pos = 0,-75 stateno = 7010 keyctrl = 0 ownpal = 1 [State 1200, final] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------- ;Star crash summon [Statedef 1215] type = A physics = N movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1205, Star] type = Helper triggerall = Var(0) = 0 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1210 pos = 0,-75 stateno = 7015 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 1 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1211 pos = 0,-75 stateno = 7016 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 2 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1212 pos = 0,-75 stateno = 7017 keyctrl = 0 ownpal = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = S value = 0 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = A value = 50 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = C value = 10 ctrl = 1 ;-------------------- ;Star Chrash [Statedef 7010] type = S physics = S movetype = A anim = 1215 [State 7000, prior] type = SprPriority trigger1 = time = 0 value = 3 [State 7000, follow] type = Bindtoroot trigger1 = time = 0 time = -1 pos = 0,-75 [State 7000] type = HitDef trigger1 = animelem = 7 trigger2 = animelem = 8 trigger3 = animelem = 9 trigger4 = animelem = 10 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 0,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 1 v = 0 value = 1 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 2 v = 0 value = 2 ;[State 7000, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7000, destroy] type = destroyself trigger1 = hitcount = 3 trigger2 = numhelper(1210) = 1 trigger3 = numhelper(1211) = 1 trigger4 = numhelper(1212) = 1 ;[State 7000, change] ;type = ParentVarSet ;trigger1 = time = 2000 ;v = 2 ;value = 1 ;------------------------------------------------------------------------- ;Star Chrash [Statedef 7015] type = S physics = N movetype = A anim = 1206 velset = 6,0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7005] type = HitDef trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7005, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7005, v] type = destroyself trigger1 = hitcount = 3 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7016] type = S physics = N movetype = A anim = 1206 velset = 6,0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7006] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 [State 7006] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7006, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7006, v] type = destroyself trigger1 = hitcount = 2 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7017] type = S physics = N movetype = A anim = 1206 velset = 6,0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7007] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 [State 7007] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7007, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7007, v] type = destroyself trigger1 = hitcount = 1 trigger2 = Time = 66 ;--------------------------------------------------- ;Star crash summon [Statedef 1220] type = S physics = S movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1200, Star] type = Helper trigger1 = time = 10 trigger1 = numhelper(1200) = 0 helpertype = normal name = "star" ID = 1200 pos = 0,-75 stateno = 7020 keyctrl = 0 ownpal = 1 [State 1200, final] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------- ;Star crash summon [Statedef 1225] type = A physics = N movetype = I ctrl = 0 poweradd = 30 anim = 1200 velset = 0,0 [State 1205, Star] type = Helper triggerall = Var(0) = 0 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1210 pos = 0,-75 stateno = 7025 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 1 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1211 pos = 0,-75 stateno = 7026 keyctrl = 0 ownpal = 1 [State 1205, Star] type = Helper triggerall = Var(0) = 2 trigger1 = time = 10 trigger1 = numhelper(1210) = 0 trigger1 = numhelper(1200) = 1 helpertype = normal name = "star1" ID = 1212 pos = 0,-75 stateno = 7027 keyctrl = 0 ownpal = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = S value = 0 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = A value = 50 ctrl = 1 [State 1205, final] type = changestate trigger1 = animtime = 0 trigger1 = statetype = C value = 10 ctrl = 1 ;-------------------- ;Star Chrash [Statedef 7020] type = S physics = S movetype = A anim = 1225 [State 7000, prior] type = SprPriority trigger1 = time = 0 value = 3 [State 7000, follow] type = Bindtoroot trigger1 = time = 0 time = -1 pos = 0,-75 [State 7000] type = HitDef trigger1 = animelem = 7 trigger2 = animelem = 8 trigger3 = animelem = 9 trigger4 = animelem = 10 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 0,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 1 v = 0 value = 1 [State 7000, var] type = ParentVarSet trigger1 = hitcount = 2 v = 0 value = 2 ;[State 7000, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7000, destroy] type = destroyself trigger1 = hitcount = 3 trigger2 = numhelper(1210) = 1 trigger3 = numhelper(1211) = 1 trigger4 = numhelper(1212) = 1 ;[State 7000, change] ;type = ParentVarSet ;trigger1 = time = 1000 ;v = 2 ;value = 1 ;------------------------------------------------------------------------- ;Star Chrash [Statedef 7025] type = S physics = N movetype = A anim = 1226 velset = 7,0 ;[State 7025] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7005] type = HitDef trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7005, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7005, v] type = destroyself trigger1 = hitcount = 3 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7026] type = S physics = N movetype = A anim = 1206 velset = 7,0 [State 7006] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7006] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7006, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7006, v] type = destroyself trigger1 = hitcount = 2 trigger2 = Time = 66 ;--------------------------------------------------- ;Star Chrash [Statedef 7027] type = S physics = N movetype = A anim = 1206 velset = 7,0 [State 7007] type = ParentVarSet trigger1 = Var(0) != 0 v = 0 value = 0 ;[State 7005] ;type = ParentVarSet ;trigger1 = Var(2) != 0 ;trigger1 = 1 ;v = 2 ;value = 0 [State 7007] type = HitDef trigger1 = time > 0 attr = S, SA animtype = hard damage = 30,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 ;[State 7007, pal] ;type = PalFX ;trigger1 = movehit = 1 ;time = 5 ;add = 256,256,256 ;mul = 256,256,256 [State 7007, v] type = destroyself trigger1 = hitcount = 1 trigger2 = Time = 66 ;--------------------------------------------------- ;Pharoah shot A [Statedef 1230] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 1240 poweradd = 40 [State 1230, 7] type = ChangeState trigger1 = command != "hold_a" value = 1234 [State 1230, 7] type = ChangeState trigger1 = command = "hold_a" trigger1 = AnimTime = 0 value = 1231 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1231] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1241 poweradd = 40 [State 1211, Explod] type = explod trigger1 = time = 0 anim = 1246 ID = 1216 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 8,4,2 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 16,8,4 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 32,16,8 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, Shot] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1211,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 12 value = 1237 [State 1211, 7] type = ChangeState trigger1 = command != "hold_a" trigger1 = movecontact = 0 value = 1234 [State 1211, 7] type = ChangeState trigger1 = command = "hold_a" trigger1 = AnimTime = 0 value = 1232 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1232] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1242 poweradd = 40 [State 1212, Explod] type = explod trigger1 = time = 0 anim = 1247 ID = 1217 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1212, pal] type = PalFX trigger1 = time = 0 time = 20 add = 60,30,15 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 80,40,20 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 100,50,25 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, pal] type = PalFX trigger1 = time = 60 time = 20 add = 120,60,30 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 16 add = 140,70,35 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 6 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1212,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 18 value = 1237 [State 1212, 7] type = ChangeState trigger1 = command != "hold_a" trigger1 = movecontact = 0 value = 1235 [State 1212, 7] type = ChangeState trigger1 = command = "hold_a" trigger1 = AnimTime = 0 value = 1233 ;---------------------------------------- ;Pharoah shot A (part 2) [Statedef 1233] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1243 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1213, Explod] type = explod trigger1 = time = 0 anim = 1248 ID = 1218 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1213, pal] type = PalFX trigger1 = time = 0 time = 20 add = 160,80,40 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 180,90,45 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 200,100,50 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 220,110,65 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 20 add = 240,120,60 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, pal] type = PalFX trigger1 = time = 100 time = 12 add = 252,126,63 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 trigger7 = time = 19 trigger8 = time = 22 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1213,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 24 value = 1237 [State 1213, 7] type = ChangeState trigger1 = command != "hold_a" trigger1 = movecontact = 0 value = 1236 [State 1213, 7] type = ChangeState trigger1 = command = "hold_a" trigger1 = AnimTime = 0 value = 1236 ;---------------------------------------- ;Pharoa shot A (part 3) [Statedef 1234] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1216 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1250 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 0 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 50,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1214, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1235] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1251 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 0 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 80,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1215, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1236] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1218 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1252 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 0 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 110,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1216, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (cancel) [Statedef 1237] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1217, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoah shot A [Statedef 1240] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 1240 poweradd = 40 [State 1230, 7] type = ChangeState trigger1 = command != "hold_b" value = 1244 [State 1230, 7] type = ChangeState trigger1 = command = "hold_b" trigger1 = AnimTime = 0 value = 1241 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1241] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1241 poweradd = 40 [State 1211, Explod] type = explod trigger1 = time = 0 anim = 1246 ID = 1216 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 8,4,2 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 16,8,4 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 32,16,8 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, Shot] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1211,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 12 value = 1247 [State 1211, 7] type = ChangeState trigger1 = command != "hold_b" trigger1 = movecontact = 0 value = 1244 [State 1211, 7] type = ChangeState trigger1 = command = "hold_b" trigger1 = AnimTime = 0 value = 1242 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1242] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1242 poweradd = 40 [State 1212, Explod] type = explod trigger1 = time = 0 anim = 1247 ID = 1217 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1212, pal] type = PalFX trigger1 = time = 0 time = 20 add = 60,30,15 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 80,40,20 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 100,50,25 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, pal] type = PalFX trigger1 = time = 60 time = 20 add = 120,60,30 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 16 add = 140,70,35 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 6 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1212,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 18 value = 1247 [State 1212, 7] type = ChangeState trigger1 = command != "hold_b" trigger1 = movecontact = 0 value = 1245 [State 1212, 7] type = ChangeState trigger1 = command = "hold_b" trigger1 = AnimTime = 0 value = 1243 ;---------------------------------------- ;Pharoah shot A (part 2) [Statedef 1243] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1243 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1213, Explod] type = explod trigger1 = time = 0 anim = 1218 ID = 1218 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1213, pal] type = PalFX trigger1 = time = 0 time = 20 add = 160,80,40 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 180,90,45 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 200,100,50 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 220,110,65 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 20 add = 240,120,60 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, pal] type = PalFX trigger1 = time = 100 time = 12 add = 252,126,63 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 trigger7 = time = 19 trigger8 = time = 22 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1213,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 24 value = 1247 [State 1213, 7] type = ChangeState trigger1 = command != "hold_b" trigger1 = movecontact = 0 value = 1246 [State 1213, 7] type = ChangeState trigger1 = command = "hold_b" trigger1 = AnimTime = 0 value = 1246 ;---------------------------------------- ;Pharoa shot A (part 3) [Statedef 1244] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1216 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1250 projshadow = 68,68,68 offset = 37, -47 velocity = 5, -4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 50,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1214, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1245] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1251 projshadow = 68,68,68 offset = 37, -47 velocity = 5, -4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 80,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1215, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1246] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1218 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1252 projshadow = 68,68,68 offset = 37, -47 velocity = 5, -4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 110,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1216, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot B (cancel) [Statedef 1247] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1217, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoah shot A [Statedef 1250] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 1240 poweradd = 40 [State 1230, 7] type = ChangeState trigger1 = command != "hold_c" value = 1254 [State 1230, 7] type = ChangeState trigger1 = command = "hold_c" trigger1 = AnimTime = 0 value = 1251 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1251] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1211 poweradd = 40 [State 1211, Explod] type = explod trigger1 = time = 0 anim = 1246 ID = 1216 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 8,4,2 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 16,8,4 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 32,16,8 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, Shot] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1211,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 12 value = 1257 [State 1211, 7] type = ChangeState trigger1 = command != "hold_c" trigger1 = movecontact = 0 value = 1254 [State 1211, 7] type = ChangeState trigger1 = command = "hold_c" trigger1 = AnimTime = 0 value = 1252 ;--------------------------------------- ;Pharoah shot A (part 2) [Statedef 1252] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1242 poweradd = 40 [State 1212, Explod] type = explod trigger1 = time = 0 anim = 1247 ID = 1217 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1212, pal] type = PalFX trigger1 = time = 0 time = 20 add = 60,30,15 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 80,40,20 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 100,50,25 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, pal] type = PalFX trigger1 = time = 60 time = 20 add = 120,60,30 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 16 add = 140,70,35 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1212, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 6 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1212,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 18 value = 1257 [State 1212, 7] type = ChangeState trigger1 = command != "hold_c" trigger1 = movecontact = 0 value = 1255 [State 1212, 7] type = ChangeState trigger1 = command = "hold_c" trigger1 = AnimTime = 0 value = 1253 ;---------------------------------------- ;Pharoah shot A (part 2) [Statedef 1253] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1243 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1213, Explod] type = explod trigger1 = time = 0 anim = 1248 ID = 1218 pos = 37, -47 postype = p1 ontop = 1 bindtime = -1 ownpal = 1 [State 1213, pal] type = PalFX trigger1 = time = 0 time = 20 add = 160,80,40 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 20 time = 20 add = 180,90,45 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 40 time = 20 add = 200,100,50 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 60 time = 20 add = 220,110,65 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1211, pal] type = PalFX trigger1 = time = 80 time = 20 add = 240,120,60 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, pal] type = PalFX trigger1 = time = 100 time = 12 add = 252,126,63 mul = 256,256,256 sinadd = 20,20,20, 12 [State 1213, Star] type = HitDef trigger1 = time = 1 trigger2 = time = 4 trigger3 = time = 7 trigger4 = time = 10 trigger5 = time = 13 trigger6 = time = 16 trigger7 = time = 19 trigger8 = time = 22 attr = S, SA animtype = hard damage = 15,5 guardflag = M pausetime = 3,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -7 air.velocity = -8,-3 airguard.velocity = -0.5 [State 1213,7] type = changestate trigger1 = movecontact = 1 trigger1 = time = 24 value = 1257 [State 1213, 7] type = ChangeState trigger1 = command != "hold_c" trigger1 = movecontact = 0 value = 1256 [State 1213, 7] type = ChangeState trigger1 = command = "hold_c" trigger1 = AnimTime = 0 value = 1256 ;---------------------------------------- ;Pharoa shot A (part 3) [Statedef 1254] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1216 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1250 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 50,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1214, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1255] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1217 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1251 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 80,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1215, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (part 3) [Statedef 1256] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1212, Remove] type = RemoveExplod trigger1 = time = 0 ID = 1218 [State 1214, 2] type = Projectile trigger1 = time = 0 projanim = 1252 projshadow = 68,68,68 offset = 37, -47 velocity = 5, 4 ;projremovetime = 200 projpriority = 4 numhits = 1 attr = S, SP damage = 110,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s1,2 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1216, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Pharoa shot A (cancel) [Statedef 1257] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1245 poweradd = 40 [State 1217, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------- ;Gravity hold [Statedef 1290] type = S movetype = A physics = S juggle = 7 ctrl = 0 anim = 1290 [State 1290, color] type = BGPalFX trigger1 = time = 4 color = 0 add = 100,100,100 mul = 256,256,256 time = 3 [State 1290, hit] type = HitDef trigger1 = animelem = 2 attr = S, SA damage = 40 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = 0,-2 air.velocity = 0,-2 p1stateno = 1291 p2stateno = 1292 fall = 1 air.fall = 1 fall.recover = 0 [State 1290, change] type = Changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;success [Statedef 1291] type = S movetype = A physics = S anim = 0 ctrl = 0 [State 1291] type = changestate trigger1 = time = 50 value = 0 ctrl = 1 ;p2 caught [Statedef 1292] type = S movetype = H physics = N anim = 5002 ctrl = 0 [State 1292] type = veladd trigger1 = time = 0 trigger2 = time = 16 trigger3 = time = 24 trigger4 = time = 28 trigger5 = time = 30 trigger6 = time = 31 value = 1 [State 1292, g] type = Gravity trigger1 = time > 32 [State 1292] type = changestate trigger1 = pos Y <= 0 value = 0 ctrl = 1 ;------------------------- ; Mega Upper X (rising) [Statedef 1101] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1101 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 1 attr = A, SA animtype = Heavy damage = 130,10 guardflag = M hitflag = MAF pausetime = 12,12 sparkxy = -25,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = Velset trigger1 = time = 0 y = -6 x = 2 [State 210, 3] type = VelAdd trigger1 = time >= 0 trigger1 = vel x >= 0.3 x = -0.2 [State 210, 3] type = VelSet trigger1 = vel x = 0.3 x = 0 [State 210, 3] type = ChangeState trigger1 = Time = 6 value = 1102 ;--------------------------------------------------------------------------- ; Mega upper X (falling) [Statedef 1102] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1102 [State 210, 3] type = VelSet trigger1 = AnimElem = 2 x = 0 [State 210, 3] type = ChangeState trigger1 = time = 15 value = 1103 ;--------------------------------------------------------------------------- ; Mega upper X (landing) [Statedef 1103] type = S movetype= A physics = N juggle = 0 poweradd= 0 velset = 0 ctrl = 0 [State 1531, 5] type = PlaySnd trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 persistent = 0 value = 21,4 [State 52, 3] type = PosSet trigger1 = Vel Y = 0 y = 0 [State 209, 1] type = ChangeAnim trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 1103 [State 209, 1] type = Velset trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 210, 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Mega upper Y (start) [Statedef 1110] type = S movetype= A physics = S juggle = 0 poweradd= 150 ctrl = 0 anim = 1100 velset = 0,0,0 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 21,3 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 1,0 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 1,2 attr = S, SA animtype = Heavy damage = 35,10 guardflag = M hitflag = MAF pausetime = 12,15 sparkxy = -20,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, SA animtype = Heavy damage = 35,10 guardflag = M hitflag = MAF pausetime = 12,13 sparkxy = -25,-60 hitsound = S20,2 priority = 7, Hit guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1111 ;--------------------------------------------------------------------------- ; Mega upper Y (rising) [Statedef 1111] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1101 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 1 attr = A, SA animtype = Heavy damage = 135,10 guardflag = M hitflag = MAF pausetime = 12,12 sparkxy = -25,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = Velset trigger1 = time = 0 y = -7.5 x = 4.5 [State 210, 3] type = VelAdd trigger1 = time >= 0 trigger1 = vel x >= 0.3 x = -0.2 [State 210, 3] type = VelSet trigger1 = vel x = 0.3 x = 0 [State 210, 3] type = ChangeState trigger1 = Time = 10 value = 1112 ;--------------------------------------------------------------------------- ; Mega upper Y (falling) [Statedef 1112] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1102 [State 210, 3] type = VelSet trigger1 = AnimElem = 2 x = 0 [State 210, 3] type = ChangeState trigger1 = time = 22 value = 1113 ;--------------------------------------------------------------------------- ; Mega upper Y (landing) [Statedef 1113] type = S movetype= A physics = N juggle = 0 poweradd= 0 ctrl = 0 velset = 0 [State 1531, 5] type = PlaySnd trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 persistent = 0 value = 21,4 [State 52, 3] type = PosSet trigger1 = Vel Y = 0 y = 0 [State 209, 1] type = ChangeAnim trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 1103 [State 209, 1] type = Velset trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 210, 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Mega upper Z (start) [Statedef 1120] type = S movetype= A physics = S juggle = 0 poweradd= 150 ctrl = 0 anim = 1100 velset = 0,0,0 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 21,3 [State 1531, 5] type = PlaySnd trigger1 = time = 0 value = 1,0 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 1 attr = S, SA animtype = Heavy damage = 40,10 guardflag = M hitflag = MAF pausetime = 12,15 priority = 7, Hit sparkxy = -20,-60 hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, SA animtype = Heavy damage = 40,10 guardflag = M hitflag = MAF pausetime = 12,13 sparkxy = -25,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1121 ;--------------------------------------------------------------------------- ; Mega upper Z (rising) [Statedef 1121] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1101 [State 182, 2] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 210, 3] type = Velset trigger1 = time = 0 y = -10.5 x = 5 [State 210, 2] type = HitDef trigger1 = AnimElem = 1 attr = A, SA animtype = Heavy damage = 140,10 guardflag = M hitflag = MAF pausetime = 12,12 sparkxy = -25,-60 priority = 7, Hit hitsound = S20,2 guardsound = S20,6 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -2.5 air.velocity = -2.5, -7 fall = 1 air.fall = 1 [State 210, 3] type = VelAdd trigger1 = time >= 0 trigger1 = vel x >= 0.3 x = -0.2 [State 210, 3] type = VelSet trigger1 = vel x = 0.3 x = 0 [State 210, 3] type = ChangeState trigger1 = Time = 16 value = 1122 ;--------------------------------------------------------------------------- ; Mega upper Z (falling) [Statedef 1122] type = A movetype= A physics = A juggle = 0 poweradd= 0 ctrl = 0 anim = 1102 [State 210, 3] type = VelAdd trigger1 = AnimElem = 1 trigger1 = AnimElem <= 2 x = -0.3 [State 210, 3] type = VelSet trigger1 = AnimElem = 2 x = 0 [State 210, 3] type = ChangeState trigger1 = time = 24 value = 1123 ;--------------------------------------------------------------------------- ; Mega upper Z (landing) [Statedef 1123] type = S movetype= A physics = N juggle = 0 poweradd= 0 ctrl = 0 velset = 0 [State 1531, 5] type = PlaySnd trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 persistent = 0 value = 21,4 [State 52, 3] type = PosSet trigger1 = Vel Y = 0 y = 0 [State 209, 1] type = ChangeAnim trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 1103 [State 209, 1] type = Velset trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 y = 0 [State 210, 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------ ;-------------------------------------------------------------------------- ; Rush [Statedef 6010] type = S movetype = I anim = 6010 velset = 0, 0 facep2 = 1 [State 6010, 1] type = ChangeState trigger1 = RootDist X > 36 value = 6011 [State 6010, 2] type = ChangeState trigger1 = RootDist X < 33 value = 6012 [state 6010, 5] type = posset trigger1 = time = 0 y = 0 [State 6010, 3] type = ChangeState trigger1 = AnimTime = 0 value = 6010 ; Rush Walk Forw [Statedef 6011] type = S movetype = I anim = 6011 velset = 2,0 facep2 = 1 [State 6020, 1] type = ChangeState trigger1 = RootDist X < 36 value = 6010 [State 6020, 2] type = ChangeState trigger1 = AnimTime = 0 value = 6011 ;--------------------------------------------------------------------------- ; Rush Walk back [Statedef 6012] type = S movetype = I anim = 6012 velset = -1.8,0 facep2 = 1 [State 6021, 1] type = ChangeState trigger1 = RootDist X > 33 value = 6010 [State 6021, 2] type = ChangeState trigger1 = AnimTime = 0 value = 6012 ;Rush walk back far [Statedef 6013] type = S movetype = I anim = 6012 velset = -2, 0 ;facep2 = 1 [State 6013, 1] type = ChangeState trigger1 = RootDist X <= 50 value = 6010 [State 6013, 2] type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -23 [State 6013, 3] type = ChangeState trigger1 = AnimTime = 0 value = 6013 ;----------------------------- ; Gutsdozer summon ; [Statedef 9400] ; type = S ; movetype = A ; physics = S ; anim = 320 ; velset = 0,0,0 ; ctrl = 0 ; [State 9400, 1] ; type = Helper ; trigger1 = time = 0 ; ID = 9500 ; pos = 100,0 ; postype = back ; stateno = 9500 ; helpertype = normal ; name = "gutsdozer" ; keyctrl = 0 ; ownpal = 1 ;-------------------------------------------------- ; Gutsdozer's code ; [Statedef 9500] ; type = S ; movetype = I ; physics = N ; anim = 8030 ; velset = -2,0,0 ;ctrl = 0 ;[Statedef 9502] ; type = S ; movetype = A ; physics = S ; anim = 8030 ; velset = -2,0,0 ; ctrl = 0 ; juggle = 2 ;[State 9502, 2] ; type = sprpriority ; trigger1 = Time = 0 ; value = 10 ; [State 9502, 3] ; type = HitDef ; trigger1 = AnimElem = 2 ; trigger2 = AnimElem = 4 ; trigger3 = AnimElem = 7 ; trigger4 = AnimElem = 9 ; trigger5 = AnimElem = 12 ; trigger6 = AnimElem = 14 ; attr = S, SP ; damage = 34,8 ; animtype = Heavy ; getpower = 10 ; givepower = 25 ; guardflag = MA ; priority = 5 ; pausetime = 2,2 ; sparkxy = -10,-50 ; hitsound = S0,5 ; guardsound = S0,9 ; ground.type = High ; ground.slidetime = 9 ; ground.hittime = 12 ; ground.velocity = -.5 ; air.velocity = 0,0 ; fall = 0 ;[Statedef 9505] ; type = S ; movetype = I ; physics = N ; anim = 8030 ; velset = -2,0,0 ; [State 9505, 2] ; type = sprpriority ; trigger1 = Time = 0 ; value = 10 ; [State 9505, 3] ; type = Gravity ; trigger1 = Time >= 0 ; [State 9505, 4] ; type = DestroySelf ; trigger1 = Pos X <= -170 ; trigger2 = Pos Y >= 20 ;---------------------------------------------------- ;Hyper Megaman Start [Statedef 3000] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3010 poweradd = -1000 [State 200, 6] type = SuperPause trigger1 = animelem = 1 time = 40 anim = -1 [State 9021, 9] type = PlaySnd trigger1 = AnimElem = 1 value = 14,0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 9022 ctrl = 1 [State 200, 8] type = explod trigger1 = time = 0 anim = 900 pos = -300,0 postype = left sprpriority = -3 supermove = 1 bindtime = -1 vel = 0,0 [State 200, 8] type = explod trigger1 = time = 0 anim = 456 pos = -160,8 postype = left sprpriority = -2 supermove = 1 bindtime = 1 vel = 0,0 [State 9021, 4] type = HitDef trigger1 = AnimElem = 010 trigger2 = AnimElem = 012 attr = S, NA damage = 10,10 animtype = heavy guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,2 guardsound = S20,6 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -3 air.velocity = -1,-3 fall = 1 [State 9021, 9] type = PlaySnd trigger1 = Animtime = 0 value = 27,1 ;Hyper Megaman [Statedef 9022] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3012 poweradd = 0 [State 202, 2] type = Projectile trigger1 = time = 30 trigger2 = time = 45 trigger3 = time = 60 trigger4 = time = 75 trigger5 = time = 15 projanim = 3020 projhitanim = 3020 projshadow = 68,68,68 offset = -48, 0 velocity = 6 ;projremovetime = 70 projpriority = 1 numhits = 1 attr = S, SA damage = 10,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 202, 2] type = Projectile trigger1 = time = 30 trigger2 = time = 45 trigger3 = time = 60 trigger4 = time = 75 trigger5 = time = 15 projanim = 260 projhitanim = 260 projshadow = 68,68,68 offset = 18, -114 velocity = 7 ;projremovetime = 70 projpriority = 1 numhits = 1 attr = S, SA damage = 10,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 202, 2] type = Projectile trigger1 = time = 30 trigger2 = time = 45 trigger3 = time = 60 trigger4 = time = 75 trigger5 = time = 15 projanim = 3040 projhitanim = 3040 projshadow = 68,68,68 offset = 18, -10 velocity = 5 ;projremovetime = 70 projpriority = 1 numhits = 1 attr = S, SA damage = 10,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 202, 2] type = Projectile trigger1 = time = 30 trigger2 = time = 45 trigger3 = time = 60 trigger4 = time = 75 trigger5 = time = 15 projanim = 3030 projhitanim = 3030 projshadow = 68,68,68 offset = 18, -60 velocity = 6 ;projremovetime = 70 projpriority = 1 numhits = 1 attr = S, SA damage = 5,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 202, 2] type = Projectile trigger1 = time = 30 trigger2 = time = 45 trigger3 = time = 60 trigger4 = time = 75 trigger5 = time = 15 projanim = 3050 projhitanim = 3050 projshadow = 68,68,68 offset = -30, -125 velocity = 6 ;projremovetime = 70 projpriority = 1 numhits = 1 attr = S, SA damage = 5,5 guardflag = MA animtype = hard pausetime = 0,9 sparkno = -1 hitsound = s20,1 guardsound = s20,6 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 9022, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 10,10 animtype = heavy guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 sparkxy = -10,-70 hitsound = S20,2 guardsound = S20,6 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -3 air.velocity = -1,-3 fall = 1 [State 9022, 2] type = Projectile trigger1 = AnimElem = 1 projanim = 3000 projhitanim = 3000 projhits = 0 projmisstime = 4 projremanim = 3006 projshadow = -1 projpriority = 30 projremovetime = 26 velocity = 0, 0 offset = 106,-115 attr = S, HP damage = 20,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 0,3 hitsound = S19,2 hitspark = S3007 sparkxy = 500,500 guardsound = S20,6 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -10 air.animtype = Back air.velocity = -10,-2 air.juggle = 3 air.fall = 1 down.velocity = -10 down.hittime = 30 down.bounce = 1 [State 9022, 4] type = Projectile trigger1 = time = 26 projanim = 3003 projhitanim = 3003 projhits = 20 projmisstime = 4 projremanim = 3006 projshadow = -1 projpriority = 30 projremovetime = 80 velocity = 0, 0 offset = 106,-115 attr = S, HP damage = 20,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 0,3 hitsound = S19,2 hitspark = S3007 sparkxy = 500,500 guardsound = S20,6 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -10 air.animtype = Back air.velocity = -10,-2 air.juggle = 3 air.fall = 1 down.velocity = -10 down.hittime = 30 down.bounce = 1 [State 9022, 4.5] type = Projectile trigger1 = time = 106 projanim = 3003 projhitanim = 3003 projhits = 1 projmisstime = 4 projremanim = 3006 projshadow = -1 projpriority = 30 projremovetime = 1 velocity = 0,0 offset = 106,-115 attr = S, HP damage = 20,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 0,3 hitsound = S19,2 hitspark = S3007 sparkxy = 500,500 guardsound = S20,6 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -10 air.animtype = Back air.velocity = -10,-2 air.juggle = 3 air.fall = 1 down.velocity = -10 down.hittime = 30 down.bounce = 1 fall = 1 [State 9022, 3] type = Projectile trigger1 = time = 106 projanim = 3006 projhitanim = 3006 projhits = 0 projmisstime = 4 projremanim = 3006 projshadow = -1 projpriority = 30 projremovetime = 14 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 velocity = 1,1 offset = 106,-115 attr = S, HP damage = 20,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 0,3 hitsound = S19,2 hitspark = S3007 sparkxy = 500,500 guardsound = S20,6 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -10 air.animtype = Back air.velocity = -10,-2 air.juggle = 3 air.fall = 1 down.velocity = -10 down.hittime = 30 down.bounce = 1 [State 9022, 7] type = ChangeState trigger1 = AnimTime = 0 value = 9023 ;Hyper Megaman end [Statedef 9023] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3013 poweradd = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 000 ctrl = 1 ;---------------------------------------------------- ;----------------------------------------------- ;Teleport WK [Statedef 4441] type = A movetype= A physics = N juggle = 0 poweradd= 50 ctrl = 0 velset = 0,0 anim = 40 [State 1000, 1] type = VarAdd trigger1 = Time = 0 v = 5 value = -5 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 40 value = 8900 [State 4440, 1] type = VelMul trigger1 = Anim = 8900 trigger1 = Time >= 5 y = 0 x = 0 [State 4440, 1] type = PosSet trigger1 = Anim = 8900 trigger1 = AnimTime = 0 x = -120 [State 500, 0] type = turn trigger1 = p2dist X < 0 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 8900 value = 571 [State 4440, 1] type = VelMul trigger1 = Anim = 8901 y = 0 x = 0 [State 4440, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Anim = 8901 value = 0 ctrl = 1 [State 4440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------- ;Teleport MK [Statedef 4443] type = A movetype= A physics = N juggle = 0 poweradd= 50 ctrl = 0 velset = 0,0 anim = 40 [State 1000, 1] type = VarAdd trigger1 = Time = 0 v = 5 value = -5 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 40 value = 8900 [State 4440, 1] type = VelMul trigger1 = Anim = 570 trigger1 = Time >= 5 y = 0 x = 0 [State 4440, 1] type = PosSet trigger1 = Anim = 8900 trigger1 = AnimTime = 0 x = 0 [State 500, 0] type = turn trigger1 = p2dist X < 0 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 8900 value = 8901 [State 4440, .5] type = PlaySnd trigger1 = AnimElem = 2 value = 12, 0 [State 4440, 1] type = VelMul trigger1 = Anim = 8901 y = 0 x = 0 [State 4440, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Anim = 8901 value = 0 ctrl = 1 [State 4440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------- ;Teleport HK [Statedef 4445] type = A movetype= A physics = N juggle = 0 poweradd= 50 ctrl = 0 velset = 0,0 anim = 40 [State 1000, 1] type = VarAdd trigger1 = Time = 0 v = 5 value = -5 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 40 value = 8900 [State 4440, 1] type = VelMul trigger1 = Anim = 8900 trigger1 = Time >= 5 y = 0 x = 0 [State 4440, .5] type = PlaySnd trigger1 = AnimElem = 2 value = 12, 0 [State 4440, 1] type = PosSet trigger1 = Anim = 8900 trigger1 = AnimTime = 0 x = 120 [State 500, 0] type = turn trigger1 = p2dist X < 0 [State 4440, 1] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 8900 value = 8901 [State 4440, 1] type = VelMul trigger1 = Anim = 8901 y = 0 x = 0 [State 4440, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Anim = 8901 value = 0 ctrl = 1 [State 4440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ----------------------------- ; Fliptop Call [Statedef 320] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = helper trigger1 = time = 0 ID = 7110 pos = 65,-250 postype = p1 stateno = 321 helpertype = normal name = "Fliptop" ownpal = 1 keyctrl = 0 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fliptop Fall [Statedef 321] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = Changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 322 ;Fliptop Item Drop [Statedef 322] type = S ctrl = 0 anim = 322 [State 321, 2] type = velset trigger1 = time = 0 y = 0 [state 321, 3] type = helper trigger1 = animelem = 6 ID = 1020 pos = 0,-40 postype = p1 stateno = 324 helpertype = normal name = "Rockball" ownpal = 1 keyctrl = 0 [State 321, 1] type = Changestate trigger1 = Animtime = 0 value = 323 ;Fliptop Fly Away [Statedef 323] type = S ctrl = 0 anim = 323 velset = 0, -8.5 [State 323, 1] type = destroyself trigger1 = time = 40 ;Rockball Pop out [Statedef 324] type = S ctrl = 0 anim = 324 velset = -1, -5 [State 324, 1] type = changestate trigger1 = time = 15 value = 325 ;Rockball Land on ground [Statedef 325] type = S ctrl = 0 anim = 324 velset = -1, 5 [State 325, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 326 ;Rockball Laying on ground [Statedef 326] type = S ctrl = 0 anim = 324 velset = 0, 0 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 204 value = 327 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 205 value = 327 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 206 value = 348 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 404 value = 328 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 405 value = 328 [State 326, 1] type = changestate trigger1 = RootDist X <= 50 trigger1 = RootDist X >= -50 trigger1 = root, stateno = 406 value = 328 ;Rockball Kicked [Statedef 327] type = S movetype= A ctrl = 0 anim = 324 velset = 9, -5 [State 327, 9] type = playsnd trigger1 = time = 0 value = 787, 0 [State 327, 6] type = HitDef trigger1 = time >= 0 attr = S, NA damage = 100 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [state 330, 7] type = veladd trigger1 = movehit = 1 x = -8 y = -3 [State 3000, 2] type = AfterImage trigger1 = time = 0 Time = 80 PalBright = 0,0,0 PalContrast = 255,255,255 PalAdd = 0,0,0 PalMul = 0.8,0.8,1.4 [state 330, 9] type = destroyself trigger1 = time = 120 [State 327, 9] type = playsnd trigger1 = pos x >= 160 value = 787, 0 [state 327, 2] type = changestate trigger1 = pos x >= 160 value = 330 [State 327, 9] type = playsnd trigger1 = pos x <= -160 value = 787, 0 [state 327, 2] type = changestate trigger1 = pos x <= -160 value = 330 ;Rockball Kicked Low [Statedef 328] type =S movetype= A ctrl = 0 anim = 324 velset = 9, -3 [State 327, 9] type = playsnd trigger1 = time = 0 value = 787, 0 [State 328, 6] type = HitDef trigger1 = time >= 0 attr = S, NA damage = 100 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [state 330, 7] type = veladd trigger1 = movehit = 1 x = -8 y = -3 [state 330, 9] type = destroyself trigger1 = time = 120 [State 3000, 2] type = AfterImage trigger1 = time = 0 Time = 80 PalBright = 0,0,0 PalContrast = 255,255,255 PalAdd = 0,0,0 PalMul = 0.8,0.8,1.4 [State 327, 9] type = playsnd trigger1 = pos x >= 160 value = 787, 0 [state 328, 2] type = changestate trigger1 = pos x >= 160 value = 330 [State 327, 9] type = playsnd trigger1 = pos x <= -160 value = 787, 0 [state 327, 2] type = changestate trigger1 = pos x <= -160 value = 330 [State 327, 9] type = playsnd trigger1 = pos y = -220 value = 787, 0 [state 327, 2] type = changestate trigger1 = pos y <= -220 value = 330 ;Rockball Kicked high [Statedef 348] type =S movetype= A ctrl = 0 anim = 324 velset = 3, -9 [State 327, 9] type = playsnd trigger1 = time = 0 value = 787, 0 [State 348, 6] type = HitDef trigger1 = time >= 0 attr = S, NA damage = 100 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [state 328, 2] type = changestate trigger1 = pos x >= 160 value = 330 [state 327, 2] type = changestate trigger1 = pos x <= -160 value = 330 [state 348, 7] type = veladd trigger1 = movehit = 1 x = -8 y = -3 [state 348, 9] type = destroyself trigger1 = time = 120 ;Rockball Bouncing off walls [Statedef 330] type = S movetype= A ctrl = 0 anim = 324 velset = -9, -5 [state 330, 3] type = veladd trigger1 = pos y = -220 y = 11 [State 327, 9] type = playsnd trigger1 = pos y = -220 value = 787, 0 [state 330, 4] type = veladd trigger1 = pos x = -160 x = 19 y = 1 [State 330, 6] type = HitDef trigger1 = Animelem = 1 attr = S, NA damage = 100 animtype = Medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = -1 sparkxy = -10,-70 hitsound = S20,4 guardsound = S20,6 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -2 air.velocity = -2,-3 [state 330, 7] type = veladd trigger1 = movehit = 1 x = -15 y = -8 [state 330, 3] type = veladd trigger1 = pos y = 0 y = -12 [State 3000, 2] type = AfterImage trigger1 = time = 0 Time = 80 PalBright = 0,0,0 PalContrast = 255,255,255 PalAdd = 0,0,0 PalMul = 0.8,0.8,1.4 [state 330, 5] type = destroyself trigger1 = time = 300 ; Rush Call [Statedef 5718] type = S ctrl = 0 velset = 0,0 anim = 320 [State 320, 1] type = Helper trigger1 = Time = 0 ID = 6000 pos = -35,-250 postype = p1 stateno = 355 helpertype = normal name = "Rush" keyctrl = 0 ownpal = 1 [State 320, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Rush Fall [Statedef 355] type = S ctrl = 0 anim = 321 velset = 0,8.5 [State 321, 2] type = playsnd trigger1 = time = 10 value = 777, 0 [State 321, 1] type = changestate trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 6010 ;-------------------------------------- ;Hyper Shield Charge start [Statedef 9930] type = A physics = N movetype = A ctrl = 0 poweradd = -1300 anim = 3070 juggle = 4 velset = 0,0 [State 200, 6] type = SuperPause trigger1 = animelem = 1 time = 40 anim = -1 [State 9930, 9] type = PlaySnd trigger1 = AnimElem = 1 value = 14,0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3073 ctrl = 1 [State 105, 4] type = explod trigger1 = time = 0 anim = 648 postype = p1 pos = 0,-45 bindtime = 1 supermove = 1 sprpriority = 2 ownpal = 1 [State 200, 8] type = explod trigger1 = time = 0 anim = 456 pos = -160,8 postype = left sprpriority = -3 supermove = 1 bindtime = 1 vel = 0,0 ;Hyper Shield Charge [Statedef 3073] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3073 poweradd = 0 [State 9931, A] type = PlaySnd trigger1 = AnimElem = 1 value = 7,0 [State 9931, 1] type = PosAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 trigger7 = AnimElem = 9 trigger8 = AnimElem = 10 trigger9 = AnimElem = 11 trigger10 = AnimElem = 12 x = 6 [State 9931, 2] type = VelSet trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 trigger7 = AnimElem = 9 trigger8 = AnimElem = 10 trigger9 = AnimElem = 11 trigger10 = AnimElem = 12 x = 6 [State 9931, 6] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 7 trigger3 = AnimElem = 11 attr = S, SA animtype = hard damage = 200,50 guardflag = M pausetime = 10,10 sparkno = 2 sparkxy = -22,-60 hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ground.type = high ground.slidetime = 16 ground.hittime = 8 guard.velocity = -10 ground.velocity = -3 air.velocity = -8,-3 airguard.velocity = -0.5 fall.animtype = Hard fall = 1 fall.recover = 0 [State 9931, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3076 ;Hyper Megaman end [Statedef 3076] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3076 poweradd = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 000 ctrl = 1 ;--------------------------------------------- [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100] type = explod trigger1 = time = 0 time = -1 anim = 107 ID = 100 bindtime = -1 pos = -15, 20 sprpriority = 2 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = ChangeState trigger1 = command != "holdfwd" value = 0 ;--------------------------------------------- [Statedef -2] [State -2, Remove] type = RemoveExplod trigger1 = 1 trigger1 = Stateno != 1212 ID = 1216 [State -2, Remove] type = RemoveExplod trigger1 = 1 trigger1 = Stateno != 1213 ID = 1217 [State -2, Remove] type = RemoveExplod trigger1 = 1 trigger1 = Stateno != 1214 ID = 1218 [State -2, Remove] type = RemoveExplod trigger1 = 1 trigger1 = Stateno != 100 ID = 100 [State -2, var] type = VarSet trigger1 = numhelper(2002) = 1 v = 1 value = 1 [State -2, var] type = VarSet trigger1 = numhelper(2002) = 0 trigger1 = Var(1) = 1 v = 1 value = 2 [State -2, var] type = VarSet trigger1 = numhelper(2012) = 1 v = 1 value = 3 [State -2, var] type = VarSet trigger1 = numhelper(2012) = 0 trigger1 = Var(1) = 3 v = 1 value = 4 [State -2, var] type = VarSet trigger1 = numhelper(2022) = 1 v = 1 value = 5 [State -2, var] type = VarSet trigger1 = numhelper(2022) = 0 trigger1 = Var(1) = 5 v = 1 value = 6 [State -2, var] type = VarSet trigger1 = numhelper(2032) = 1 v = 1 value = 7 [State -2, var] type = VarSet trigger1 = numhelper(2032) = 0 trigger1 = Var(1) = 7 v = 1 value = 8