[Data] life = 1100 ;Amount of life to start with attack = 100 ;100% attack power (more is stronger) defence = 110 ;100% defensive power (more is stronger) fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground liedown.time = 7 ;Time player takes before getting up from HIT_LIEDOWN airjuggle = 15 ;Can do 15 points of juggling sparkno = 0 ;Default spark number guard.sparkno = 0 ;Default guard spark number KO.echo = 1 ;1 to enable echo on KO volume = 255 ;Volume offset (negative for softer) [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 12 ;Player width (back, ground) ground.front = 13 ;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) height = 75 ;Height of player (for opponent to jump over) attack.width = 4,4 ;Default attack width: back, front attack.dist = 90 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -2, -93 ;Approximate position of head mid.pos = -2, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow [Velocity] walk.fwd = 2.9 ;Walk forward walk.back = -2.7 ;Walk backward run.fwd = 4.9, 0 ;Run forward (x, y) - if y<0, player will hop run.back = -4.9,-0 ;Run backward (x, y) - if y=0, player will run jump.neu = 0, -8.1 ;Neutral jumping velocity (x, y) jump.back = -2.95, -13 ;Jump back Speed (x, y) jump.fwd = 2.95, -13 ;Jump forward Speed (x, y) runjump.back = -2.75,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55,-8.1 ;Air jump speeds (opt) airjump.fwd = 2.5,-8.1 ;. [Movement] airjump.num = 2 ;Number of air jumps allowed (opt) airjump.height = 5 ;Minimum distance from ground before you can air jump (opt) yaccel = .51 ;.43 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;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 = 1 anim = 170 velset = 0,0,0 [State 805, 1] type = Playsnd trigger1 = Time = 0 value = 3,12 ;--------------------------------------------------------------------------- ; LOSE (Time over) [Statedef 175] type = S ctrl = 1 velset = 0,0,0 [State 175, 1] type = ChangeAnim trigger1 = Time = 0 value = 175 ;--------------------------------------------------------------------------- ; WIN [Statedef 180] type = S ctrl = 0 anim = 190 velset = 0,0 [State 180, 1.5] type = EnvColor trigger1 = Var(23) = 1 value = 0,0,0 time = 1 under = 0 [State 180, 1.3] type = AssertSpecial trigger1 = time = [0, 300] flag = roundnotover [State 180, Reptile] type = Playsnd trigger1 = Time = 104 value = 5, 13 [State 181, Wins] type = Playsnd trigger1 = Time = 170 value = 5, 14 [State 180, 1.5] type = Playsnd trigger1 = time = 0 trigger1 = Var(4) = 1 value = 6,3 [State 180, Flawless] type = Playsnd trigger1 = time = 220 trigger1 = life >= 999 trigger1 = p2life = 0 value = 5, 15 [State 180, 7] type = ChangeState trigger1 = Time = 0 trigger1 = Var(4) != 0 value = 181 ctrl = 1 ;--------------------------------------------------------------------------- ; WIN - WITH F [Statedef 181] type = S ctrl = 0 anim = 180 velset = 0,0 sprpriority = 9 [State 181, 1.5] type = EnvColor trigger1 = Var(23) = 1 value = 0,0,0 time = 1 under = 0 [State 181, 1.3] type = AssertSpecial trigger1 = time = [0, 620] trigger1 = Var(4) != 0 flag = roundnotover [State 181, 1.5] type = Playsnd trigger1 = time = 0 trigger1 = Var(4) = 1 value = 6,3 [State 181, Reptile] type = Playsnd trigger1 = Time = 104 value = 5, 13 [State 181, Wins] type = Playsnd trigger1 = Time = 170 value = 5, 14 [State 181, FlaWord] type = Explod trigger1 = time = 230 trigger1 = life = 3000 anim = 7010 id = 7010 pos = 161, 77 postype = left facing = 1 sprpriority = 2 ownpal = 0 ontop = 1 [State 181, Peel] type = Playsnd trigger1 = time = 330 trigger1 = Var(4) = [1, 2] value = 1, 5 [State 181, Flawless] type = Playsnd trigger1 = time = 205 trigger1 = life >= 999 trigger1 = p2life = 0 trigger1 = Var(4) = [1, 2] value = 5, 15 [State 181, FATWord] type = Explod trigger1 = time = 290 trigger1 = Var(4) = [1, 2] anim = 7000 id = 7000 pos = 168,100 postype = left facing = 1 sprpriority = 2 ownpal = 0 ontop = 1 [State 181, Fatality] type = Playsnd trigger1 = time = 310 trigger1 = Var(4) = [1, 2] value = 5, 2 [State 181, 6] type = Explod trigger1 = time = 1 ;330 trigger1 = Var(4) = 3 anim = 7030 id = 7030 pos = 156,95 postype = left facing = 1 sprpriority = 2 ownpal = 0 removetime = -1 ontop = 1 [State 181, Crickets] type = Playsnd trigger1 = Time = 275 trigger1 = Var(4) = [1, 2] value = 31, 32 [State 181, selFre] type = VarRandom trigger1 = time = 1 trigger1 = Var(4) = 3 v = 11 range = 0, 3 [Statedef 60549] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 420 [State 60549, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 60549, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 60549, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 27, 7 animtype = Light ;;Nothing = 10 givepower = 8 sparkno = -1 guard.sparkno = -1 hitflag = MAFD guardflag = L pausetime = 0, 5 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -1 air.velocity = -1,-3 down.velocity = -1,0 p1stateno = 60550 down.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 60549, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 60549, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 60549, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 cttrl = 1 [Statedef 60550] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 400 [State 60550, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 60550, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 60550, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 30, 6 animtype = Light ;;Nothing = 10 givepower = 8 hitflag = MAFD guardflag = L pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -1 air.velocity = -1,-3 down.velocity = -1,0 down.hittime = 20 p1stateno = 60551 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 400, 3] type = CtrlSet trigger1 = Animtime = 0 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 cttrl = 1 ;--------------------------------------------------------------------------- [Statedef 60551] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 410 [State 60551, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 9, 10 [State 60551, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 60551, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 77, 15 animtype = Medium ;;Nothing = 10 givepower = 8 hitflag = MAF guardflag = L pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -1 air.velocity = -1,-5 down.velocity = -1,0 down.hittime = 20 p1stateno = 430 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 60551, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 60551, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 cttrl = 1 ;Ninja Slide Kick [Statedef 3000] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 3000 poweradd = 5 [State 3000, Super B] type = AfterImage trigger1 = time = 1 FrameGap = 5 length = 20 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 20 [State 3000, Velocity1] type = Velset trigger1 = time = 2 x = 9 [State 3000, Velocity2] type = Velset trigger1 = time = 7 x = 15 [State 3000, Velocity3] type = Velset trigger1 = time = 15 x = 15 [State 3000, Velocity4] type = Velset trigger1 = time = 20 x = 15 [State 3000, Velocity5] type = Velset trigger1 = time = 25 x = 15 [State 3000, sound] type = Playsnd trigger1 = time = 0 value = S4, 8 [State 3000, nokill] type = HitDef trigger1 = !MoveContact attr = C, NA damage = 80 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit sparkxy = -9999,-9999 hitsound = S200,0 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -1, -7 air.velocity = -1,-7 p2stateno = 3002 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 [State 3000, 7] type = playsnd trigger1 = time = 0 value = S100,0 [State 3000, 7] type = ChangeState trigger1 = Time = 30 value = 11 ctrl = 1 [Statedef 3002] Type = A MoveType = H Physics = N Velset = -1.25, -3 ctrl = 1 [State 3002, CA] type = Changeanim2 trigger1 = time = 0 value = 3002 [State 3002, gravity] type = veladd trigger1 = time > 7 y = .4 [State 3002, CC] type = Selfstate trigger1 = Pos Y >= 0 trigger1 = time > 5 value = 5110 ;--------------------------------------------------------------------------- ; INTRO [Statedef 191] type = S ctrl = 0 anim = 191 velset = 0,0,0 poweradd = 160 [State 191, Reptilian Shriek] type = PlaySnd trigger1 = time = 60 value = 31, 47 [State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = time = 90 flag = Intro [State 191, Enter] type = ChangeState trigger1 = RoundState != 0 trigger1 = time = 1 value = 0 ctrl = 0 ;--------------------------------------------------------------------------- ;HK [Statedef 210] type = S movetype= A physics = S juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 210 [State 225, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 200, Play] type = PlaySnd trigger1 = Time = 2 value = 4, Var(11) [State 210, 1.5] type = Playsnd trigger1 = Time = 2 value = 4,16 [State 210, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 142, 29 givepower = 20, 5 guardflag = MA hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 guardsound = S1,0 ground.type = High ground.slidetime = 17 ground.hittime = 13 ground.velocity = -8 air.velocity = -2.2,-4.2 air.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 210, 3.5] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 name = "High Kick Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 210, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Kombo BOOT TO THE HEAD (HK HK) [Statedef 211] type = S movetype= A physics = S juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 211 [State 211, PowerSuck] type = poweradd trigger1 = time = 0 value = -450 [State 211, Blood] type = Helper trigger1 = time = 0 trigger1 = numhelper(230) = 0 stateno = 6020 id = 230 name = "Moon Kick Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 211, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 211, Play] type = PlaySnd trigger1 = Time = 2 value = 4, Var(11) [State 211, 1.5] type = Playsnd trigger1 = Time = 2 value = 4,16 [State 211, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 48, 10 givepower = 20, 5 guardflag = MA hitflag = MAF pausetime = 5, 5 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 guardsound = S1,0 ground.type = High ground.slidetime = 0 ground.hittime = 6 ground.velocity = 0 air.velocity = -2.2,-4.2 air.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 211, 3.5] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 id = 211 name = "High Kick Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 211, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;HP - Part 1 [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 60 [State 200, Play] type = PlaySnd trigger1 = Time = 3 value = 4, 12 [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 58, 17 animtype = Light air.animtype = Back givepower = 15,8 guardflag = MA hitflag = MAF priority = 2, Hit pausetime = 3,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ; mindist = 0,0,0 ;Min distance of p2 from p1 when hit ; maxdist = 0,0,0 ;Max distance of p2 from p1 when hit ; snap = 0,0,0 ;Snaps p2 to position rel to p1 ground.type = High ground.slidetime = 7 ground.hittime = 5 guard.slidetime = 5 guard.ctrltime = 5 guard.velocity = -10 air.velocity = -1.3, -1.6 airguard.velocity = -1.9 air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 200, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 200, 4] type = ChangeState trigger1 = Movehit = 1 value = 2197 ctrl = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 2197] type = S movetype= I physics = S ctrl = 0 [State 2197, Blood] type = Explod trigger1 = time = 0 anim = 6015 name = "Punch Blood" pos = -7,-115 postype = P2 sprpriority = 0 ownpal = 0 under = 1 [State 2197, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;HP - Part 2 [Statedef 201] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 poweradd = 60 ;Set ctrl (Def: no change) anim = 201 ;Change animation (Def: no change) [State 201, Play] type = PlaySnd trigger1 = Time = 3 value = 4, 11 [State 201, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 58, 17 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) air.animtype = Back ;;Nothing= 30,15 ;Power to get on hit, on guard ;(Def Hit: 0) (Def Guard: 1/2 of hit power) givepower = 15,8 ;Power to give opponent on hit, on guard ;(Def Hit: 0) (Def Guard: 1/2 of hit power) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 3,5 ;Time attacker pauses, time victim shakes sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ; mindist = 0,0,0 ;Min distance of p2 from p1 when hit ; maxdist = 0,0,0 ;Max distance of p2 from p1 when hit ; snap = 0,0,0 ;Snaps p2 to position rel to p1 ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the victim slides back ground.hittime = 5 ;Time victim is in hit state guard.slidetime = 10 ;Time that the victim slides back guard.ctrltime = 5 ;Time to regain control after guard (def: guard.slidetime) guard.velocity = -10 air.velocity = -1.3, -1.6 airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 201, 4] type = ChangeState trigger1 = Movehit = 1 value = 2197 ctrl = 1 [State 201, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;LP - Part 1 [Statedef 220] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 220 [State 220, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 47, 12 animtype = Light air.animtype = Back givepower = 15,8 guardflag = MA hitflag = MAF priority = 6, Hit pausetime = 3,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ;Sound to play on guard ; mindist = 0,0,0 ;Min distance of p2 from p1 when hit ; maxdist = 0,0,0 ;Max distance of p2 from p1 when hit ; snap = 0,0,0 ;Snaps p2 to position rel to p1 ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 0 ;Time that the victim slides back guard.slidetime = 10 ;Time that the victim slides back ground.hittime = 5 ;Time victim is in hit state guard.ctrltime = 5 ;Time to regain control after guard (def: guard.slidetime) guard.velocity = -10 air.velocity = -1.3, -.6 airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 202, 3] type = VarAdd trigger1 = Time = 0 v = 2 value = 1 [State 200, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 200, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 220, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;MID KICK TO THE STOMACH [Statedef 225] type = S movetype= A physics = S juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 225 [State 225, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 225, Play] type = PlaySnd trigger1 = Time = 2 value = 4, Var(11) [State 225, 1.5] type = Playsnd trigger1 = Time = 2 value = 4,16 [State 225, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 125, 17 guardflag = MA hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -2.2,-4.2 air.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 225, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;MID KICK TO THE STOMACH Kombo (HK HK LK) [Statedef 226] type = S movetype= A physics = S juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 226 [State 226, PowerSuck] type = poweradd trigger1 = time = 0 value = -225 [State 226, 3.5] type = Helper trigger1 = time = 15 trigger1 = numhelper(211) = 0 stateno = 6020 id = 211 name = "High Kick Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 226, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 226, Play] type = PlaySnd trigger1 = Time = 2 value = 4, Var(11) [State 226, 1.5] type = Playsnd trigger1 = Time = 2 value = 4,16 [State 226, 2] type = HitDef trigger1 = AnimElem = 5 attr = S, NA animtype = Medium damage = 40, 10 guardflag = MA hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 0 ground.hittime = 8 ground.velocity = 0 air.velocity = -2.2,-4.2 air.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 226, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN UPPERCUT ATTACK (Add Blood) [Statedef 230] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 230 [State 230, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Heavy damage = 100, 17 guardflag = MA hitflag = MAF pausetime = 0,0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 2 ground.hittime = 17 ground.velocity = -5 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 230, Blood] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 id = 230 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN UPPERCUT ATTACK (Add Blood) LOW PUNCH CANNOT KOMBO [Statedef 234] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 230 [State 230, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Heavy damage = 100, 17 guardflag = MA hitflag = MAF pausetime = 0,0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 230, Blood] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 id = 234 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN UPPERCUT ATTACK Kombo (HP HP) [Statedef 231] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 231 [State 231, Blood] type = Helper trigger1 = time = 0 trigger1 = numhelper(230) = 0 stateno = 6020 id = 230 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 231, PowerSuck] type = poweradd trigger1 = time = 0 value = -350 [State 231, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Heavy damage = 30, 7 guardflag = MA hitflag = MAF pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 0 ground.hittime = 6 ground.velocity = 0 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 231, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 231, Blood] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 id = 231 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 231, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN UPPERCUT ATTACK Kombo (HP HP LP) [Statedef 232] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 231 [State 232, Blood] type = Helper trigger1 = time = 0 trigger1 = numhelper(231) = 0 stateno = 6020 id = 231 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 232, PowerSuck] type = poweradd trigger1 = time = 0 value = -175 [State 232, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Heavy damage = 50, 17 guardflag = MA hitflag = MAF pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 0 ground.hittime = 6 ground.velocity = 0 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 232, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 232, Blood] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6020 id = 232 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 232, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN UPPERCUT ATTACK Kombo (HP HP LP LP) [Statedef 233] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 231 [State 233, Blood] type = Helper trigger1 = time = 0 trigger1 = numhelper(232) = 0 stateno = 6020 id = 232 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 233, PowerSuck] type = poweradd trigger1 = time = 0 value = -175 [State 233, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = back damage = 10, 2 guardflag = MA hitflag = MAF pausetime = 5,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 0 ground.hittime = 6 ground.velocity = -1.2 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 233, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 233, Blood] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6040 name = "Close Upper Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 233, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN MOONKICK ATTACK (add Blood) [Statedef 235] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 235 [State 235, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium sparkno = -1 damage = 102 guardflag = MA hitflag = MAF pausetime = 0,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -2 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 235, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLOSE IN MOONKICK ATTACK (Low Kick kannot kombo) [Statedef 236] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 235 [State 236, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium sparkno = -1 damage = 102 guardflag = MA hitflag = MAF pausetime = 0,5 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 17 ground.hittime = 17 ground.velocity = -2 guard.velocity = -10 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 236, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;MK ROUNDHOUSE KICK [Statedef 240] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 240 [State 240, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 240, Heyah] type = PlaySnd trigger1 = Time = 2 value = 4, 9 [State 240, swish] type = Playsnd trigger1 = Time = 7 value = 4,16 [State 240, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 166, 22 guardflag = MA hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s28,29 guardsound = S1,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -5,-5 air.velocity = -4.4,-5.2 air.hittime = 17 fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall.recover = 0 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 240, 4] type = ChangeState trigger1 = Movehit = 1 value = 2401 ctrl = 1 [Statedef 2401] type = S movetype= I physics = S ctrl = 0 [State 2401, Blood] type = Helper trigger1 = time = 0 stateno = 6020 id = 2401 name = "Moon Kick Blood" pos = 38,-91 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 ;[State 2401, 3] ;type = Explod ;trigger1 = time = 0 ;anim = 6040 ;pos = 57,-74 ;postype = P1 ;sprpriority = -1 ;keyctrl = 0 ;ownpal = 1 ;under = 1 [State 2401, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;MK ROUNDHOUSE KICK [Statedef 241] type = S movetype= A physics = S juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 241 [State 241, Select] type = poweradd trigger1 = time = 0 value = -225 [State 241, Select] type = VarRandom trigger1 = Time = 2 v = 11 range = 11, 12 [State 241, 1.5] type = Playsnd trigger1 = Time = 2 value = 26,26 [State 241, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 43, 9 guardflag = MA hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s28,29 guardsound = S1,0 ground.type = High ground.slidetime = 30 ground.hittime = 30 ground.velocity = -4 air.velocity = -3.4,-4.2 air.hittime = 17 fall = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall.recover = 0 [State 241, 3.5] type = Helper trigger1 = time = 15 trigger1 = movehit = 1 stateno = 6040 name = "Roundhouse" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 [State 241, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLASSIC MK SWEEP [Statedef 245] type = S movetype= A physics = C juggle = 4 ctrl = 0 velset = 0,0,0 anim = 245 [State 245, Swish] type = PlaySnd trigger1 = Time = 5 value = 4,9 [State 245, 1] type = PlaySnd trigger1 = Time = 9 value = 4,16 [State 245, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 111, 15 guardflag = L hitflag = M pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s3,6 ;guardsound = S1,0 ground.type = Trip ground.slidetime = 0 ground.hittime = 20 ground.velocity = 0 guard.velocity = -3 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 fall.recover = 0 [State 245, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;CLASSIC MK SWEEP Can hit fallen [Statedef 246] type = C movetype= A physics = C juggle = 4 ctrl = 0 velset = 0,0,0 anim = 245 [State 246, 1] type = PlaySnd trigger1 = Time = 2 value = 4,15 [State 246, yuper] type = VarSet trigger1 = Time = 0 v = 14 value = 0 [State 246, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Back damage = 111, 15 guardflag = L hitflag = MAF pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = 5,1 ;guardsound = S1,0 ground.type = Trip ground.slidetime = 0 ground.hittime = 20 ground.velocity = 0 guard.velocity = -3 air.velocity = -3.4,-4.2 air.hittime = 17 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 fall.recover = 0 [State 245, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;DUCKING LOW KICK [Statedef 400] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 400 [State 400, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 400, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 400, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 30, 6 animtype = Light ;;Nothing = 10 givepower = 8 hitflag = MAFD guardflag = L pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.velocity = -1.3,-3 down.velocity = -4,0 down.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 400, 3] type = CtrlSet trigger1 = Animtime = 0 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 cttrl = 1 ;--------------------------------------------------------------------------- ;"Dog greets the fire Hyrdant" KICK [Statedef 410] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 410 [State 410, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 9, 10 [State 410, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 410, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 77, 15 animtype = Medium ;;Nothing = 10 givepower = 8 hitflag = MAF guardflag = L pausetime = 0, 0 sparkno = -1 guard.sparkno = -1 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4 air.velocity = -2,-5 down.velocity = -4,0 down.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 410, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 cttrl = 1 ;--------------------------------------------------------------------------- ;DUCKING LP [Statedef 420] type = C movetype= A physics = C juggle = 1 ;poweradd= 15 ctrl = 0 anim = 420 [State 420, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 420, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 420, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 27, 7 animtype = Light ;;Nothing = 10 givepower = 8 sparkno = -1 guard.sparkno = -1 hitflag = MAFD guardflag = L pausetime = 0, 0 hitsound = s27,27 guardsound = S0,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.velocity = -1.3,-3 down.velocity = -4,0 down.hittime = 20 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 420, 3] type = CtrlSet trigger1 = animtime = 0 value = 1 [State 420, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 cttrl = 1 ;--------------------------------------------------------------------------- [Statedef 430] type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 0] type = PlaySnd trigger1 = Time = 1 value = 4, 12 [State 430, 1] type = PlaySnd trigger1 = Time = 3 value = 4, 16 [State 430, 2] type = HitDef trigger1 = !MoveContact attr = C, NA damage = 90, 35 animtype = Heavy givepower = 50, 50 hitflag = MAF ;HAF guardflag = MA p1stateno = 431 sparkno = -1 guard.sparkno = -1 hitsound = s20,32 guardsound = S1,0 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2.5, -9.5 air.velocity = -2.0,-11 down.hittime = 20 fall = 1 fall.recover = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveGuarded = 1 v = 5 value = 1 [State 430, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 431] type = S movetype= I physics = S juggle = 1 ;poweradd= 15 ctrl = 0 anim = 431 [State 202, NotFriendly] type = VarSet trigger1 = Time = 0 v = 5 value = 1 [State 430, 3.5] type = Helper trigger1 = Time = 0 stateno = 6040 name = "UPPERCUT" id = 6040 pos = 57,-74 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 431, 3.2] type = VarRandom trigger1 = Time = 3 v = 11 range = 1, 6 [State 431, 3.5] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = 1 trigger1 = time = 7 value = 5, 1 [State 431, 3.7] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = 2 trigger1 = time = 7 value = 5, 10 [State 431, 3.8] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = 3 trigger1 = time = 7 value = 5, 11 [State 430, 3.9] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = 4 trigger1 = time = 7 value = 5, 12 [State 431, 3.9999] type = Screenbound trigger1 = time = [4 , 61] trigger1 = p2movetype = H trigger1 = Var(11) = [125, 135] movecamera = 1,1 [State 431, 3.99999] type = Varset trigger1 = AnimTime = 0 v = 11 value = 0 [State 431, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;JUMPING KICK [Statedef 600] type = A movetype= A physics = A juggle = 1 ;poweradd= 11 ctrl = 0 anim = 600 [State 600, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 600, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 600, 1.5] type = Playsnd trigger1 = Time = 1 value = 4,16 [State 600, 2] type = HitDef trigger1 = time > 0 trigger1 = movecontact = 0 attr = A, NA damage = 100, 30 givepower = 10 guardflag = HA priority = 7 sparkno = -1 guard.sparkno = -1 pausetime = 10, 15 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 35 ground.hittime = 20 ground.velocity = -4.4, -5.5 air.velocity = -4.3, -5.5 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 juggle =5 [State 600, 3.3] type = Changestate trigger1 = movehit = 1 value = 601 [State 600, 3] type = CtrlSet trigger1 = Pos Y > -10 value = 1 [State 600, 3.5] type = Changeanim trigger1 = Pos Y > -10 value = 611 ;-------------------------------------------------------------------------- ;KICK HITS [Statedef 601] type = A movetype= A physics = A juggle = 1 ;poweradd= 11 ctrl = 0 anim = 601 [State 601, 1] type = VelSet trigger1 = Vel Y < 0 Y = 0 [State 601, 1] type = VelSet trigger1 = Vel X != 0 X = 0 [State 601, 2] type = Changeanim trigger1 = Pos Y > -10 value = 611 ;--------------------------------------------------------------------------- ;JUMPING PUNCH [Statedef 610] type = A movetype= A physics = A juggle = 1 ;poweradd= 11 ctrl = 0 anim = 610 [State 610, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 610, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 610, 1.5] type = Playsnd trigger1 = Time = 1 value = 4,16 [State 610, 1.5] type = turn trigger1 = time = 0 trigger1 = P2Dist X < -10 [State 610, 2] type = HitDef trigger1 = time > 0 trigger1 = movecontact = 0 attr = A, NA damage = 90, 15 animtype = Heavy ;;Nothing = 10 givepower = 10 guardflag = HA priority = 7 pausetime = 7,7 hitsound = s27,27 guardsound = S0,0 sparkno = -1 guard.sparkno = -1 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -4.4 air.velocity = -4.3,-3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFriendly] type = VarSet trigger1 = MoveContact = 1 v = 5 value = 1 [State 610, 3.3] type = Changestate trigger1 = movehit = 1 value = 611 [State 610, 3] type = CtrlSet trigger1 = Pos Y > -10 value = 1 [State 610, 3.5] type = Changeanim trigger1 = Pos Y > -10 value = 611 [State 610, 4] type = Changestate trigger1 = Pos Y = 0 value = 50 ;----------------------------------------------------------------------------------------- ;PUNCH HITS (HEY! NO BLOOD) [Statedef 611] type = A movetype= A physics = A juggle = 1 ;poweradd= 11 ctrl = 0 anim = 611 [State 611, stopUp] type = VelSet trigger1 = Vel Y < 0 Y = 0 [State 611, StopSide] type = VelSet trigger1 = Vel X != 0 X = 0 [State 611, 3] type = CtrlSet trigger1 = Pos Y > -10 value = 1 [State 611, 3.5] type = Changeanim trigger1 = Pos Y > -10 value = 611 [State 611, 4] type = Changestate trigger1 = Pos Y = 0 value = 50 ;--------------------------------------------------------------------------- ;JUMPING SIDE KICK [Statedef 620] type = A movetype= A physics = A juggle = 10 ;poweradd= 11 ctrl = 0 anim = 620 [State 621, adjust] type = Turn trigger1 = Time = 0 trigger1 = (P2Dist X < 0) && (P2Dist X > -35) [State 620, Select] type = VarRandom trigger1 = Time = 1 v = 11 range = 11, 12 [State 620, Play] type = PlaySnd trigger1 = Time = 1 value = 4, Var(11) [State 620, 1.5] type = Playsnd trigger1 = Time = 1 value = 4,16 [State 620, 2] type = HitDef trigger1 = time > 0 trigger1 = movecontact = 0 attr = A, NA damage = 100, 30 ;;Nothing = 10 givepower = 10 guardflag = HA priority = 7 sparkno = -1 guard.sparkno = -1 pausetime = 10, 15 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 35 ground.hittime = 20 ground.velocity = -4.4, -5.5 air.velocity = -4.3, -5.5 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 1 juggle =5 [State 620, 3.3] type = Changestate trigger1 = movehit = 1 value = 621 [State 620, 3] type = CtrlSet trigger1 = Pos Y > -10 value = 1 [State 620, 3.5] type = Changeanim trigger1 = Pos Y > -10 value = 621 [State 620, 4] type = Changestate trigger1 = Pos Y = 0 value = 0 ;----------------------------------------------------------------------------------------- ;KICK HITS [Statedef 621] type = A movetype= A physics = A juggle = 1 ;poweradd= 11 ctrl = 0 anim = 621 [State 621, SetSweep] type = VarSet trigger1 = time = 0 v = 14 value = 1 [State 621, 3.5] type = Helper trigger1 = time = 0 stateno = 6020 name = "Dakick" pos = 52, -49 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State 621, stopUp] type = VelSet trigger1 = Vel Y < 0 Y = 0 [State 621, StopSide] type = VelSet trigger1 = Vel X != 0 X = 0 [State 621, 3] type = CtrlSet trigger1 = Pos Y > -10 value = 1 [State 621, 3.5] type = Changeanim trigger1 = Pos Y > -10 value = 621 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Throw Attempt [Statedef 900] type = S movetype= A physics = S ctrl = 0 velset = 0,0 anim = 900 sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark damage = 90,0 sprpriority = -1 ;Draw in front of p2 p2facing = 1 ;Force p2 to face KFM p1stateno = 910 ;On success, KFM changes to state 810 p2stateno = 920 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 900, 2] type = Changestate trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;Throw [Statedef 910] type = S movetype= A physics = N ctrl = 0 anim = 910 poweradd = 60 [State 202, NotFriendly] type = VarSet trigger1 = Time = 0 v = 5 value = 1 [State 910, 0] type = SprPriority trigger1 = Time = 0 value = -1 [State 810, Bind 1] type = TargetBind trigger1 = time = 1 pos = 28, 0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 1 pos = 28, 0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 2 pos = 28, 0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 3 pos = 28, 0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 4 pos = 7, -40 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 5 pos = -7, -50 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElem = 6 pos = -28, -40 [State 910, Toss] type = TargetState trigger1 = AnimElem = 7, = 0 value = 921 ctrl = 0 [State 910, Super B] type = PlaySnd trigger1 = Time = 20 value = 31, 38 [State 910, 2] type = Changestate trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------ ;Thrown [Statedef 920] type = S movetype = H physics = N ctrl = 0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 920 ;------------------------------------------------------------------------ ;Throw Into The Air [Statedef 921] type = S movetype = H physics = N velset = 6, 10 ctrl = 0 [State 921, bindit] type = ScreenBound trigger1 = 1 value = 0 MoveCamera= 0, 0 [State 921, 0] type = SprPriority trigger1 = Time = 0 value = 1 [State 921, .5] type = Turn trigger1 = time = 0 [State 921, .5] type = Changeanim2 trigger1 = time = 0 value = 921 [State 921, 4] type = Selfstate trigger1 = Pos Y >= 0 value = 5100 ctrl = 0 ;----------------------------- ;ULTRA COMBO!!!!!!! [Statedef 3100] type = S movetype= A physics = S juggle = 1 velset = 0,0 anim = 2080 ctrl = 0 [State 3100, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 3100, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9920, -99120 anim = 100 sound = S28,28 poweradd = -2888 [State 3100, Super B] type = PlaySnd trigger1 = Time = 1 value = 4, 1 [State 3100, Super D] type = AfterImage trigger1 = time = 1 FrameGap = 5 length = 20 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 0 [State 3100, Super E] type = AfterImageTime trigger1 = Time = [3,30] time = 2 [state 3100, 1] type = hitdef trigger1 = AnimElem = 4 attr = S, HA animtype = heavy damage = 10,20 getpower = 0 priority = 6 guardflag = MA pausetime = 1,25 sparkxy = -10,-60 snap = 15,0 hitsound = s27,27 guardsound = S0,0 p2stateno = 5000 p2getp1state = 1 guardsound = 6,0 ground.type = high ground.slidetime = 10 ground.hittime = 25 ground.velocity = 6 guard.velocity = 0 air.velocity = 4,3 airguard.velocity = -3 forcestand = 1 kill = 1 numhits = 2 [state 3100, 2b] type = changestate trigger1 = movehit = 1 value = 3200 ctrl = 0 [state 3100, 2c] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 [statedef 3200] ;Swing Punches type = S movetype= A physics = S juggle = 1 velset = 0,0 anim = 3100 ctrl = 0 [State 3200, Super D] type = AfterImage trigger1 = time = 1 FrameGap = 5 length = 20 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 0 [state 3200, 1] type = hitdef trigger1 = AnimElem = 4 trigger2 = animelem = 9 trigger3 = AnimElem = 10 trigger4 = AnimElem = 16 trigger5 = AnimElem = 21 trigger6 = AnimElem = 22 trigger7 = AnimElem = 27 trigger8 = AnimElem = 33 trigger9 = AnimElem = 40 attr = S, HA animtype = light priority = 2 persistent = 2 guardflag = A damage = 50 sparkxy = -5,-100 hitsound = s27,27 guardsound = s0,0 pausetime = 1,35 ground.type = high ground.slidetime = 25 ground.hittime = 25 ground.velocity = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall.recover = 0 numhits = 1 [state 3200, 1a, 2] type = velset trigger1 = animelem = 19 time = 15 x = 5 [state 3200, 1h] type = Helper trigger1 = AnimElem = 4 trigger2 = AnimElem = 16 trigger3 = AnimElem = 27 trigger4 = AnimElem = 33 trigger5 = AnimElem = 40 triggerall = movehit = 1 stateno = 6040 name = "Roundhouse" pos = 0,-92 postype = P2 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 [state 3200, 2c] type = changestate trigger1 = animtime = 0 value = 240 ctrl = 1 [state 3200, 2] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ; The background states : ;--------------------------------------------------------------------------- [Statedef -2] [state -2, Blood12] type = Helper trigger1 = ProjHit1981 = 1 stateno = 6040 name = "Roundhouse" pos = -10, -40 postype = P2 helpertype = normal sprpriority = 0 keyctrl = 0 ownpal = 0 under = 1 [State -2, AcidHitSmoke1] type = Explod trigger1 = ProjHit1220 = 1 anim = 1616 id = 1616 pos = -22, -95 bindtime = -1 postype = p2 sprpriority = 7 ownpal = 1 ontop = 1 [State -2, AcidHitSmoke2] type = Explod trigger1 = ProjHit1220 = 1, 5 anim = 1616 time = 10 id = 1616 pos = -33, -105 bindtime = -1 postype = p2 sprpriority = 7 ownpal = 1 ontop = 1 [State -2, AcidHitSmoke3] type = Explod trigger1 = ProjHit1220 = 1, 10 anim = 1616 id = 1616 time = 20 pos = 0, -85 bindtime = -1 postype = p2 sprpriority = 7 ownpal = 1 ontop = 1 [State -2, Smoke] type = Explod triggerall = ProjContact2202 = 1, < 100 trigger1 = TimeMod = 5,6 trigger1 = Var(42) = 0 anim = 1616 name = "Smoke" pos = 100, -50 postype = p1 bindtime = -1 vel = 0, -6 random = 70, 50 removetime = 200 ontop = 1 ownpal = 1 shadow = 0 removeongethit = 0 [State -2, Smoke2] type = Explod triggerall = ProjContact2202 = 1, < 100 trigger1 = TimeMod = 5,6 trigger1 = Var(42) = 0 anim = 1616 name = "Smoke" pos = 100, -50 postype = p1 bindtime = -1 vel = 0, -4 random = 60, 50 ontop = 1 ownpal = 1 shadow = 0 removeongethit = 0 [State -2, Smoke3] type = Explod triggerall = ProjContact2202 = 1, < 100 trigger1 = TimeMod = 5,6 trigger1 = Var(42) = 0 anim = 1616 name = "Smoke" pos = 100, -50 postype = p1 bindtime = -1 vel = 0, -4 random = 90, 50 removetime = 500 ontop = 1 ownpal = 1 shadow = 0 removeongethit = 0 [State -2, Smoke4] type = Explod triggerall = ProjContact2202 = 1, < 100 trigger1 = TimeMod = 5,6 trigger1 = Var(42) = 0 anim = 1616 name = "Smoke" pos = 100, -50 postype = p1 bindtime = -1 removetime = 800 vel = 0, -8 random = 70, 45 ontop = 1 ownpal = 1 shadow = 0 removeongethit = 0 [State -2, Snake Blood] type = Explod trigger1 = ProjHit227 = 1 trigger2 = ProjHit1981 = 1 anim = 6040 name = "Roundhouse" pos = 0,-10 postype = P2 sprpriority = 3 ownpal = 1 under = 0 [State -2, Snake Slurp 1] type = Playsnd trigger1 = ProjHit227 = 1 value = 31,33 [State -2, Snake Slurp 2] type = Playsnd trigger1 = ProjHit227 = 1 value = 1,2 volume = 255 [State -2, Power] type = poweradd trigger1 = stateno = 0 && time = 5 value = 400 [State -2, Teleport Intro] type = ChangeState triggerall = stateno != 191 triggerall = RoundState = 0 trigger1 = RoundNo != 1 value = 30111 ctrl = 0 [State -2, Screen] type = AfterImage trigger1 = command = "screen" triggerall = var(17) = 1 FrameGap = 10 length = 70 PalBright = 0, 0, 0 PalContrast = 118,118,118 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 50 [State -2, 3.3] type = VarRandom trigger1 = movetype = H v = 1 range = 0, 125 [State -2, 4] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [0, 24] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = 3,1 [State -2, 4.1] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [25, 49] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = 3,0 [State -2, 4.2] type = Playsnd triggerall = Time = 2 triggerall = Var(1) = [50, 75] triggerall = anim != [100, 300] triggerall = anim != [5005, 5007] triggerall = anim != [5015, 5017] triggerall = anim != [5025, 5027] triggerall = anim != [5035, 5050] triggerall = anim != [5080, 5100] triggerall = anim != [5110, 5999] trigger1 = movetype = H value = 3,2 [State -2, recover] type = PlaySnd triggerall = Time = 0 trigger1 = anim = 5040 trigger2 = anim = 5200 trigger3 = anim = 5210 value = 4,13 [State -2, jumpswish1] type = PlaySnd triggerall = anim = 43 trigger1 = time = 5 trigger2 = time = 20 trigger3 = time = 32 value = 26,26 [State -2, jumpswish2] type = PlaySnd triggerall = anim = 1001 trigger1 = time = 20 trigger2 = time = 30 value = 26,26 [State -2, jumpswish3] type = PlaySnd triggerall = anim = 1055 trigger1 = time = 20 trigger2 = time = 30 value = 26,26 [State -2, jumpswish4] type = PlaySnd triggerall = anim = 42 trigger1 = time = 20 trigger2 = time = 30 trigger3 = time = 5 value = 26,26 ;====================================================================== ; FATALITY RELATED [State -2, Check Fatal] type = VarSet trigger1 = p2life <= 1 trigger1 = p2MoveType = H trigger1 = Var(9) = 1 v = 3 value = 1 ;FINISH SOUND SAMPLE [State -2, 5.999] type = Playsnd trigger1 = Var(3) = 1 trigger1 = Var(13) = 0 trigger1 = p2life <= 1 trigger1 = p2stateno != 5090 trigger1 = p2movetype != H trigger1 = Var(9) = 1 value = 5, 3 persistent = 1 ;FATALITY TIME BEGINS. This activates when P2 is on the ground and has a small amount of live left. [State -2, 6] type = Helper trigger1 = Var(3) = 1 trigger1 = p2movetype != H trigger1 = Pos Y = 0 trigger1 = p2stateno != 5090 trigger1 = p2life <= 1 trigger1 = Var(9) = 1 stateno = 9000 name = "Fatality" id = 9000 pos = 0, 0 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 THIS CHANGES SCORPIONS MOVES FROM KILL TO NON-KILL, VERY IMPORTANT /*** HERE ***/ [State -2, 7.6] type = Varset trigger1 = power != 0 trigger1 = Roundno != 1 v = 9 value = 1 ;MAKES HIS MOVES KILL [State -2, 7.7] type = Varset trigger1 = power = 0 v = 9 value = 0 ;THE FATALITY COUNT DOWN [State -2, 7.9] type = Varadd trigger1 = Var(13) != 0 V = 13 value = -1 ;THIS IS THE END OF FATALITY TIME [State -2,8] type = Helper triggerall = p2Life != 0 triggerall = win != 1 triggerall = lose != 1 trigger1 = Var(13) = 1 trigger1 = Var(9) = 0 trigger1 = p2stateno = 9010 stateno = 9020 name = "Doesn't hit person" id = 9020 pos = 0, 0 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 ;IF YOU LOSE, THIS MAKES IT SO YOU CAN'T DO THE FATALITY, THE NEXT ROUND [State -2, 7.7] type = Poweradd trigger1 = life < 1 value = -3000 ;MAKES IT SO IF YOU HIT THE PERSON SCORPION'S MOVES KILL AGAIN... [State -2, 7.9] type = Varset trigger1 = p2stateno = 9010 v = 9 value = 0 [State -2, 8] type = Explod trigger1 = time = 5 trigger1 = movehit = 1 trigger1 = anim = [200, 204] anim = 6015 name = "Punch Blood" pos = -10,-92 postype = P2 sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State -2, NoBGM] type = Poweradd trigger1 = (power <= 500) && (RoundState > 1) Value = 1 [State -2, NoBGM] type = AssertSpecial trigger1 = Var(26) = 1 flag = nomusic flag2 = globalnoshadow ;Raiden Got Tripped. [State -2, Tripped] type = VarSet trigger1 = anim = 5070 v = 15 value = 1000 [State -2, hit] type = VarSet triggerall = var(17) = 1 trigger1 = movetype = H var(17) = 0 [state -2, invisibility] type = AssertSpecial triggerall = var(17) = 1 trigger1 = 1 trigger2 = stateno = 22237 trigger2 = Time < 150 flag = invisible ;Raiden Recovered or got hit out of Tripped. [State -2, notTripped] type = VarSet trigger1 = anim = [5000, 5040] trigger2 = anim = 5120 trigger3 = anim = 5200 trigger4 = anim = 5210 v = 15 value = 0 ;This allows the Sweep to hit fallen opponents It is set by a jump kick. [State -2, 100] type = VarSet triggerall = var(13) = 1 trigger1 = Time >= 6 trigger1 = (stateno = 0) || (stateno = 11) ;trigger2 = anim = [41, 45] v = 13 value = 0 ;This is the MK Punchies counter. When you leave the punching state reset it. [State -2, 100] type = VarSet triggerall = var(2) > 0 trigger1 = (stateno != [200,204]) && (stateno != [220,224]) v = 2 value = 0 [Statedef -3] [State -3, StandGuard] type = ChangeState triggerall = Var(50) = 1 && p1name = "reptile" triggerall = StateType = S triggerall = Pos Y >= 0 triggerall = P2StateType = S triggerall = P2MoveType = A trigger1 = P2BodyDist X <= 120 trigger1 = Random <= 999 trigger1 = Ctrl = 1 value = 130 [State -3, CrouchGuard] type = ChangeState triggerall = Var(50) = 1 && p1name = "reptile" triggerall = StateType = C triggerall = p2StateType = C triggerall = Pos Y >= 0 triggerall = P2StateType != A triggerall = P2MoveType = A trigger1 = P2BodyDist X <= 120 trigger1 = Random <= 999 trigger1 = Ctrl = 1 value = 131 [State -3, AirGuard] type = ChangeState triggerall = Var(50) = 1 && p1name = "reptile" triggerall = StateType = A triggerall = Pos Y >= 0 triggerall = P2StateType = A triggerall = P2MoveType = A trigger1 = P2BodyDist X <= 120 trigger1 = Random <= 999 trigger1 = Ctrl = 1 value = 132