;********** INVISIBILITY ********** [Statedef 3010] type = S movetype = I physics = S anim = 3010 + var(17) ctrl = 0 velset = 0,0 [State 3010, Fire] type = explod trigger1 = Time = 10 anim = 3012 pos = 0,0 postype = p1 ontop = 1 [State 3010, Boom] type = PlaySnd trigger1 = time = 10 value = 31, 46 [State 3010, Var] type = VarSet trigger1 = AnimTime = 0 var(17) = 1 [State 20001, Super B] type = AfterImage trigger1 = time = 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 3010, CS] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;********** Reverse INVISIBILITY ********** [Statedef 3011] type = S movetype = I physics = S anim = 3011 + var(0) ctrl = 0 velset = 0,0 [State 3011, Fire] type = explod trigger1 = Time = 1 anim = 3012 pos = 0,0 postype = p1 ontop = 1 [State 3011, Var] type = VarSet trigger1 = AnimTime = 0 var(17) = 0 ;ifelse(var(17) = 0, 1, 0) [State 3011, Boom] type = PlaySnd trigger1 = time = 1 value = 31, 46 [State 3011, CS] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Intro [Statedef 30111] type = S movetype = I physics = S anim = 30111 + var(0) ctrl = 0 velset = 0,0 [State 30111, Var] type = VarSet trigger1 = AnimTime = 0 var(17) = 0 ;ifelse(var(17) = 0, 1, 0) [State 3010, Fire] type = explod trigger1 = Time = 1 anim = 3012 pos = 0,0 postype = p1 ontop = 0 [State 30111, Boom] type = PlaySnd trigger1 = time = 1 value = 31, 46 [State 30111, Enter] type = ChangeState trigger1 = RoundState = 2 triggerall = AnimTime = 0 value = 0 ctrl = 0 ;-----------Tongue Spear----------------- [Statedef 2080] type = S movetype= A physics = S juggle = 3 poweradd= 120 ctrl = 0 anim = 2080 sprpriority = 1 velset = 0,0,0 [State 2080, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 2080, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9920, -99120 anim = 100 sound = S28, 28 poweradd = -2000 [State 2080, Slurp] type = PlaySnd trigger1 = time = 3 value = 31, 30 [State 2080, 2] type = HitDef trigger1 = AnimElem = 16 attr = S, SA damage = 20, 5 getpower = 120,60 givepower = 120,60 animtype = Medium hitflag = HA- guardflag = HA pausetime = 0,5 sparkno = -1 sparkxy = -10,-55 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = 15 guard.velocity = 0 air.velocity = 0 numhits = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2080, 2.5] type = HitDef trigger1 = AnimElem = 20 attr = S, SA damage = 25 getpower = 120,60 givepower = 120,60 animtype = Medium hitflag = HA- guardflag = HA postype = p1 pausetime = 0,0 guard.pausetime = 0,0 sparkno = -1 sparkxy = -10,-55 hitsound = s27,27 guardsound = S0,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = 15 guard.velocity = 0 air.velocity = 0 p2stateno = 2081 numhits = 1 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 2080, 3] type = ChangeState trigger1 = AnimTime= 0 value = 3100 ctrl = 1 [Statedef 2081] type = S movetype= I physics = S juggle = 3 ctrl = 0 anim = 5300 sprpriority = 1 [State 2081, 1] type = Changeanim2 trigger1 = statetype = S trigger1 = !animexist(5300) value = 0 [State 2081, 3] type = Selfstate trigger1 = time = 100 trigger1 = life != 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Teleport [StateDef 700] type = S movetype= I physics = S ctrl = 0 velset = 0,0,0 anim = 700 [State 700, 5] type = Helper trigger1 = time = 0 trigger1 = Pos Y = 0 stateno = 1046 name = "AfterImage" pos = 0, 0 postype = P1 helpertype = normal sprpriority = 1 keyctrl = 0 ownpal = 0 under = 1 [State 700, Leave] type = PlaySnd trigger1 = Time = 0 value = 31, 37 [State 700, GoToP2] type = PosAdd trigger1 = Time = 20 X = (P2Dist X) + 25 [State 700, Stand] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ; Dissappear (stand) [Statedef 1046] type = S movetype= I physics = N anim = 1046 Velset = 0, 0 ctrl = 0 [State 1045, 3] type = Destroyself trigger1 = animtime = 0 trigger2 = Parent, FrontEdgedist = [0, 9] trigger3 = Parent, BackEdgedist = [0, 9] ;---------------------------------------------- ; Player Two hit the dirt. [StateDef 1031] type = A movetype= H physics = N juggle = 2 velset = 0,0,0 ctrl = 0 [State 1031, Gravity] type = VelAdd Trigger1 = 1 y = .2 [State 1031, Falling] type = ChangeAnim2 trigger1 = time = 0 value = 1031 [State 1031, HitGround] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;============================================================ ;Acid [StateDef 1200] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 anim = 1200 [State 1200, Start] type = Explod trigger1 = AnimElem = 2 anim = 1210 pos = 0, 0 postype = P1 BindTime = -1 sprpriority = 3 shadow = -1 ownpal = 1 removeongethit = 1 [State 1200, Acid Spit] type = PlaySnd trigger1 = AnimElem = 2 value = 23, 23 [State 1200, BoltFat] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projid = 1220 id = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 5.6, .3 remvelocity = 6.35, .3 attr = S, SP damage = 65, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 ;hitsound = 4,22 ground.type = High ground.slidetime = 14 ground.hittime = 26 ground.velocity = -7 air.velocity = -2.5,-5 air.juggle = 3 air.recover = 0 ;PalFX fall = 0 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 202, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 1200, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;============================================================ ;Shroom [StateDef 30000] type = S movetype= A physics = S juggle = 8 ctrl = 0 velset = 0,0,0 poweradd = -1000 anim = 30000 [State 30000, 1] type = PlaySnd trigger1 = time = 30 value = 4, 9 [State 20001, Super] type = SuperPause trigger1 = AnimElem = 1 pos = -9999, -99999 anim = 100 sound= S31,48 supermove = 1 time = 50 [State 3450, SuperLight] type = Explod trigger1 = AnimElem = 1 anim = 30005 pos = -35, -100 sprpriority = 9 postype = p1 bindtime = -1 supermove = 1 ownpal = 1 ontop = 1 [State 30000, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 30001 projhitanim = 30002 projremanim = 30002 postype velocity = 5, 0 remvelocity = 2.3, 0 ; HitDef part of projectile info attr = S, HP damage = 65, 23 pausetime = 0,99 getpower = 2000,0 givepower = -2000,0 animtype = Hard air.animtype = Back hitflag = HA guardflag = HA sparkno = -1 fall = 1 guard.sparkno = -1 hitsound = S28, 30 guardsound = 6,0 ground.type = High ground.slidetime = 90 ground.hittime = 90 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 5 p2stateno = 2099 fall.envshake.time = 40 palfx.time = 99 palfx.mul = 150,150,150 palfx.add = 40,40,40 [State 30000, 34] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 30000, 4] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;----------------------------------------------- ;Slow Orb [StateDef 10000] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 4000 ctrl = 0 [State 2000, 2] type = helper trigger1 = AnimElem = 6 stateno = 2001 name = "Powerball" id = 2001 pos = 17, 0 postype = p1 ownpal = 1 [State 2000 , 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Slow Powerball helper [Statedef 2001] type = S movetype= A physics = N poweradd= 120 juggle = 1 velset = 0,0 anim = 4001 ctrl = 0 [State 2001, vel] type = velset trigger1 = time = 0 x = 1.4 [State 2001, ZappySound] type = PlaySnd trigger1 = timemod = 80, 1 value = 24, 24 [State 2001, nokill] type = HitDef trigger1 = AnimElem = 1 trigger1 = Var(9) = 1 attr = C, NA damage = 50 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,1 sparkno = 0 sparkxy = -10,-70 hitsound = 31,36 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p2stateno = 2002 fall = 1 kill = 1 [State 2001, 1] type = HitDef trigger1 = AnimElem = 1 trigger1 = Var(9) = 0 attr = C, NA damage = 50 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,1 sparkno = 0 sparkxy = -10,-70 hitsound = 31,36 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 fall = 1 p2stateno = 2002 kill = 0 [State 2001, Didn't hit, blocked etc.] type = Destroyself trigger1 = time = 280 [State 2001 , 5] type = ChangeState trigger1 = MoveContact value = 2201 ctrl = 1 [Statedef 2201] type = A ctrl = 0 anim = 4002 velset = 0,0 [State 2002, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 [Statedef 1313] Type = A MoveType = H Physics = N Velset = -.5, 0 ctrl = 1 [State 1313, CA] type = Changeanim2 trigger1 = time = 0 value = 1313 [State 1313, gravity] type = veladd trigger1 = time > 5 y = .1 [State 1313, CC] type = Selfstate trigger1 = Pos Y >= 0 trigger1 = time > 5 value = 5110 [Statedef 2002] Type = A MoveType = H Physics = N Velset = 3.25, -5 ctrl = 1 [State 2002, CA] type = Changeanim2 trigger1 = time = 0 value = 2002 [State 2002, gravity] type = veladd trigger1 = time > 5 y = .4 [State 2002, CC] type = Selfstate trigger1 = Pos Y >= 0 trigger1 = time > 5 value = 5110 [Statedef 1313] Type = A MoveType = H Physics = N Velset = 0, 0 ctrl = 1 [State 2002, CA] type = Changeanim2 trigger1 = time = 0 value = 1313 [State 2002, CC] type = Selfstate trigger1 = Pos Y >= 0 trigger1 = time > 5 value = 5110 ;----------------------------------------------- ;Fast Orb [StateDef 60000] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 4000 ctrl = 0 [State 2000, 2] type = helper trigger1 = AnimElem = 6 stateno = 2009 name = "Powerball" id = 2001 pos = 17, 0 postype = p1 ownpal = 1 [State 2000 , 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Fast Powerball helper [Statedef 2009] type = S movetype= A physics = N poweradd= 120 juggle = 1 velset = 0,0 anim = 4001 ctrl = 0 [State 4001, vel] type = velset trigger1 = time = 0 x = 3.4 [State 4001, ZappySound] type = PlaySnd trigger1 = AnimElem = 2 value = 24, 24 [State 4001, nokill] type = HitDef trigger1 = AnimElem = 1 trigger1 = Var(9) = 1 attr = C, NA damage = 50 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,0 sparkno = 0 sparkxy = -10,-70 hitsound = 31,38 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p2stateno = 2002 fall = 1 kill = 1 [State 4001, 1] type = HitDef trigger1 = AnimElem = 1 trigger1 = Var(9) = 0 attr = C, NA damage = 50 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,0 sparkno = 0 sparkxy = -10,-70 hitsound = 31,38 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p2stateno = 2002 fall = 1 kill = 0 [State 4001, Didn't hit, blocked etc.] type = Destroyself trigger1 = time = 100 [State 4001 , 3] type = ChangeState trigger1 = MoveContact value = 2201 ctrl = 1 [Statedef 2099] type = A Physics = N VelSet = 0,0 [State 2099, CA2] type = changeanim2 trigger1 = time = 1 value = 1357 [State 2099, CA2] type = changeanim2 trigger1 = time = 131 value = 2530 [State 2099, PA] type = posadd trigger1 = time >= 0 && time <= 1 trigger1 = pos y < 3 Y = -2 [State 2099, Freeze!] type = posfreeze trigger1 = pos Y = 3 [State 2099, Fall Dammit!] type = gravity trigger1 = time >= 131 [State 2099, Hit Ground] type = changestate trigger1 = pos Y >= 0 && time > 5 value = 5050 ;----------------------------------------------- ; Super Low Acid Spit [StateDef 24000] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 sprpriority = 4 anim = 24000 [State 24000, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 24000, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9920, -99120 anim = 100 sound = S31,47 poweradd = -2888 [State 24000, BoltFat1] type = Projectile trigger1 = Time = 30 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = -30, 68 velocity = 5, .2 remvelocity = 5.35, .2 ; HitDef part of projectile info attr = S, SP damage = 50, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,7 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -3.5,-5 air.juggle = 3 ;PalFX kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 24000, BoltFat2] type = Projectile trigger1 = Time = 31 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = -30, 68 velocity = 6, .2 remvelocity = 6.35, .2 ; HitDef part of projectile info attr = S, SP damage = 95, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,7 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -3.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 24000, BoltFat3] type = Projectile trigger1 = Time = 32 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = -30, 68 velocity = 5.5, .4 remvelocity = 4.35, .4 ; HitDef part of projectile info attr = S, SP damage = 75, 0 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,7 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -3.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 24000, BoltFat4] type = Projectile trigger1 = Time = 33 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = -30, 68 velocity = 6.5, .5 remvelocity = 4.35, .5 ; HitDef part of projectile info attr = S, SP damage = 75, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,7 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 24000, Smoke] type = Explod trigger1 = projcontact = 1 anim = 1616 pos = 0, -30 postype = p2 bindtime = 2 facing = 1 sprpriority = 7 ontop = 0 ownpal = 1 [State 24000, Acid Start] type = Explod trigger1 = Time = 20 anim = 1210 pos = -25, 60 postype = P1 BindTime = -1 sprpriority = 9 shadow = -1 ownpal = 1 removeongethit = 1 [State 24000, Spit] type = PlaySnd trigger1 = Time = 30 trigger2 = Time = 31 trigger3 = Time = 32 trigger4 = Time = 33 value = 23, 23 [State 24000, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 24000, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;----------------------------------------------- ; Super Acid Spit [StateDef 20000] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0,0 anim = 1200 [State 20000, Super C] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 20000, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9920, -99120 anim = 100 sound = S31,47 poweradd = -2888 [State 20000, Super B] type = AfterImage trigger1 = AnimElem = 1 time = 2 [State 20000, BoltFat1] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 5, .2 remvelocity = 5.35, .2 ; HitDef part of projectile info attr = S, SP damage = 50, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 ;PalFX kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 20000, BoltFat2] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 6, .2 remvelocity = 6.35, .2 ; HitDef part of projectile info attr = S, SP damage = 45, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 20000, BoltFat3] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 4, .4 remvelocity = 4.35, .4 ; HitDef part of projectile info attr = S, SP damage = 45, 0 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 20000, BoltFat4] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 4, .5 remvelocity = 4.35, .5 ; HitDef part of projectile info attr = S, SP damage = 55, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 20000, BoltFat5] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 5, .45 remvelocity = 5.35, .45 ; HitDef part of projectile info attr = S, SP damage = 55, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 20000, BoltFat6] type = Projectile trigger1 = AnimElem = 4 projanim = 1220 projhitanim = 1230 projremanim = 1211 postype offset = 0, 5 velocity = 6, .2 remvelocity = 6.35, .2 ; HitDef part of projectile info attr = S, SP damage = 55, 23 animtype = Hard air.animtype = Back air.fall = 1 guardflag = MA pausetime = 0,3 sparkno = -1 guard.sparkno = -1 hitsound = 5, 3 guardsound = S1, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -8 air.velocity = -2.5,-5 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 [State 2500, 1] type = Explod trigger1 = projcontact = 1 anim = 1616 pos = 0, -103 offset = 0,0 postype = p2 bindtime = 2 facing = 1 sprpriority = 7 ontop = 0 ownpal = 1 [State 20000, Start] type = Explod trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 anim = 1210 pos = 0, 0 postype = P1 BindTime = -1 sprpriority = 3 shadow = -1 ownpal = 1 removeongethit = 1 [State 20000, ZappySound] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 value = 23, 23 [State 20000, NotFreindly] type = VarSet trigger1 = AnimElem = 4 v = 5 value = 1 [State 20000, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;=============================================== ; Ninja Kick [StateDef 20001] type = S movetype= A physics = S juggle = 10 ctrl = 0 velset = 17,-6 anim = 1919 [State 20001, Super] type = SuperPause trigger1 = AnimElem = 1 pos = 9926, -9991 anim = 100 sound = S31,43 poweradd = -2228 [State 20001, Super CC] type = PowerAdd trigger1 = Time = 1 value = -2000 [State 20001, Super B] type = AfterImage trigger1 = time = 1 FrameGap = 7 length = 70 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 time = 80 [State 20001, Super E] type = AfterImageTime trigger1 = Time = [1,30] time = 2 [State 20001, 2] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 9 trigger10 = AnimElem = 10 trigger11 = AnimElem = 11 trigger12 = AnimElem = 12 trigger13 = AnimElem = 13 trigger14 = AnimElem = 14 trigger15 = AnimElem = 15 trigger16 = AnimElem = 16 attr = A, SA damage = 40,20 animtype = Heavy getpower = 10,5 givepower = 10,5 guardflag = HA hitflag = HA priority = 7 pausetime = 0,6 sparkno = 0 sparkxy = -20,-60 guard.sparkno = -1 ground.type = High ground.slidetime = 25 ground.hittime = 25 ground.velocity = -2,0 air.velocity = -4,-3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) fall = 0 air.fall = 0 envshake.time = 5 [State 20000, ZappySound] type = PlaySnd trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 9 trigger10 = AnimElem = 10 trigger11 = AnimElem = 11 trigger12 = AnimElem = 12 trigger13 = AnimElem = 13 trigger14 = AnimElem = 14 trigger15 = AnimElem = 15 trigger1 = AnimElem = 16 value = 26, 26 [State 20000, ZappySound2] type = PlaySnd triggerall = movecontact = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 trigger9 = AnimElem = 9 trigger10 = AnimElem = 10 trigger11 = AnimElem = 11 trigger12 = AnimElem = 12 trigger13 = AnimElem = 13 trigger14 = AnimElem = 14 trigger15 = AnimElem = 15 trigger1 = AnimElem = 16 value = 0, 0 [State 20001, 1] type = velset trigger1 = time <= 40 x = 8 y = -.9 [State 20001, 3] type = VelAdd ; Gravity trigger1 = Time >= 40 y = 0.28 [State 20001, 4] type = ChangeState trigger1 = (Vel y > 0 && Pos y >= 0) value = 0 ctrl = 1 ;---------------------------------------------------------------------------