;----------------------- ;ラピッドファイヤ [Statedef 500] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 500 poweradd = 0 [State 500, 1] type = Projectile trigger1 = Time = 16 ;projhitanim = 1002 projanim = 550 offset = 23, -36 velocity = 8 projremovetime = 60 ; HitDef part of projectile info attr = S, SP animtype = Light getpower = 0,0 givepower = 10,0 damage = 20,0 guardflag = M hitflag = MAF pausetime = 13,10 sparkno = 0 hitsound = S0,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3 air.fall = 1 [State 500 , 2] type = PlaySnd trigger1 = Time = 16 value = s2,3 [State 500 , 2] type = PlaySnd triggerall = Random <= 500 ;25%の確率で実現 trigger1 = Time = 6 value = s4, 1 [State 500, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;連射・ラピッドファイヤ.1 [Statedef 501] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 501 poweradd = -50 [State 501, 1] type = Projectile trigger1 = Time = 0 ;projhitanim = 1002 projanim = 550 offset = 23, -36 velocity = 8 projremovetime = 60 ; HitDef part of projectile info attr = S, SP animtype = Light getpower = 0,0 givepower = 10,0 damage = 5,2 guardflag = M hitflag = MAF pausetime = 13,10 sparkno = 0 hitsound = S0,0 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3 air.fall = 1 [State 501 , 2] type = PlaySnd trigger1 = Time = 0 value = s2, 3 [State 501, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;連射・ラピッドファイヤ.2 [Statedef 502] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 501 poweradd = -50 [State 502, 1] type = Projectile trigger1 = Time = 0 ;projhitanim = 1002 projanim = 550 offset = 23, -36 velocity = 8 projremovetime = 60 ; HitDef part of projectile info attr = S, SP animtype = hard getpower = 0,0 givepower = 10,0 damage = 5,2 guardflag = M hitflag = MAF pausetime = 13,10 sparkno = 0 hitsound = S0,0 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4,-3 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3 air.fall = 1 fall = 1 fall.recover = 0 [State 502 , 2] type = PlaySnd trigger1 = Time = 0 value = s2, 3 [State 502, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;空中ラピッドファイヤ [Statedef 503] type = A movetype= A physics = A juggle = 1 ;velset = 0,0 ctrl = 0 anim = 513 poweradd = 0 [State 500, 1] type = Projectile trigger1 = Time = 16 ;projhitanim = 1002 projanim = 550 offset = 23, -36 velocity = 8 projremovetime = 60 ; HitDef part of projectile info attr = S, SP animtype = Light getpower = 0,0 givepower = 10,0 damage = 20,0 guardflag = M hitflag = MAF pausetime = 13,10 sparkno = 0 hitsound = S0,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3 air.fall = 1 [State 500 , 2] type = PlaySnd trigger1 = Time = 16 value = s2, 3 [State 500 , 2] type = PlaySnd triggerall = Random <= 500 ;25%の確率で実現 trigger1 = Time = 6 value = s4, 1 [State 500, 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;空中連射・ラピッドファイヤ [Statedef 504] type = A movetype= A physics = A juggle = 1 ;velset = 0,0 ctrl = 0 anim = 502 poweradd = -50 [State 501, 1] type = Projectile trigger1 = Time = 0 ;projhitanim = 1002 projanim = 550 offset = 23, -36 velocity = 8 projremovetime = 60 ; HitDef part of projectile info attr = S, SP animtype = Light getpower = 0,0 givepower = 10,0 damage = 5,2 guardflag = M hitflag = MAF pausetime = 13,10 sparkno = 0 hitsound = S0,0 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3 air.fall = 1 [State 501 , 2] type = PlaySnd trigger1 = Time = 0 value = s2, 3 [State 501, 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;------------------------- ;空中ロールバスター [Statedef 509] type = A movetype= A physics = A ;juggle = 4 ctrl = 0 ;velset = 0,0 anim = 513 PowerAdd = 100 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = s4, 0 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = s2, 4 [State 510,3] type = Helper trigger1 = time = 16 id = 10000 name = "RollShot" pos = 50,-43 postype = p1 ;postype = left stateno = 511 helpertype = normal keyctrl = 0 ownpal = 2 [State 510, 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;------------------------- ;ロールバスター [Statedef 510] type = S movetype= A physics = S ;juggle = 4 ctrl = 0 velset = 0,0 anim = 510 PowerAdd = 100 [State 502, 1] type = Explod trigger1 = Time = 16 persistent = 0 anim = 511 pos = -9,3 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = s4, 0 [State 510 , 2] type = PlaySnd trigger1 = Time = 24 value = s2, 4 [State 510,3] type = Helper trigger1 = time = 24 id = 10000 name = "RollShot" pos = 50,-43 postype = p1 ;postype = left stateno = 511 helpertype = normal keyctrl = 0 ownpal = 2 [State 510, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------- : エネルギー弾・前進 [Statedef 511] type = S movetype= A physics = N juggle = 1 velset = 4,0 ctrl = 0 anim = 551 poweradd = 5 [State 511 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, SP damage = 80,10 animtype = Hard getpower = 50,25 givepower = 20,5 guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3, 4 guardsound = S0,4 ground.type = Low ground.slidetime = 3 ground.hittime = 30 ground.velocity = -8 airguard.velocity = -1.9 air.velocity = -4.3,-3 ;fall = 1 ;fall.recover = 0 [State 510, 4] type = ChangeState ;trigger1 = MoveHit = 1 trigger1 = movecontact = 1 ;trigger1 = P2MoveType = H ;trigger1 = AnimTime = 0 value = 512 ctrl = 0 [state 511,1] type = sprpriority trigger1 = time = 100 ;trigger1 = animtime = 0 value = -1 [State 511,3] type = DestroySelf trigger1 = time = 100 ;trigger1 = animtime = 0 [Statedef 512] type = S movetype= I physics = N velset = 0,0 anim = 552 ctrl = 0 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;速射ロールバスター [Statedef 515] type = S movetype= A physics = S ;juggle = 4 ctrl = 0 velset = 0,0 anim = 512 PowerAdd = 0 [State 510 , 2] type = PlaySnd trigger1 = Time = 14 value = s4, 0 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = s2, 4 [State 510,3] type = Helper trigger1 = time = 16 id = 10000 name = "RollShot" pos = 50,-43 postype = p1 ;postype = left stateno = 511 helpertype = normal keyctrl = 0 ownpal = 2 [State 510, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; クリスタルアイ_発動 [Statedef 1100] type = S movetype= A physics = A velset = 0, 0 anim = 1040 PowerAdd = 100 [State 3400, 1] type = sprpriority trigger1 = Time = 0 value = 0 [State 3400, 1] type = ChangeState trigger1 = AnimElem = 1 value = 1105 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;クリスタルアイ 溜め [Statedef 1105] type = A movetype = A physics = S ctrl = 0 velset = 0,0 anim = 1040 juggle = 100 [State 3411, 1] type = Explod trigger1 = Time = 0 anim = 1060 ID = 1060 pos = 0,-120;-10, -137 postype = p1 facing = 1 bindtime = -1 vel = 0, 0 removetime = -1 removeongethit = 1 sprpriority = 1 ontop = 0 [State 3411, 1] type = Explod trigger1 = Time = 0 anim = 1100 ID = 1100 pos = 0,-120;-10, -137 postype = p1 facing = 1 bindtime = -1 vel = 0, 0 removetime = -1 removeongethit = 1 sprpriority = 1 ontop = 0 [State 3412, 1] type = PlaySnd trigger1 = Time = 10 value = s2,0 [State 210, 2] type = HitDef trigger1 = Time = 0 attr = S, SP animtype = Heavy damage = 80,15 guardflag = MA hitflag = MAFP givepower = 23,12 pausetime = 2,18 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = High ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4,-3 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.type = High air.fall = 1 [State 3411, 2] type = ChangeState trigger1 = Time > 5 trigger1 = command != "hold_a" trigger2 = Time > 90 value = 1101 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;クリスタルアイ 空中 放つ [Statedef 1101] type = A movetype= A physics = N anim = 1045 [State 3412, 1] type = PlaySnd trigger1 = AnimElem = 1 value = s2,1 [State 3412, 1] type = PlaySnd trigger1 = Time = 5 value = s1,3 [State 1800, kurisutal] type = Helper trigger1 = AnimElem = 1 id = 2200 name = "ai" pos = 0,-120 postype = p1 stateno = 1500 helpertype = Normal keyctrl = 0 ownpal = 0 [State -2, cshoot] type = RemoveExplod trigger1 = AnimElem = 1 ID = 1060 [State -2, cshoot] type = RemoveExplod trigger1 = AnimElem = 1 ID = 1100 [State 3412, 1] type = ChangeState trigger1 = AnimTime = 0 value = 1102 ;--------------------------------------------------------------------------- ;クリスタルアイ 空中 終了 [Statedef 1102] type = A movetype= A physics = N ctrl = 0 velset = 0, 0 anim = 1046 [State 3413, 1] type = VelAdd trigger1 = Pos Y < -5 y = .34 [State 3413, 2] type = VelSet trigger1 = Pos Y >= -5 y = 0 x = 0 [State 3413, 3] type = PosSet trigger1 = Pos Y >= -5 y = 0 [State 3413, 4] type = ChangeState trigger1 = Pos Y = 0 value = 1103 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;クリスタルアイ 空中 着地 [Statedef 1103] type = C movetype= A physics = C ctrl = 0 velset = 0, 0 anim = 1047 [State 3303, 1] type = PlaySnd trigger1 = Time = 0 value = 100, 2 [State 3303, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; クリスタル アイ [Statedef 1500] type = A physics = N movetype = A ctrl = 0 velset = 7.4, 15 anim = 1060 juggle = 4 [State 210, 2] type = HitDef trigger1 = Time = 0 attr = S, SP animtype = Heavy damage = 95,15 guardflag = MA hitflag = MAFP givepower = 23,12 pausetime = 2,18 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -1.3,-1 air.fall = 1 ;[State 1004, 5] ;Hit ground ;type = PlaySnd ;trigger1 = Pos Y >= -5 ;value = 3,3 ;persistent = 0 [State 3000, Bakuhu] type = Explod trigger1 = Pos Y >= -5 anim = 1110 persistent = 0 pos = 0, 0 postype = p1 sprpriority = 2 bindtime = 1 ownpal = 1 [State 1800, kurisutal 1] type = Helper trigger1 = Pos Y >= -5 id = 2210 name = "ai2" persistent = 0 pos = 0, 0 postype = p1 stateno = 1600 helpertype = Normal keyctrl = 0 ownpal = 1 [State 1800, kurisutal 2] type = Helper trigger1 = Pos Y >= -5 id = 2210 name = "ai2" persistent = 0 pos = 0, 0 postype = p1 stateno = 1610 helpertype = Normal keyctrl = 0 ownpal = 1 [State 1400, 5] type = DestroySelf trigger1 = movehit = 1 trigger2 = Time >= 60 trigger3 = Pos Y >= -5 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; クリスタル アイ分裂1 [Statedef 1600] type = A physics = N movetype = A ctrl = 0 velset = 13.8, -6.9 anim = 1050 juggle = 4 [State 210, 2] type = HitDef trigger1 = Time = 0 attr = S, SP animtype = Heavy damage = 45,6 guardflag = MA hitflag = MAFP givepower = 23,12 pausetime = 2,18 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -1.3,-1 air.fall = 1 [State 1400, 5] type = DestroySelf trigger1 = movehit = 1 trigger2 = Time >= 60 ;--------------------------------------------------------------------------- ; クリスタル アイ分裂2 [Statedef 1610] type = A physics = N movetype = A ctrl = 0 velset = 8.5, -8.5 anim = 1050 juggle = 4 [State 210, 2] type = HitDef trigger1 = Time = 0 attr = S, SP animtype = Heavy damage = 45,6 guardflag = MA hitflag = MAFP givepower = 23,12 pausetime = 2,18 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -1.3,-1 air.fall = 1 [State 1400, 5] type = DestroySelf trigger1 = movehit = 1 trigger2 = Time >= 60 ;--------------------------------------------------------------------------- ;タップスピン [Statedef 1700] type = A movetype= A physics = A juggle = 1 ctrl = 0 velset = 2,-2 anim = 1450 poweradd = 10 [State 210, 2] type = HitDef triggerall = p2statetype = S trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 trigger9 = AnimElem = 10 trigger10 = AnimElem = 11 trigger11 = AnimElem = 12 trigger12 = AnimElem = 13 trigger13 = AnimElem = 14 trigger14 = AnimElem = 15 trigger15 = AnimElem = 16 trigger16 = AnimElem = 17 trigger17 = AnimElem = 18 trigger18 = AnimElem = 19 trigger19 = AnimElem = 20 trigger20 = AnimElem = 21 trigger21 = AnimElem = 22 trigger22 = AnimElem = 23 trigger23 = AnimElem = 24 attr = S, SA animtype = Heavy damage = 10,5 guardflag = MA hitflag = MAFP getpower = -50,-10 givepower = 20,15 pausetime = 2,15 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -5,-3;-1.3,-1 air.fall = 1 p2stateno = 1705 [State 210, 2] type = HitDef triggerall = p2statetype = C trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 trigger9 = AnimElem = 10 trigger10 = AnimElem = 11 trigger11 = AnimElem = 12 trigger12 = AnimElem = 13 trigger13 = AnimElem = 14 trigger14 = AnimElem = 15 trigger15 = AnimElem = 16 trigger16 = AnimElem = 17 trigger17 = AnimElem = 18 trigger18 = AnimElem = 19 trigger19 = AnimElem = 20 trigger20 = AnimElem = 21 trigger21 = AnimElem = 22 trigger22 = AnimElem = 23 trigger23 = AnimElem = 24 attr = S, SA animtype = Heavy damage = 10,5 guardflag = MA hitflag = MAFP getpower = -50,-10 givepower = 20,15 pausetime = 2,15 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -5,-3;-1.3,-1 air.fall = 1 p2stateno = 1710 [State 210, 2] type = HitDef triggerall = p2statetype = A trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 trigger7 = AnimElem = 8 trigger8 = AnimElem = 9 trigger9 = AnimElem = 10 trigger10 = AnimElem = 11 trigger11 = AnimElem = 12 trigger12 = AnimElem = 13 trigger13 = AnimElem = 14 trigger14 = AnimElem = 15 trigger15 = AnimElem = 16 trigger16 = AnimElem = 17 trigger17 = AnimElem = 18 trigger18 = AnimElem = 19 trigger19 = AnimElem = 20 trigger20 = AnimElem = 21 trigger21 = AnimElem = 22 trigger22 = AnimElem = 23 trigger23 = AnimElem = 24 attr = S, SA animtype = Heavy damage = 10,5 guardflag = MA hitflag = MAFP getpower = -50,-10 givepower = 20,15 pausetime = 2,15 guard.pausetime = 0,6 sparkno = 12 sparkxy = -10,0 hitsound = s2,6 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = 0,-2;-4,-1;-1.3,-1 air.fall = 1 p2stateno = 1730 [State 200 , 1] type = PlaySnd trigger1 = AnimElem = 1 value = s2, 8 [State 200 , 1] type = PlaySnd trigger1 = Time = 1 value = s1, 2 [State 100, 2] type = Afterimage trigger1 = Time = 0 time = 23 length = 15;6;12 PalBright = 0, 0, 0 PalContrast = 128,128,256 PalAdd = 0, 0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 ;Pos Y < -5 [State 500, 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 1705] type = S movetype= H physics = N velset = 0,0 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall) trigger2 = Pos Y != 0 type = a [State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 1706 ;HITG_SLIDE [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITG_SLIDE [Statedef 1706] type = S movetype= H physics = S [State 5001, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5001, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 [State 5001, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5001, 4] type = VelSet trigger1 = HitOver x = 0 [State 5001, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5001, 6] type = selfState trigger1 = HitOver value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HITC_SHAKE [Statedef 1710] type = C movetype= H physics = N velset = 0,0 [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = 5020 + GetHitVar(animtype) [State 5010, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5010, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5010, 5] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 1711 ;HITC_SLIDE [State 5010, 6] type = ChangeState trigger1 = HitShakeOver value = 1730 [State 5010, FFB Light] type = ForceFeedback trigger1 = anim = 5020 persistent = 0 time = 6 waveform = square [State 5010, FFB Medium] type = ForceFeedback trigger1 = anim = 5021 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5010, FFB Hard] type = ForceFeedback trigger1 = anim = 5022 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITC_SLIDE [Statedef 1711] type = C movetype= H physics = C [State 5011, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5011, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5025 + GetHitVar(animtype) [State 5011, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5011, 4] type = VelSet trigger1 = HitOver x = 0 [State 5011, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5011, 6] type = selfState trigger1 = HitOver value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 1730] type = A movetype= H physics = N ctrl = 0 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 value = 5000 [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5030, 3] type = selfState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5040 ;HITA_RECOV [State 5030, 4] type = changeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 1740 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = time = 0;AnimTime = 0 value = 1735 ;HITA_UP (transition) ;--------------------------------------------------------------------------- ; HITA_UP_T (transition) [Statedef 1735] type = A movetype= H physics = N [State 5035, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim value = 5035 [State 5035, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5035, 3] type = selfState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 5035, 4] type = changeState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 1740 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 1740] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, 4] ;Recover near ground type = selfState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = selfState triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = selfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;----------------------- ;チャージキック [Statedef 1750] type = C movetype= A physics = C juggle = 1 velset = 3,0 ctrl = 0 anim = 215 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1800 ctrl = 0 ;----------------------- ;しゃがみ強キック [Statedef 1800] type = C movetype= A physics = N juggle = 1 velset = 12,0 ctrl = 0 anim = 1510 poweradd = 100 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 3 [State 100, 2] type = Afterimage trigger1 = Time = 0 time = 23 length = 15;6;12 PalBright = 0, 0, 0 PalContrast = 128,128,256 PalAdd = 0, 0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 [State 3411, 1] type = Explod trigger1 = Time = 0 anim = 1500 ID = 1500 pos = 0,0;-10, -137 postype = p1 facing = 1 bindtime = -1 vel = 0, 0 removetime = 27 removeongethit = 1 sprpriority = 5 ontop = 0 [State 210, 2] type = PlaySnd trigger1 = AnimElem = 1 value = s3, 2 [State 222 , 1] type = HitDef trigger1 = AnimElem = 1 attr = C, SA damage = 80 animtype = Hard getpower = 60,30 givepower = 20,10 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3,3 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 20 guard.velocity = -2 ground.velocity = -2,-8 air.velocity = -2,-8 fall= 1 fall.recover = 0 p2stateno = 1810 [State 222 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,1 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 217 ctrl = 0 ;----------------------- ;---------------------------------------------------------- ; 3010 Being hit by heat drive [Statedef 1810] type = A movetype = H physics = N ctrl = 0 anim = 5030 [State 3010, 1] type = Palfx trigger1 = AnimElem = 1 time = 30;19 mul = 240,220,128 sinadd = 32,128,220,16 add = 190,180,84 ;color = 8 [State 3010, 1] type = Palfx trigger1 = AnimElem = 2 time = 35;90;19 mul = 240,220,128 sinadd = 32,128,220,16 add = 190,180,84 ;color = 8 [State 3000, modoru] type = Palfx trigger1 = Pos Y >= -5 time = 3;90;19 mul = 220,220,255 sinadd = 64,48,48,32 add = 184,184,200 color = 8 [State 3010, 1] type = DefenceMulSet trigger1 = time = 0 value = 1 [State 3010, 2] type = NotHitBy trigger1 = AnimElem = 2;= time >= 0 value = SCA [State 3010, 4] type = EnvShake trigger1 = time = 0 trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0) time = 20 ampl = 5 [State 3010, 5] type = PosFreeze trigger1 = HitShakeOver = 0 [State 3010, 6] type = ForceFeedBack trigger1 = HitShakeOver = 0 time = 1 waveform = square [State 3010, 7] type = posadd trigger1 = HitShakeOver = 1 persistent = 0 y = -35 [State 3010, 8] type = EnvColor trigger1 = (time = 0) && (life > 0) time = 2 value = 240,240,240 under = 1 ignorepausetime = 1 [State 3010, 9] type = ChangeAnim2 trigger1 = HitShakeOver = 1 persistent = 0 value = 1520 [State 3010, 10] type = HitVelSet trigger1 = HitShakeOver = 1 persistent = 0 x = 1 y = 1 [State 3010, 11] type = VelAdd trigger1 = HitShakeOver = 1 y = 0.4 [State 3010, 12] type = SelfState triggerall = Anim = 1520 trigger1 = (Vel Y > 0) && (Pos Y >= 0) value = 5100 ;---------------------------------------------------------- ;スタークラッシュ本体 [Statedef 1845] type = S physics = S movetype = A ctrl = 0 velset = 0,0 poweradd = 30 anim = 1551 juggle = 2 [State 350 , 1];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = time = 15 value = s1, 5 [State 510,3] type = Helper trigger1 = time = 16 id = 1850 name = "STAR" pos = 0,0 postype = p1 stateno = 1850 helpertype = normal keyctrl = 0 ownpal = 1 [State 1000, 2] type = VarSet trigger1 = time = 16 trigger1 = var(16) = 0 v = 16 value = 1 [State 1300, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------- ;スタークラッシュ ヘルパー [Statedef 1850] type = S physics = S movetype = A ctrl = 0 velset = 0,0 poweradd = 30 anim = 1550 juggle = 2 [state 12,12] type = sprpriority trigger1 = time >= 0 value = 4 [State 802, 1] type = BindToParent trigger1 = time >= 0 pos = 0,0 time = -1 facing = 1 [state 1300, 1] type=Velset trigger1 = time= 0 x=0 [State 1300, 4] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 attr = S, NT guardflag = MA hitflag = P guardsound = -1 pausetime = 9,11 p1stateno = 1855 [State 1000, 2] type = VarSet trigger1 = movehit = 1 trigger2 = Time >= 449 trigger2 = var(16) = 1 v = 16 value = 0 [State 1400, 5] type = DestroySelf trigger1 = NumHelper(1856) = 1 trigger2 = movehit = 1 trigger3 = Time >= 450 ;--------------------------------------------------------------------------- ; 飛び道具吸収 [Statedef 1855] type = S movetype= I physics = N velset = 0,0 [State 1305, 1] type = PalFX trigger1 = Time = 1 time = 6 sinadd = 192,192,300 add = 32,0,64 mul = 192,192,300 [State 1305, 2] type = PalFX trigger1 = Time = 8 time = 4 sinadd = 255,128,0,16 add = 32,64,128 mul = 128,128,255 [State 1305, 3] type = PalFX trigger1 = Time = 12 time = 6 sinadd = 192,192,300 add = 32,0,64 mul = 192,192,300 [State 1305, 4] type = PalFX trigger1 = Time = 17 time = 4 sinadd = 255,128,0,16 add = 32,64,128 mul = 128,128,255 [State 1305, 6] type = PowerAdd trigger1 = Time = 1 value = 100 [State 1000, 2] type = VarSet trigger1 = Time = 0 trigger1 = var(16) = 1 v = 16 value = 0 [State 1400, 5] type = DestroySelf ;trigger1 = movehit = 1 trigger1 = Time >= 18 ;[State 1305, 7] ;type = ChangeState ;Trigger1 = AnimTime = 0 ;value = 0 ;ctrl = 1 ;--------------------------------------------------------------------------- ;スタークラッシュ ヘルパー発射 [Statedef 1856] type = A physics = N movetype = A ctrl = 0 velset = 3, 0 anim = 1550 juggle = 4 [State 1300, 4] type = HitDef trigger1 = time = 0 ;trigger2 = AnimElem = 3 ;trigger3 = AnimElem = 5 ;trigger4 = AnimElem = 7 ;trigger5 = AnimElem = 5 ;trigger6 = AnimElem = 6 ;trigger7 = AnimElem = 7 attr = S, SP animtype = Heavy damage = 100,25 guardflag = MA hitflag = MAFP getpower = 30,30 givepower = 20,15 pausetime = 2,18 guard.pausetime = 0,6 sparkno = s3100;12 sparkxy = -10,0 hitsound = s0,2 guardsound = s0,3 ground.type = Low ground.slidetime = 7 ground.hittime = 17 ground.velocity = -4 air.type = Low air.velocity = -1.3,-1 air.fall = 1 [State 1000, 2] type = VarSet trigger1 = Time = 0 trigger1 = var(16) = 1 v = 16 value = 0 [State 1400, 5] type = DestroySelf trigger1 = movehit = 1 trigger2 = Time >= 150;450 ;--------------------------------------------------------------------------- ;スタークラッシュ ヘルパー発射ロール自身 [Statedef 1857] type = S physics = S movetype = A ctrl = 0 velset = 3,0 poweradd = 30 anim = 1045 juggle = 2 [State 210, 2] type = PlaySnd trigger1 = AnimElem = 1 value = s1, 4 [State 510,3] type = Helper trigger1 = AnimElem = 1 id = 1856 name = "STAR" pos = 0,0 postype = p1 stateno = 1856 helpertype = normal keyctrl = 0 ownpal = 1 [State 1000, 2] type = VarSet trigger1 = Time = 0 trigger1 = var(16) = 1 v = 16 value = 0 [State 1300, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1102;0 ctrl = 1