;------------------------- ;ソウルボディ [Statedef 300] type = S movetype= I physics = S juggle = 1 velset = 3,0 ctrl = 0 anim = 202 poweradd = -100 [State H_PUT,1] ;ソウルボディ type = Helper trigger1 = time = 0 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 301 helpertype = normal keyctrl = 0 ownpal = 2 [State 300 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------- ;ソウルボディ本体・→パンチ [Statedef 301] type = S movetype= A physics = S juggle = 1 velset = 17,0 ctrl = 0 anim = 300 ;poweradd = 100 [State 301, 2] type = Afterimage trigger1 = Time = 0 time = 20 length = 15;6;12 PalBright = 256,256,0 PalContrast = 256,256,0 PalAdd = 0,0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 [State 301 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 70 animtype = back getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 301 , 1] type = PlaySnd trigger1 = Time = 5 value = 0, 12 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 303 ;------------------------- ;ソウルボディ・消滅 [Statedef 302] type = S movetype= I physics = N velset = 0,0 anim = 301 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;ソウルボディ・消滅 [Statedef 303] type = S movetype= I physics = N velset = 0,0 anim = 302 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;ソウルボディ弱 [Statedef 305] type = S movetype= I physics = S juggle = 1 velset = 3,0 ctrl = 0 anim = 202 [State H_PUT,1] ;ソウルボディ type = Helper trigger1 = time = 0 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 306 helpertype = normal keyctrl = 0 ownpal = 2 [State 300 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------- ;ソウルボディ弱本体・→パンチ [Statedef 306] type = S movetype= A physics = S juggle = 20 velset = 8,0 ctrl = 0 anim = 300 ;poweradd = 100 ;[State 301, 2] ;type = Afterimage ;trigger1 = Time = 0 ;time = 20 ;length = 15;6;12 ;PalBright = 256,256,0 ;PalContrast = 256,256,0 ;PalAdd = 0,0, 0 ;PalMul = 1,1,1 ;FrameGap = 4 ;Trans = Add1 [State 301 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 50 animtype = Hard getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 301 , 1] type = PlaySnd trigger1 = Time = 5 value = 0, 12 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 303 ;------------------------- ;ソウルボディ2 [Statedef 310] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = 0 [State H_PUT,1] ;ソウルボディ type = Helper trigger1 = time = 0 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 311 helpertype = normal keyctrl = 0 ownpal = 2 [State 1000, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;------------------------- ;ソウルボディ2・待機 [Statedef 311] type = S movetype= A physics = N velset = -1.7,0 anim = 310 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 312 ;------------------------- ;ソウルボディ2・攻撃開始 [Statedef 312] type = S movetype= A physics = S velset = 13.5,0 anim = 311 [State 301 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 20 animtype = Low getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,6 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 301 , 1] type = PlaySnd trigger1 = Time = 0 value = 0, 12 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 302 ;------------------------- ;ソウルボディ3 [Statedef 320] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = 0 [State H_PUT,1] ;ソウルボディ type = Helper trigger1 = time = 0 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 321 helpertype = normal keyctrl = 0 ownpal = 2 [State 1000, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;------------------------- ;ソウルボディ3・待機 [Statedef 321] type = A movetype= I physics = N velset = -1.7,0.9 anim = 310 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 322 ;------------------------- ;ソウルボディ2・攻撃開始 [Statedef 322] type = A movetype= A physics = S velset = 13,-3.5 anim = 311 [State 301 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 20 animtype = Low getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,6 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 301 , 1] type = PlaySnd trigger1 = Time = 0 value = 0, 12 [State 301 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 302 ;----------------------- ;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 H_PUT,1] ;ソウルボディ2 type = Helper trigger1 = command = "tatumaki_x" trigger1 = numhelper(10100) = 0 trigger1 = power >= 1000 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 311 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;ソウルボディ3 type = Helper trigger1 = command = "tatumaki_a" trigger1 = numhelper(10100) = 0 trigger1 = power >= 1000 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 321 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;NINJA type = Helper trigger1 = command = "fwd_c" trigger1 = numhelper(11100) = 0 trigger1 = power >= 200 id = 11100 name = "ARTEMIS.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1011 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;ARTEMIS type = Helper trigger1 = command = "c" trigger1 = power >= 200 trigger1 = command !="holdfwd" trigger1 = command !="holdback" trigger1 = numhelper(11000) = 0 id = 11000 name = "NINJA.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1001 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;CHAMAN type = Helper trigger1 = command = "back_c" trigger1 = power >= 200 trigger1 = numhelper(11200) = 0 id = 11200 name = "CHAMAN.EXE" pos = 0,0 postype = p1 ;postype = left stateno = 1021 helpertype = normal keyctrl = 0 ownpal = 2 [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 = S0,6 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 = 3, 0 [State 500 , 2] type = PlaySnd triggerall = Random <= 500 ;25%の確率で実現 trigger1 = Time = 6 value = 1, 7 [State 500, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;連射・ラピッドファイヤ [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 = S0,5 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 = 3, 0 [State 501, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;空中ラピッドファイヤ [Statedef 502] 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 = S0,6 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 = 3, 0 [State 500 , 2] type = PlaySnd triggerall = Random <= 500 ;25%の確率で実現 trigger1 = Time = 6 value = 1, 7 [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 503] 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 = S0,5 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 = 3, 0 [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 = 1, 1 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = 1, 2 [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 H_PUT,1] ;ソウルボディ2 type = Helper trigger1 = command = "tatumaki_x" trigger1 = numhelper(10100) = 0 trigger1 = power >= 1000 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 311 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;ソウルボディ3 type = Helper trigger1 = command = "tatumaki_a" trigger1 = numhelper(10100) = 0 trigger1 = power >= 1000 id = 10100 name = "SOL BODY" pos = 0,0 postype = p1 ;postype = left stateno = 321 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;NINJA type = Helper trigger1 = command = "fwd_c" trigger1 = numhelper(11100) = 0 trigger1 = power >= 200 id = 11100 name = "ARTEMIS.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1011 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;ARTEMIS type = Helper trigger1 = command = "c" trigger1 = power >= 200 trigger1 = command !="holdfwd" trigger1 = command !="holdback" trigger1 = numhelper(11000) = 0 id = 11000 name = "NINJA.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1001 helpertype = normal keyctrl = 0 ownpal = 2 [State H_PUT,1] ;CHAMAN type = Helper trigger1 = command = "back_c" trigger1 = power >= 200 trigger1 = numhelper(11200) = 0 id = 11200 name = "CHAMAN.EXE" pos = 0,0 postype = p1 ;postype = left stateno = 1021 helpertype = normal keyctrl = 0 ownpal = 2 [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 = 1, 1 [State 510 , 2] type = PlaySnd trigger1 = Time = 24 value = 1, 2 [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, NA 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 = S0,7 guardsound = S0,3 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 = 1, 1 [State 510 , 2] type = PlaySnd trigger1 = Time = 16 value = 1, 2 [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