; Sasuke constants and state file. ; There are comments scattered through this file, so you may like to ; take a look if would like to learn more about the cns. [Data] ;Amount of life to start with ;体力ゲージの初期値 life = 1000 ;attack power (more is stronger) ;攻撃ダメージ attack = 100 ;defensive power (more is stronger) ;体力パワー defence = 100 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.4 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 6.8, -3.8 ;Run forward (x, y) run.back = -5.8,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 45 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 191] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 190 ctrl = 0 sprpriority = 2 [State 191, begin] type = AssertSpecial trigger1 = time = [0,740] flag = intro [State 191, 1] type = PlaySnd trigger1 = animelem = 2 value = 6, 2 [State 191, 2] type = PlaySnd trigger1 = animelem = 4 value = 6, 2 [State 191, 3] type = PlaySnd trigger1 = animelem = 60 value = 6, 2 [State 191, 1] type = PlaySnd trigger1 = animelem = 1 value = 5, 2 [State 191, 1] type = PlaySnd trigger1 = time = 50 value = 5, 3 [State 191, 1] type = PlaySnd trigger1 = animelem = 5 value = 5, 1 [State 191, 1] type = PlaySnd trigger1 = time = 203 value = 5, 6 [State 191, 1] type = PlaySnd trigger1 = animelem = 28 value = 11, 1 [State 191, 1] type = PlaySnd trigger1 = animelem = 33 value = 5, 4 [State 191, 1] type = PlaySnd trigger1 = animelem = 42 value = 5, 5 [State 191,1] type = Explod trigger1 =AnimElem = 2 anim = 191 id = 191 pos = 0,-5 postype = p1 bindtime = 33 removetime = 33 supermovetime = 33 ownpal = 1 [State 191,2] type = Explod trigger1 =AnimElem = 4 anim = 191 id = 191 pos = -60,0 postype = p1 bindtime = 33 removetime = 33 supermovetime = 33 sprpriority = 4 ownpal = 1 [State 191,3] type = Explod trigger1 =AnimElem = 5 anim = 192 id = 192 pos = -30,-100 postype = p1 bindtime = 300 removetime = 300 supermovetime = 300 ownpal = 1 [State 191,4] type = Explod trigger1 =AnimElem = 33 anim = 193 id = 193 pos = -30,-100 postype = p1 bindtime = 90 removetime = 90 supermovetime = 90 ownpal = 1 [State 191,4] type = Explod trigger1 =AnimElem = 42 anim = 194 id = 194 pos = -30,-100 postype = p1 bindtime = 170 removetime = 170 supermovetime = 170 ownpal = 1 [State 191,1] type = Explod trigger1 =AnimElem = 60 anim = 191 id = 191 pos = -30,0 postype = p1 bindtime = 33 removetime = 33 supermovetime = 33 sprpriority = 4 ownpal = 1 [State 191, 3] type = ChangeState trigger1 = Time = 740 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Taunt / sasuke kawarimi [Statedef 195] type = S movetype= A physics = S juggle = 4 poweradd= 500 velset = 0,0 anim = 195 ctrl = 0 sprpriority = 2 [State 195, 1] type = HitOverride trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 3 trigger4 = animelem = 4 trigger5 = animelem = 5 trigger6 = animelem = 6 attr = SCA, AA, AP, AT stateno = 196 time = 75 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------- ;sasuke kawarimi [Statedef 196] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 196 ctrl = 0 sprpriority = 2 [State 196,1 ] type = Helper trigger1 = animelem = 14 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 196, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 196, 2] type = ChangeState trigger1 = AnimTime = 0 value = 197 ctrl = 0 ;--------------------------------------------------------- ;sasuke kawarime [Statedef 197] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 197 ctrl = 0 sprpriority = 2 [State 197, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 197, 1] type = PosAdd trigger1 = Time = 0 x = 200 [State 197, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------- ;kawarime tronco [Statedef 198] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 198 ctrl = 0 sprpriority = 2 [State 197, 1] type = PlaySnd trigger1 = animelem = 5 value = 0, 5 [State 198,1 ] type = DestroySelf trigger1 = time = 28 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100, 3] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 3050,***] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 100, 1] type = VelSet trigger1 = 1 trigger1 = var(20) = 1 x = const(velocity.run.fwd.x)+5 [State 100, 1] type = Changeanim trigger1 = 1 trigger1 = var(20) = 1 value = 223 [State 100, 1] type = VelSet trigger1 = 1 trigger1 = var(20) != 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 100, 4] type = ChangeState trigger1 = command != "holdfwd" trigger2 = movecontact value = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Stand Punch x [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 ;Number of air juggle points move takes 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 = 100 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 23, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 guard.sparkno = S675 sparkno = S671 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------- ;Stand Punch z [Statedef 215] type = S movetype= A physics = S juggle = 1 poweradd= 200 ctrl = 0 velset = 0,0 anim = 215 sprpriority = 2 [State 215,1] type = VarRandom trigger1 = time >= 1 v = 19 range = 0,100 [State 215, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger1 = var(19) >= 50 value = 240, 4 volume = 9999 channel = 0 [State 215, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 215, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 215, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [State 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [State 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. ;--------------------------------------------------------------------------- ;Stand Punch y [Statedef 210] type = S movetype= A physics = S juggle = 2 poweradd= 200 ctrl = 0 anim = 210 sprpriority = 2 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 10, 0 getpower = 40 givepower = 9 animtype = medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = 0, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 53, 0 getpower = 58 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = 0, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 fall = 1 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 16, 0 getpower = 0 givepower = 9 animtype = medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = 0, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = 0, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 217, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [state 0,0] type = velset trigger1 = animtime = 0 x = 0 ;--------------------------------------------------------------------------- ; Stand Kick a [Statedef 280] type = S movetype= A physics = S juggle = 4 poweradd= 100 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 280, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 280, 2] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 280, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing kick b [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 100 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 240, 2] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 3] type = PosAdd trigger1 = AnimElem = 7 x = 12 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------- ;Standing Kick c [Statedef 250] type = S movetype= A physics = S juggle = 1 poweradd= 200 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2 [State 250,1] type = VarRandom trigger1 = time >= 1 v = 19 range = 0,100 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger1 = var(19) >= 50 value = 240, 4 volume = 9999 channel = 0 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 10, 0 getpower = 40 givepower = 9 animtype = medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -30, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 53, 0 getpower = 58 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -30, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 fall = 1 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 16, 0 getpower = 0 givepower = 9 animtype = medium guardflag = M hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -30, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 250, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -30, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 2 [State 250, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Punch x [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 100 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching Punch y [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 100 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;-------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Crouching Punch z [Statedef 420] type = C movetype= A physics = C juggle = 2 poweradd= 100 ctrl = 0 anim = 420 sprpriority = 2 [State 400, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 49 getpower = 30 givepower = 15 priority = 4, Hit animtype = heavy hitflag = MAF guardflag = M pausetime = 10,10 guard.sparkno = S675 sparkno = S670 sparkxy = -10,-50 hitsound = S101, 3 guardsound = S0, 5 ground.type = Low ground.slidetime = 10 ground.hittime = 40 ground.velocity = 0,-11 air.hittime = 28 air.velocity = -4,-8 [State 400, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 55, 2 getpower = 0 givepower = 15 priority = 4, Hit animtype = heavy hitflag = MAF guardflag = M pausetime = 10,10 guard.sparkno = S675 sparkno = S670 sparkxy = -10,-50 hitsound = S101, 3 guardsound = S0, 5 ground.type = Low ground.slidetime = 10 ground.hittime = 40 ground.velocity = 0,-11 air.hittime = 28 air.velocity = -4,-8 [State 420, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 420, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Kick a [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 100 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 20 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Kick b [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 100 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------- ;Crouching Kick c [Statedef 450] type = C movetype= A physics = C juggle = 2 poweradd= 100 ctrl = 0 anim = 450 sprpriority = 2 [State 450, 1] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 49 getpower = 30 givepower = 15 priority = 4, Hit animtype = heavy hitflag = MAF guardflag = M pausetime = 10,10 guard.sparkno = S675 sparkno = S670 sparkxy = -10,-50 hitsound = S101, 3 guardsound = S0, 5 ground.type = Low ground.slidetime = 10 ground.hittime = 40 ground.velocity = 0,-11 air.hittime = 28 air.velocity = -4,-8 [State 450, 1] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 55, 2 getpower = 0 givepower = 15 priority = 4, Hit animtype = heavy hitflag = MAF guardflag = M pausetime = 10,10 guard.sparkno = S675 sparkno = S670 sparkxy = -10,-50 hitsound = S101, 3 guardsound = S0, 5 ground.type = Low ground.slidetime = 10 ground.hittime = 40 ground.velocity = 0,-11 air.hittime = 28 air.velocity = -4,-8 [State 450, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 450, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Punch x [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 100 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 7,8 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-58 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;--------------------------------------------------------------------------- ;Jump Punch y [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 100 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-55 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;------------------------------------------------------------- ;jump punch z [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 100 ctrl = 0 anim = 620 sprpriority = 2 [State 620, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 620, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-45 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Kick a [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 100 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 guard.sparkno = S675 sparkno = S671 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 ;--------------------------------------------------------------------------- ;Jump Kick b [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 100 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 ;----------------------------------------------------- ;jump kick c [Statedef 650] type = A movetype= A physics = A juggle = 4 poweradd= 100 ctrl = 0 anim = 650 sprpriority = 2 [State 650, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 650, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Attempt ; CNS difficulty: medium-advanced ; Description: Throws are not difficult to make, although then can be ; tedious at times. Throw attempt states have a HitDef of a ; special format. The key parameters in a throw are p1stateno ; and p2stateno. If the HitDef successfully connects, then ; the attacker will change to the state number specified by ; p1stateno, and the opponent will be change to the state ; number assigned to p2stateno. The special thing about p2stateno ; is that the opponent will be temporarily brought into the ; attacker's state file. In this case, no matter who the ; opponent is, he will be taken to state 820 of this file (kfm.cns) ; and remain here until the end of the throw (look at his debug ; information when he is being thrown; the text changes to yellow ; to mean that he is in another player's state file). [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [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 p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = 1 ;Force p2 to face KFM p1stateno = 810 ;On success, KFM changes to state 810 p2stateno = 820 ;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 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Kung Fu Throw - Throwing the opponent ; Description: In this state, KFM throws the opponent by binding him to ; various offsets based on his current frame of animation. For ; example, [State 810, Bind 1] binds the opponent to an offset of ; 28 pixels in front of KFM. That puts him around where KFM's hand ; is at. Is is important to keep the opponent bound using a ; TargetBind controller at all times, until you let him go. This ; is especially important if your player has a Clsn2 box that ; allows him to get hit while throwing someone. Each time a player ; gets hit, all his bound targets will be set to a fall state. If ; the opponent is not bound, then he may get stuck in his thrown ; state when his attacker is knocked out of the throw halfway. ; Notes: There is a TargetLifeAdd controller to decrease the opponent's ; life, and a TargetState controller to change his state to a ; falling state when KFM lets go of him. [Statedef 810] type = S movetype= A physics = N anim = 810 poweradd = 60 ; Here a variable, var(2), is used to remember whether or not the ; player was holding forward at the start of the state. This variable ; is checked later on to turn KFM around if necessary. [State 810, Holding fwd?] type = VarSet trigger1 = Time = 0 var(2) = command = "holdfwd" [State 810, Grab Sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 [State 810, Throw Sound] type = PlaySnd trigger1 = AnimElem = 7 value = 800, 0 [State 810, Bind 1] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 28, 0 [State 810, Width 2-11] type = Width trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0 edge = 60,0 [State 810, Bind 2-4] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0 pos = 58, 0 [State 810, Bind 5] type = TargetBind trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 pos = 47, 0 [State 810, holdfwd - Turn 6] ;If was holding fwd before, turn now type = Turn trigger1 = var(2) trigger1 = AnimElem = 6 [State 810, holdfwd - Pos 6] ;If was holding fwd before, move a little type = PosAdd trigger1 = var(2) trigger1 = AnimElem = 6 x = -37 [State 810, holdfwd - Turn Target 6] ;If was holding fwd before, turn target too type = TargetFacing trigger1 = var(2) trigger1 = AnimElem = 6 value = -1 [State 810, Bind 6] type = TargetBind trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 pos = 41, -60 [State 810, Bind 7] type = TargetBind trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 pos = 25, -75 [State 810, Bind 8] type = TargetBind trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0 pos = 15, -90 [State 810, Bind 9] type = TargetBind trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0 pos = -5, -96 [State 810, Bind 10] type = TargetBind trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0 pos = -14, -90 [State 810, Bind 11] type = TargetBind trigger1 = AnimElem = 11 pos = -50, -50 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 11 value = -78 [State 810, Throw 11] type = TargetState trigger1 = AnimElem = 11 value = 821 [State 810, Turn 12] type = Turn trigger1 = AnimElem = 12 [State 810, Pos 15] type = PosAdd trigger1 = AnimElem = 15 x = -10 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw ; (a custom gethit state) ; Description: This is the state that the opponent changes to after being ; hit by KFM's throw HitDef. The important thing here is to use a ; ChangeAnim2 controller. The difference between ChangeAnim2 and ; ChangeAnim is that ChangeAnim2 changes the player's animation to ; an action in the AIR file of the attacker (in this case, kfm.air), ; whereas ChangeAnim always changes the player to an action in his ; own AIR file. Look at Action 820 in kfm.air for some extra ; comments. [Statedef 820] type = A movetype= H physics = N velset = 0,0 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 ;In case attacker loses binding on player for any reason, this controller ;guarantees that the player will never get stuck in this thrown state. [State 820, 2] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 ;--------------------------------------------------------------------------- ;Thrown by Kung Fu Throw - thrown into the air ; (a custom gethit state) ; Description: This state has the opponent flying through the air and ; falling down onto the ground. The SelfState controller sets the ; opponent back using to his own state file when he his the ground. ; Controllers 821,2 and 821,3 allow the opponent to recover by ; hitting his recovery command when he is falling. [Statedef 821] type = A movetype= H physics = N velset = 2.8,-7 poweradd = 40 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Hit by Fast Kung Fu Palm - shaking from the hit ; (a custom gethit state) ; See State [Statedef 1025] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = 1 value = 1025 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 1026 ;------------------ ; Hit by Fast Kung Fu Palm - flying through the air ; (a custom gethit state) [Statedef 1026] type = A movetype= H physics = N [State 1026, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1026, Gravity] type = VelAdd trigger1 = 1 y = .45 [State 1026, No scroll] type = ScreenBound triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist < 65 trigger2 = FrontEdgeBodyDist < 65 value = 1 movecamera = 0,1 [State 1026, Hit wall] type = ChangeState triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1027 [State 1026, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ; Hit by Fast Kung Fu Palm - hit wall ; (a custom gethit state) [Statedef 1027] type = A movetype= H physics = N [State 1027, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1027, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1027, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 1027, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,1 [State 1027, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 0, floor (screenpos y) - 50 postype = back sprpriority = 3 [State 1027, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 1027 [State 1027, Sound] type = PlaySnd trigger1 = Time = 0 value = F7,0 [State 1027, State] type = ChangeState trigger1 = AnimTime = 0 value = 1028 ;------------------ ; Hit by Fast Kung Fu Palm - bounce off wall ; (a custom gethit state) [Statedef 1028] type = A movetype= H physics = N [State 1028, 1] type = NotHitBy trigger1 = 1 value = , NA, NP [State 1028, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1028, Vel X] type = VelSet trigger1 = Time = 0 x = 1.6 [State 1028, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1028, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;--------------------------------------------------------------------------- ; sasuke super chute [Statedef 1050] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 2 [State 1050, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 120, 7 [State 1050, 2] type = ChangeState trigger1 = AnimTime = 0 value = 1051 ctrl = 0 ;-------------------------------------------------------- ;sasuke super chute [Statedef 1051] type = S movetype= A physics = S juggle = 6 poweradd= 10 velset = 15,-5 anim = 1051 ctrl = 0 sprpriority = 2 [State 1051, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1051, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1051,***] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1051, 1] type = HitDef trigger1 = Time = 0 attr = A, SA animtype = Medium damage = 150, 50 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = -10,-70 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3.5,-7.5 guard.velocity = -7 air.velocity = -3.5,-7.5 fall = 1 [State 1051, 2] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; sasuke super chute b [Statedef 1060] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 2 [State 1050, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 120, 7 [State 1060, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1051 ;--------------------------------------------------------------------------- ; chamando kakashi [Statedef 1070] type = S movetype= A physics = S juggle = 6 poweradd= -2000 velset = 0,0 anim = 1080 ctrl = 0 sprpriority = 2 [State 1070, 1 ] type = Helper trigger1 = animelem = 1 trigger1 = facing = 1 trigger1 = numhelper(1071) = 0 helpertype = normal name = "kakashi" ID = 1071 pos = -100,0 postype = left facing = 1 stateno = 1071 keyctrl = 0 [State 1070, 2 ] type = Helper trigger1 = time = 0 trigger1 = facing = -1 trigger1 = numhelper(1071) = 0 helpertype = normal name = "kakashi" ID = 1071 pos = 100,0 postype = right facing = -1 stateno = 1071 keyctrl = 0 [State 1070, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 2 [State 1070, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ; kakashi chegando [Statedef 1071] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1071 ctrl = 0 [State 1073, 1] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 trigger12 = AnimElem = 4 trigger13 = AnimElem = 5 trigger14 = AnimElem = 6 trigger15 = AnimElem = 7 trigger16 = AnimElem = 8 x = 20 [State 1071, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1072 [State 1071, 5] type = ChangeState trigger1 = Time = 14 value = 1073 ctrl = 0 ;------------------ ; kakashi soco inicio [Statedef 1072] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1072 ctrl = 0 [State 1072, 1] type = PlaySnd trigger1 = animelem = 2 value = 100,1 channel = 0 [State 1072, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 10, 0 getpower = 40 givepower = 9 animtype = medium guardflag = A hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 1072, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 53, 0 getpower = 58 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 fall = 1 [State 1072, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 16, 0 getpower = 0 givepower = 9 animtype = medium guardflag = A hitflag = MAF priority = 4, Hit pausetime = 3, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -78 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -2 air.velocity = -3,-1 [State 1072, HitDef] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1072, 5] type = ChangeState trigger1 = Time = 24 value = 10731 ctrl = 0 ;---------------------------------------------------- ;corrida curta para frente [Statedef 10731] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1071 ctrl = 0 [State 10731, 1] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 trigger7 = AnimElem = 7 trigger8 = AnimElem = 8 x = 8 [State 10731, 5] type = ChangeState trigger1 = Time = 16 value = 1073 ctrl = 0 ;------------------------------------------------ ;parado lendo [Statedef 1073] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 10731 ctrl = 0 [State 1073, 1] type = PlaySnd trigger1 = animelem = 2 value = 6,10 [State 1073, 1] 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 = S, NA pausetime = 1, 100 hitflag = MAF priority = 5 guardflag = A sparkno = s3666 p1stateno = 10721 [State 1073, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 1075 time = -1 [State 1073, 6] type = DestroySelf trigger1 = AnimTime = 200 ;---------------------------------------------------------- ; kakashi soco [Statedef 10721] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1072 ctrl = 0 [State 10721, 1] type = PlaySnd trigger1 = animelem = 2 value = 101,0 channel = 0 [State 200, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 23, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 300 guard.sparkno = S675 sparkno = S1003 sparkxy = -10, -76 hitsound = S101, 2 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 p1stateno = 10751 [State 10721, 5] type = ChangeState trigger1 = AnimTime = 0 value = 10741;1073 ctrl = 0 ;------------------------------------------------- ; corrida para tras [Statedef 10741] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1074 ctrl = 0 [State 10741, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 10741, 1] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 10741, 1] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10741, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1073 ctrl = 0 ;----------------------------------------------------------- ; kakashi saindo [Statedef 1074] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1074 ctrl = 0 [State 1074, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 1074, 1] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 1074, 1] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1074, 6] type = DestroySelf trigger1 = Time = 150 ;---------------------------------------------------- ;invocando o c縊 1 [Statedef 10751] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 10751 sprpriority = 6 ctrl = 0 [State 10751, 1] type = SuperPause trigger1 = AnimElem = 3 time = 500 pos = 0,0 anim = S610140 sound = S6100, 9 movetime = 500 darken = 0 [State 10751, 1] type = PlaySnd trigger1 = animelem = 5 value = 6, 3 [State 10751, 1] type = PlaySnd trigger1 = animelem = 47 value = 6, 9 [State 10751,1] type = Explod trigger1 =AnimElem = 7 anim = 10260 id = 10260 pos = 0,10 postype = p1 bindtime = 410 removetime = 410 supermovetime = 410 ownpal = 1 [State 10751,2] type = Explod trigger1 =AnimElem = 7 anim = 3 id = 3 pos = 0,10 postype = p1 bindtime = 410 removetime = 410 supermovetime = 410 ownpal = 1 [State 10751, 6] type = PosAdd trigger1 = Time = 0 y = 0 [State 10751, 1 ] type = Helper trigger1 = animelem = 44 trigger1 = facing = 1 trigger1 = numhelper(10781) = 0 helpertype = normal name = "c縊(frente)" ID = 10781 pos = 100,0 postype = p2 facing = -1 stateno = 10781 keyctrl = 0 [State 10751, 2 ] type = Helper trigger1 = animelem = 44 trigger1 = facing = -1 trigger1 = numhelper(10781) = 0 helpertype = normal name = "c縊 (frente)" ID = 10781 pos = 100,0 postype = p2 facing = -1 stateno = 10781 keyctrl = 0 ;--------------------------- [State 10751, 3 ] type = Helper trigger1 = animelem = 44 trigger1 = facing = 1 trigger1 = numhelper(10661) = 0 helpertype = normal name = "c縊(atras)" ID = 10661 pos = -120,0 postype = p2 facing = 1 stateno = 10661 keyctrl = 0 [State 10751, 4 ] type = Helper trigger1 = animelem = 44 trigger1 = facing = -1 trigger1 = numhelper(10661) = 0 helpertype = normal name = "c縊(atras)" ID = 10661 pos = -120,0 postype = p2 facing = 1 stateno = 10661 keyctrl = 0 [State 10751, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 1073 ctrl = 0 [State 10751, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1069 ctrl = 0 ;---------------------------------------------------------------- ;cachorro chegando (atras) 1 [Statedef 10661] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1065 ctrl = 0 [State 10661, 1] type = SuperPause trigger1 = AnimElem = 2 time = 80 pos = 0,0 anim = S1014011 sound = S100222, 9 poweradd = -3000 movetime = 80 darken = 0 [State 10661, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 4 [State 10661, 1] type = PlaySnd trigger1 = animelem = 5 value = 6, 5 [State 10661, 1] type = PlaySnd trigger1 = animelem = 10 value = 6, 6 [State 10661, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1064 ctrl = 0 ;------------------------------------------------------------------ ;cachorro chegando (frente) 1 [Statedef 10781] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1078 ctrl = 0 [State 10781, 1] type = SuperPause trigger1 = AnimElem = 1 time = 80 pos = 0,0 anim = S1014011 sound = S100222, 9 movetime = 80 darken = 0 [State 10781, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 4 [State 10781, 1] type = PlaySnd trigger1 = animelem = 5 value = 6, 5 [State 10781, 1] type = PlaySnd trigger1 = animelem = 10 value = 6, 6 [State 10781, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1079 ctrl = 0 ;----------------------------------------------------------- ;kawarimi kakashi [Statedef 1075] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1075 ctrl = 0 [State 1075, 1] type = SuperPause trigger1 = AnimElem = 1 time = 28 pos = 0,0 anim = S3666 sound = S3666, 0 movetime = 28 darken = 0 [State 1075, 1] type = PlaySnd trigger1 = animelem = 3 value = 6, 2 [State 1075, 1 ] type = Helper trigger1 = animelem = 14 trigger1 = facing = 1 trigger1 = numhelper(10761) = 0 helpertype = normal name = "kakashi(frente)" ID = 10761 pos = 100,0 postype = p2 facing = -1 stateno = 10761 keyctrl = 0 [State 1075, 2 ] type = Helper trigger1 = animelem = 14 trigger1 = facing = -1 trigger1 = numhelper(10761) = 0 helpertype = normal name = "kakashi (frente)" ID = 10761 pos = 100,0 postype = p2 facing = -1 stateno = 10761 keyctrl = 0 ;------------- [State 1075,1 ] type = Helper trigger1 = animelem = 14 helpertype = normal name = "tronco" ID = 198 pos = 0,0 postype = p1 facing = 1 stateno = 198 supermovetime = 28 [State 1075,1 ] type = DestroySelf trigger1 = animelem = 14 ;------------------------------------------------------ ;state de transi鈬o sem imagem p/invocamento dos c綟s [Statedef 10761] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 10761 sprpriority = 6 ctrl = 0 [State 10761, 6] type = PosAdd trigger1 = Time = 0 x = -100 [State 10761, 1 ] type = Helper trigger1 = animelem = 1 trigger1 = facing = 1 trigger1 = numhelper(1076) = 0 helpertype = normal name = "kakashi(frente)" ID = 1076 pos = 40,0 postype = left facing = 1 stateno = 1076 keyctrl = 0 [State 10761, 2 ] type = Helper trigger1 = animelem = 1 trigger1 = facing = -1 trigger1 = numhelper(1076) = 0 helpertype = normal name = "kakashi (frente)" ID = 1076 pos = -40,0 postype = right facing = -1 stateno = 1076 keyctrl = 0 [State 10761,1 ] type = DestroySelf trigger1 = time = 20 ;---------------------------------------------------- ;invocando o c縊 [Statedef 1076] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1076 sprpriority = 6 ctrl = 0 [State 1076, 1] type = SuperPause trigger1 = AnimElem = 2 time = 553 pos = 0,0 anim = S10140 sound = S100, 9 movetime = 553 darken = 0 [State 1076, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 2 [State 1076, 1] type = PlaySnd trigger1 = animelem = 16 value = 6, 3 [State 1076, 1] type = PlaySnd trigger1 = animelem = 58 value = 6, 9 [State 1076,1] type = Explod trigger1 =AnimElem = 18 anim = 10260 id = 10260 pos = 0,10 postype = p1 bindtime = 410 removetime = 410 supermovetime = 410 ownpal = 1 [State 1076,2] type = Explod trigger1 =AnimElem = 18 anim = 3 id = 3 pos = 0,10 postype = p1 bindtime = 410 removetime = 410 supermovetime = 410 ownpal = 1 [State 1076, 6] type = PosAdd trigger1 = Time = 0 y = 0 [State 1076, 1 ] type = Helper trigger1 = animelem = 54 trigger1 = facing = 1 trigger1 = numhelper(1078) = 0 helpertype = normal name = "c縊(frente)" ID = 1078 pos = 100,0 postype = p2 facing = -1 stateno = 1078 keyctrl = 0 [State 1076, 2 ] type = Helper trigger1 = animelem = 54 trigger1 = facing = -1 trigger1 = numhelper(1078) = 0 helpertype = normal name = "c縊 (frente)" ID = 1078 pos = 100,0 postype = p2 facing = -1 stateno = 1078 keyctrl = 0 ;--------------------------- [State 1076, 3 ] type = Helper trigger1 = animelem = 54 trigger1 = facing = 1 trigger1 = numhelper(1066) = 0 helpertype = normal name = "c縊(atras)" ID = 1066 pos = -120,0 postype = p2 facing = 1 stateno = 1066 keyctrl = 0 [State 1076, 4 ] type = Helper trigger1 = animelem = 54 trigger1 = facing = -1 trigger1 = numhelper(1066) = 0 helpertype = normal name = "c縊(atras)" ID = 1066 pos = -120,0 postype = p2 facing = 1 stateno = 1066 keyctrl = 0 [State 1076, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 1073 ctrl = 0 [State 1076, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1069 ctrl = 0 ;---------------------------------------------------------------- ;cachorro chegando (atras) [Statedef 1066] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1065 ctrl = 0 [State 1066,1 ] type = BindToParent trigger1 = rootdist Y!=0 time = 58 pos = 0,0 [State 1066, 1] type = SuperPause trigger1 = AnimElem = 2 time = 80 pos = 0,0 anim = S1014011 sound = S100222, 9 poweradd = -3000 movetime = 80 darken = 0 [State 1066, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 4 [State 1066, 1] type = PlaySnd trigger1 = animelem = 5 value = 6, 5 [State 1066, 1] type = PlaySnd trigger1 = animelem = 10 value = 6, 6 [State 1066, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1064 ctrl = 0 ;------------------------------------------------- ;cachorro indo pra cima (atras) [Statedef 1064] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1064 ctrl = 0 [State 1064, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 7 [State 1064, 1] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 x = 5 [State 1064, 2] type = HitDef trigger1 = Time = 0 attr = S, NT animtype = light damage = ifelse (palno < 7, 35, 30),0 guardflag = A hitflag = MA pausetime = 0,5 sparkno = 0 sparkxy = -10,-33 Hitsound = s13,1 Guardsound = s5,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 10 p1stateno = 1063 air.type = High air.velocity = 10 air.hittime = 10 air.juggle = 16 [State 1064, 5] type = ChangeState trigger1 = Time = 15 value = 1063 ctrl = 0 ;------------------------------ ;cachorro segurando p2 (atras) [Statedef 1063] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1063 ctrl = 0 [State 1063, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 7 [State 1063, 2] type = HitDef trigger1 = Time = 0 attr = S, NT animtype = Light damage = ifelse (palno < 7, 35, 30),0 guardflag = A hitflag = MA pausetime = 150,350 sparkno = 0 sparkxy = -10,-33 Hitsound = s13,1 Guardsound = s5,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 10 air.type = High air.velocity = 10;-3,-4 air.hittime = 10 air.juggle = 16 [State 1063, 5] type = ChangeState trigger1 = Time = 160 value = 1062 ctrl = 0 ;-------------------------------------------------- ;cachorro sumindo (atras) [Statedef 1062] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1062 ctrl = 0 [State 1079, 6] type = DestroySelf trigger1 = Time = 32 ;------------------------------------------------------------------ ;cachorro chegando (frente) [Statedef 1078] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1078 ctrl = 0 [State 1078,1 ] type = BindToParent trigger1 = rootdist Y!=0 time = 58 pos = 0,0 [State 1078, 1] type = SuperPause trigger1 = AnimElem = 1 time = 80 pos = 0,0 anim = S1014011 sound = S100222, 9 movetime = 80 darken = 0 [State 1078, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 4 [State 1078, 1] type = PlaySnd trigger1 = animelem = 5 value = 6, 5 [State 1078, 1] type = PlaySnd trigger1 = animelem = 10 value = 6, 6 [State 1078, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1079 ctrl = 0 ;--------------------------------------------------- ;cachorro indo pra cima (frente) [Statedef 1079] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1079 ctrl = 0 [State 1079, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 7 [State 1079, 1] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 1 trigger7 = AnimElem = 2 trigger8 = AnimElem = 3 trigger9 = AnimElem = 4 trigger10 = AnimElem = 5 trigger11 = AnimElem = 1 x = 8 [State 1079, 2] type = HitDef trigger1 = Time = 0 attr = S, NT animtype = light damage = ifelse (palno < 7, 35, 30),0 guardflag = A hitflag = MA pausetime = 0,20 sparkno = 0 sparkxy = -10,-33 Hitsound = s13,1 Guardsound = s5,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 20 p1stateno = 1077 air.type = High air.velocity = 5;-3,-4 air.hittime = 10 air.juggle = 16 [State 1079, 5] type = ChangeState trigger1 = Time = 50 value = 1067 ctrl = 0 ;---------------------------------------------- ;cachorro segurando p2 (frente) [Statedef 1077] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1077 ctrl = 0 [State 1077, 1] type = PlaySnd trigger1 = animelem = 1 value = 6, 7 [State 1077, 2] type = HitDef trigger1 = Time = 0 attr = S, NT animtype = Light damage = ifelse (palno < 7, 35, 30),0 guardflag = A hitflag = MA pausetime = 150,350 sparkno = 0 sparkxy = -10,-33 Hitsound = s13,1 Guardsound = s5,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 5 air.type = High air.velocity = 5;-3,-4 air.hittime = 10 air.juggle = 16 [State 1077, 5] type = ChangeState trigger1 = Time = 250 value = 1067 ctrl = 0 ;------------------------------------------------ ;cachorro sumindo (frente) [Statedef 1067] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 1067 ctrl = 0 [State 1067, 6] type = DestroySelf trigger1 = Time = 32 ;-------------------------------------------------------------- ; kakashi chidori [Statedef 1069] type = S movetype= A physics = S juggle = 4 poweradd= 100 velset = 0,0 anim = 1070 ctrl = 0 sprpriority = 2 [State 1069, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1069, Super A] type = SuperPause trigger1 = AnimElem = 1 time = 190 pos = 0, -30 anim = S10140 sound = S100, 9 movetime = 190 [State 1069,***] type = Explod trigger1 = AnimElem = 5 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1069, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 6, 8 [State 1069, 0] type = Explod trigger1 = animelem = 4 id = 6156 anim = 6156 pos = -10,0 postype = p1 sprpriority = 4 bindtime = 170 removetime = 170 ownpal = 1 supermove = 1 [State 1069,1] type = Explod trigger1 = AnimElem = 4 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 190 ownpal = 1 [State 1069,2] type = Explod trigger1 =AnimElem = 4 anim = 10290 id = 10290 pos = 10,5 postype = p1 sprpriority = 4 bindtime = 170 removetime = 170 supermovetime = 170 ownpal = 1 [State 1069,3] type = Explod trigger1 =AnimElem = 4 anim = 10300 id = 10300 pos = 10,5 postype = p1 sprpriority = 4 bindtime = 170 removetime = 170 supermovetime = 170 ownpal = 1 [State 1069,4] type = Explod trigger1 =AnimElem = 4 anim = 10310 id = 10310 pos = 10,5 postype = p1 sprpriority = 4 bindtime = 170 removetime = 170 supermovetime = 170 ownpal = 1 [State 1069,5] type = Explod trigger1 =AnimElem = 4 anim = 10320 id = 10320 pos = 10,5 postype = p1 sprpriority = 4 bindtime = 170 removetime = 170 supermovetime = 170 ownpal = 1 [State 1069,6] type = Explod trigger1 =AnimElem = 4 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 150 removetime = 150 supermovetime = 170 ownpal = 1 [State 1069, 4] type = EnvShake trigger1 = AnimElem = 4 time = 150 freq = 150 ampl = -6 phase = 90 [State 1069, 5] type = velset trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 trigger3 = AnimElem = 7 trigger4 = AnimElem = 8 trigger5 = AnimElem = 9 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 12 trigger9 = AnimElem = 13 x = 20 [State 1069, 4] type = AfterImage trigger1 =AnimElem = 5 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1069, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 4 sparkno = -1 sprpriority = 2 p1stateno = 1068 fall = 0 [State 1069, 4] type = ChangeState trigger1 = Time = 212 value = 1068 ctrl = 0 ;------------------------------------------------ ;kakashi chidori acerto [Statedef 1068] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1068 sprpriority = 2 [State 1068, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1068, 12] type = Explod trigger1 = movehit = 1 anim = 6158 pos = 180,-90 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1068,1] type = Explod trigger1 =AnimElem = 2 anim = 10290 id = 10290 pos = 60,-60 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1068, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 x = 10 [State 1068,2] type = Explod trigger1 =AnimElem = 1 anim = 10300 id = 10300 pos = 60,-60 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1068, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 11 [State 1068, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 110, 10 [State 1068,3] type = Explod trigger1 =AnimElem = 2 anim = 10310 id = 10310 pos = 60,-60 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1068,4] type = Explod trigger1 =AnimElem = 3 anim = 10320 id = 10320 pos = 60,-60 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1068, 1] type = HitDef trigger1 = time = 0 attr = S, NA damage = 450, 0 animtype = Light guardflag = A hitflag = MAFD priority = 3, Hit pausetime = 0, 100 sparkno = -1 sparkxy = -5, -25 hitsound = S6, 1 guardsound = 6, 1 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4,-0.5 airguard.velocity = -1.9,0.8 air.type = High air.velocity = -1.4,3 air.hittime = 12 fall = 1 [State 1068, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1074 ctrl = 0 ;----------------------------------------------------- ;------------------------------------------------------------- ; subindo com chute [Statedef 1100] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 100, 3 [State 1100, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 52, 4 priority = 5 guardflag = MA pausetime = 4,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 ;Force p2 into a standing state if hit [State 1100, 3] type = HitDef trigger1 = AnimElem = 4 attr = S, SA animtype = Up damage = 55, 4 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -1,-7.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 ;Make p2 fall down fall.recovertime = 40 ;40 ticks before p2 can recover from fall yaccel = .4 ;p2 will accelerate down at .4 pixels/sec^2 when falling [State 1100, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1105 ctrl = 1 ;--------------------------------------------------------------------------- ; subindo com chute [Statedef 1105] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,-5 anim = 1105 ctrl = 0 sprpriority = 2 [State 1105, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1105, 1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1105, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 4 [State 1105, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 52, 4 priority = 5 guardflag = MA pausetime = 4,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 ;Force p2 into a standing state if hit [State 1105, 3] type = HitDef trigger1 = AnimElem = 1 attr = S, SA animtype = Up damage = 55, 4 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -1,-7.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 ;Make p2 fall down fall.recovertime = 40 ;40 ticks before p2 can recover from fall yaccel = .4 ;p2 will accelerate down at .4 pixels/sec^2 when falling [State 1105, 5] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;------------------------------------------------------------------------ ; subindo com soco [Statedef 1110] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1110 ctrl = 0 sprpriority = 2 [State 1085, 5] type = velset trigger1 = AnimElem = 1 x = 5 [State 1110, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 1110, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 120, 7 [State 1110, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 57, 4 priority = 5 guardflag = MA pausetime = 4,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 [State 1110, 3] type = HitDef trigger1 = AnimElem = 2 attr = S, SA animtype = Up damage = 60, 4 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,-10.5 guard.velocity = -6 air.velocity = -1,-8.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 fall.recovertime = 50 yaccel = .4 [State 1110, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1111 ctrl = 0 ;--------------------------------------------------------------------------- ; subindo com soco [Statedef 1111] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 9,-6 anim = 1111 ctrl = 0 sprpriority = 2 [State 1111, 1] type = AfterImage trigger1 = AnimElem = 1 time = 30 length = 20 palcolor = 256 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 trans = add1 [State 1111, 1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1111, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 4 [State 1111, 2] type = HitDef trigger1 = Time = 0 attr = S, SA animtype = Med damage = 52, 4 priority = 5 guardflag = MA pausetime = 4,8 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-48 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -2,-2 airguard.velocity = -4,-4.5 p2facing = 1 forcestand = 1 ;Force p2 into a standing state if hit [State 1111, 3] type = HitDef trigger1 = AnimElem = 1 attr = S, SA animtype = Up damage = 55, 4 priority = 5 guardflag = MA pausetime = 12,12 guard.sparkno = S675 sparkno = S671 sparkxy = 0,-110 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4, -10 guard.velocity = -6 air.velocity = -1,-7.5 airguard.velocity = -4,-4.5 p2facing = 1 fall = 1 ;Make p2 fall down fall.recovertime = 40 ;40 ticks before p2 can recover from fall yaccel = .4 ;p2 will accelerate down at .4 pixels/sec^2 when falling [State 1111, 5] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;---------------------------------------------------------------- ; selo nivel 3 [Statedef 1120] type = S movetype= A physics = S juggle = 6 poweradd= -2000 velset = 0,0 anim = 1120 ctrl = 0 sprpriority = 2 [State 1120, SuperPause ] type = SuperPause trigger1 = AnimElem = 1 time = 90 pos = 0, 0 anim = 3050 sound = S100, 91 movetime = 90 darken = 1 [State 1120, 1] type = PlaySnd trigger1 = AnimElem = 9 value = 101, 4 [State 1120, 2] type = PlaySnd trigger1 = AnimElem = 47 value = 0, 3 [State 1120, 3] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 5 [State 1120, 4] type = PlaySnd trigger1 = AnimElem = 46 value = 101, 7 [State 1120,1] type = Explod trigger1 =AnimElem = 13 anim = 1121 id = 1121 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 59 anim = 1122 id = 1122 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 25 anim = 1123 id = 1123 pos = -50,0 postype = left bindtime = 240 removetime = 240 supermovetime = 240 ownpal = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 13 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 257 removetime = 257 supermovetime = 257 ownpal = 1 [State 1120,2] type = Explod trigger1 =AnimElem = 13 anim = 1119 id = 1119 pos = -13,25 postype = p1 sprpriority = 3 bindtime = 257 removetime = 257 supermovetime = 257 ownpal = 1 [State 1120,3] type = Explod trigger1 =AnimElem = 46 anim = 1118 id = 1118 pos = 110,-50 postype = p1 sprpriority = 3 bindtime = 12 removetime = 12 supermovetime = 12 ownpal = 1 [State 1210,2] type = helper trigger1 = AnimElem = 13 name = "energia" id = 1119 pos = -13,25 postype = p1 stateno = 1119 sprpriority = 3 helpertype = normal ownpal = 1 keyctrl = 1 [State 1120, HitDef] type = HitDef trigger1 = AnimElem = 46 trigger2 = AnimElem = 47 trigger3 = AnimElem = 48 trigger4 = AnimElem = 49 trigger5 = AnimElem = 50 trigger6 = AnimElem = 52 trigger7 = AnimElem = 53 attr = A, NA damage = 150, 100 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 2 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,0;-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 p1stateno = 11200 [State 1120, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 12252 ctrl = 0 [State 1120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11300 ctrl = 0 ;------------------------------------------------------------------ ; selo nivel 3 energia [Statedef 1119] type = A movetype= A physics = N velset = 0,0 sprpriority = 3 ctrl = 0 anim = 1119 [State 1250, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 6 [State 1119, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 8 trigger3 = AnimElem = 16 attr = A, NA damage = 60, 30 getpower = 0 givepower = 14 animtype = heavy guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1119, 4] type = DestroySelf trigger1 = Time = 257 ;------------------------------------------------------- ;selo nivel 3 soco voltando [StateDef 11200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 11200 poweradd = 300 [State 11200,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 77 removetime = 77 supermovetime = 77 ownpal = 1 [State 11200, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 12252 ctrl = 0 [State 11200, 1] type = ChangeState trigger1 = AnimTime = 0 value = 11300 ctrl = 0 ;----------------------------------------------------------- ;selo 3 abaixado [Statedef 11300] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1030 sprpriority = 8 [State 11300, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 11301 [State 11300, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 11301 time = 80 [State 11200,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 80 removetime = 80 supermovetime = 80 ownpal = 1 [State 11300, 1] type = ChangeState trigger1 = Time = 80 value = 11301 ctrl = 0 ;------------------------------------------------------------ ;selo 3 indo pra cima com soco [Statedef 11301] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1020 sprpriority = 8 [State 11301,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 35 removetime = 35 supermovetime = 35 ownpal = 1 [State 11301,1 ] type = VelSet trigger1 = animelem = 3 trigger2 = animelem = 4 x = 30 [State 11301, 1] type = AfterImage trigger1 =AnimElem = 3 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 11301, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 200, 100 getpower = 58 givepower = 14 animtype = heavy;Light guardflag = A hitflag = MAF priority = 4, Hit pausetime = 10, 400 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -50 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 p1stateno = 10183 [State 11301, 1] type = ChangeState trigger1 = Time = 100 value = 12252 ctrl = 0 ;---------------------------------------------------------- ;selo 3 pulo para tras [Statedef 10183] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 12251 ctrl = 0 [State 10183, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 10183,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 35 removetime = 35 supermovetime = 35 ownpal = 1 [State 10183, 5] type = VelSet trigger1 = AnimElem = 1 x = -2 y = -8 [State 10183, 0] type = veladd trigger1 = 1 y = 0.5 [State 10183, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 12252 ctrl = 0 [State 10183, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 1018 ctrl = 0 ;------------------------------------------------------- ;selo nivel 3 chidori inicio [StateDef 1018] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1018 poweradd = 300 [State 1018, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 40, 1 [State 1018, 1] type = PlaySnd trigger1 = time = 90 value = 40, 2 [State 1018,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 250 removetime = 250 supermovetime = 250 ownpal = 1 [State 1018, 0] type = Explod triggerall = NumExplod(6155) = 0 trigger1 = time = 0 id = 6155 anim = 6155 pos = 0,-25 postype = p1 sprpriority = 4 bindtime = 220 removetime = 220 ownpal = 1 supermove = 1 [State 1018,1] type = Explod trigger1 = AnimElem = 1 anim = 6160 id = 6160 pos = 0,-25 postype = p1 sprpriority = 4 supermovetime = 220 ownpal = 1 [State 1018,1] type = Explod trigger1 = AnimElem = 1 anim = 10110 id = 10110 pos = -20,0 postype = p1 sprpriority = 4 supermovetime = 220 ownpal = 1 [State 1018,2] type = Explod trigger1 =AnimElem = 1 anim = 10290 id = 10290 pos = -10,5 postype = p1 sprpriority = 4 bindtime =220 removetime = 220 supermovetime = 220 ownpal = 1 [State 1018,3] type = Explod trigger1 =AnimElem = 1 anim = 10300 id = 10300 pos = -10,5 postype = p1 sprpriority = 4 bindtime =220 removetime = 220 supermovetime = 220 ownpal = 1 [State 1018,4] type = Explod trigger1 =AnimElem = 1 anim = 10310 id = 10310 pos = -10,5 postype = p1 sprpriority = 4 bindtime =220 removetime = 220 supermovetime = 220 ownpal = 1 [State 1018,5] type = Explod trigger1 =AnimElem = 1 anim = 10320 id = 10320 pos = -10,5 postype = p1 sprpriority = 4 bindtime =220 removetime = 220 supermovetime = 220 ownpal = 1 [State 1018,6] type = Explod trigger1 =AnimElem = 1 anim = 10260 id = 10260 pos = -20,0 postype = p1 sprpriority = -2 bindtime = 220 removetime = 220 supermovetime = 220 ownpal = 1 [State 1018,1 ] type = VelSet trigger1 = animelem = 4 x = -17 y = -7 [State 1018, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 101, 1 [State 1018, 1] type = AfterImage trigger1 =AnimElem = 4 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1018,1] type = Explod trigger1 = AnimElem = 4 anim = 102 id = 102 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1018,1] type = helper trigger1 = AnimElem = 4 name = "helper1" id = 10181 pos = 25,-58 postype = p1 stateno = 10181 helpertype = normal ownpal = 1 keyctrl = 1 [State 1018,1] type = helper trigger1 = AnimElem = 4 name = "helper1" id = 10182 pos = 25,-58 postype = p1 stateno = 10182 helpertype = normal ownpal = 1 keyctrl = 1 [State 1018, 1] type = ChangeState trigger1 = AnimTime = 0 value = 1019 ctrl = 0 ;------------------------------------------------------------ ;selo energia chidori [Statedef 10181] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 6154 sprpriority = 8 [State 10181,1 ] type = VelSet trigger1 = animelem = 1 x = -17 y = -7 [State 10181,1 ] type = DestroySelf trigger1 = time = 25 ;--------------------------------------------------------- ;selo energia chidori [Statedef 10182] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 6162 sprpriority = 8 [State 10181,2 ] type = VelSet trigger1 = animelem = 1 x = -17 y = -7 [State 10182,1 ] type = DestroySelf trigger1 = time = 25 ;---------------------------------------------------------- ;selo nivel 3 chidori indo pra cima [StateDef 1019] type = A movetype= A physics = N juggle = 1 velset = 0,0 ctrl = 0 anim = 1019 poweradd = 300 [State 1019, 1] type = SuperPause trigger1 = time = 36 time = 40 pos = 0, -30 anim = S3666 sound = S3666, 0 sprpriority = 1 movetime = 40 darken = 0 [State 1019, 0] type = Explod triggerall = NumExplod(6154) = 0 trigger1 = animelem = 1 id = 6154 anim = 6154 pos = 5,-50 postype = p1 sprpriority = 4 bindtime = 16 removetime = 16 ownpal = 1 supermove = 1 [State 1019,1] type = Explod trigger1 = AnimElem = 1 anim = 6162 id = 6162 pos = 5,-50 postype = p1 sprpriority = 4 supermovetime = 16 ownpal = 1 [State 1019, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 7 [State 1019, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 120, 2 [State 1019, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 1019, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 110, 10 [State 1019, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 100, 11 [State 1019, 1] type = AfterImage trigger1 =AnimElem = 5 time = 20 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1019,1 ] type = VelSet trigger1 = animelem = 5 x = 18 y = 9;5 [State 1019, HitDef] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 600, 100 getpower = 58 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 100, 100 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -50 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 fall = 1 [State 1019, 0] type = Explod triggerall = NumExplod(6154) = 0 trigger1 = animelem = 3 id = 6154 anim = 6154 pos = 5,-45 postype = p1 sprpriority = 4 bindtime = 40 removetime = 40 ownpal = 1 supermove = 1 [State 1019,1] type = Explod trigger1 = AnimElem = 3 anim = 6162 id = 6162 pos = 5,-45 postype = p1 sprpriority = 4 supermovetime = 40 ownpal = 1 [State 1019,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 200 removetime = 200 supermovetime = 200 ownpal = 1 [State 1019, 1] type = Explod trigger1 = animelem = 5 id = 3051 anim = 3051 pos = 220,80 postype = p1 sprpriority = 10 ownpal = 1 ;----raios--- [State 1019,1] type = Explod trigger1 =AnimElem = 3 anim = 10290 id = 10290 pos = -13,-7 postype = p1 sprpriority = 4 bindtime =40 removetime = 40 supermovetime = 40 ownpal = 1 [State 1019,2] type = Explod trigger1 =AnimElem = 3 anim = 10300 id = 10300 pos = -13,-7 postype = p1 sprpriority = 4 bindtime =40 removetime = 40 supermovetime = 40 ownpal = 1 [State 1019,3] type = Explod trigger1 =AnimElem = 3 anim = 10310 id = 10310 pos = -13,-7 postype = p1 sprpriority = 4 bindtime =40 removetime = 40 supermovetime = 40 ownpal = 1 [State 1019,4] type = Explod trigger1 =AnimElem = 3 anim = 10320 id = 10320 pos = -13,-7 postype = p1 sprpriority = 4 bindtime =40 removetime = 40 supermovetime = 40 ownpal = 1 [State 1019, Explod] type = Explod triggerall = NumExplod(6154) = 0 trigger1 = animelem = 3 id = 6154 anim = 6154 pos = 9,-47 postype = p1 sprpriority = 4 bindtime = 40 removetime = 40 ownpal = 1 supermove = 1 [State 1019,Explod] type = Explod trigger1 = AnimElem = 3 anim = 6162 id = 6162 pos = 9,-47 postype = p1 sprpriority = 4 supermovetime = 40 ownpal = 1 ;--------------------- explod indo pra cima -- [State 1019,5] type = Explod trigger1 =AnimElem = 5 anim = 10290 id = 10290 pos = 40,5 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 100 ownpal = 1 [State 1019,6] type = Explod trigger1 =AnimElem = 5 anim = 10300 id = 10300 pos = 40,5 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 100 ownpal = 1 [State 1019,7] type = Explod trigger1 =AnimElem = 5 anim = 10310 id = 10310 pos = 40,5 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 100 ownpal = 1 [State 1019,8] type = Explod trigger1 =AnimElem = 5 anim = 10320 id = 10320 pos = 40,5 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 100 ownpal = 1 ;----raios fim-- [State 1019,9] type = Explod trigger1 =AnimElem = 5 anim = 6163 id = 6163 pos = 50,-5 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 100 ownpal = 1 [State 1019, 4] type = EnvShake trigger1 = AnimElem = 5 time = 75 freq = 150 ampl = -6 phase = 90 [State 1019, 5] type = ChangeState trigger1 = Pos Y >= 2 trigger1 = Vel Y > 2 value = 12251 ;---------------------------------------------------------- ;selo nivel 3 chidori fim [Statedef 12251] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 12251 ctrl = 0 [State 1051, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1120,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 35 removetime = 35 supermovetime = 35 ownpal = 1 [State 12251, 5] type = VelSet trigger1 = AnimElem = 1 x = -5 y = -8 [State 12251, 0] type = veladd trigger1 = 1 y = 0.5 [State 12251, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 12252 ctrl = 0 ;--------------------------------------------- ;selo nivel 3 destransformando [Statedef 12252] type = S movetype= A physics = S juggle = 6 velset = 0,0 anim = 12252 ctrl = 0 sprpriority = 2 [State 1018, 1] type = SuperPause trigger1 = AnimElem = 2 time = 190 pos = 0, -30 anim = S3666 sound = S3666, 0 sprpriority = 1 movetime = 143 darken = 0 [State 12252, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 40, 0 [State 12252, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 101, 10 [State 12252,1] type = Explod trigger1 =AnimElem = 1 anim = 1124 id = 1124 pos = -50,0 postype = left bindtime = 73 removetime = 73 supermovetime = 73 ownpal = 1 [State 12252,1] type = Explod trigger1 =AnimElem = 11 anim = 1122 id = 1122 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 12252, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; chidori inicio [Statedef 1250] type = S movetype= A physics = S juggle = 6 poweradd= 100 velset = 0,0 anim = 1250 ctrl = 0 [State 1250,1] type = Explod trigger1 = AnimElem = 4 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1250, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 7 [State 1250, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 120, 3 [State 1250, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 120, 2 [State 1250, 1] type = SuperPause trigger1 = AnimElem = 2 time = 190 pos = 0, -30 anim = S10140 sound = S100, 9 poweradd = -2000 sprpriority = 1 movetime = 190 [State 1250, 1] type = SuperPause trigger1 = AnimElem = 4 time = 16 pos = 0, -30 anim = S3666 sound = S3666, 0 sprpriority = 1 movetime = 16 darken = 0 [State 1250, 0] type = Explod triggerall = NumExplod(6156) = 0 trigger1 = time = 0 id = 6156 anim = 6156 pos = -2,0 postype = p1 sprpriority = 4 bindtime = 100 removetime = 190 ownpal = 1 supermove = 1 [State 1250,1] type = Explod trigger1 = AnimElem = 2 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 190 ownpal = 1 [State 1250,2] type = Explod trigger1 =AnimElem = 2 anim = 10290 id = 10290 pos = 10,5 postype = p1 sprpriority = 4 bindtime =190 removetime = 190 supermovetime = 190 ownpal = 1 [State 1250,3] type = Explod trigger1 =AnimElem = 1 anim = 10300 id = 10300 pos = 10,5 postype = p1 sprpriority = 4 bindtime =190 removetime = 190 supermovetime = 190 ownpal = 1 [State 1250,4] type = Explod trigger1 =AnimElem = 2 anim = 10310 id = 10310 pos = 10,5 postype = p1 sprpriority = 4 bindtime =190 removetime = 190 supermovetime = 190 ownpal = 1 [State 1250,5] type = Explod trigger1 =AnimElem = 3 anim = 10320 id = 10320 pos = 10,5 postype = p1 sprpriority = 4 bindtime =190 removetime = 190 supermovetime = 190 ownpal = 1 [State 1250,6] type = Explod trigger1 =AnimElem = 3 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 150 removetime = 150 supermovetime = 190 ownpal = 1 [State 1250, 4] type = EnvShake trigger1 = AnimElem = 2 time = 160 freq = 150 ampl = -6 phase = 90 [State 1250, 5] type = velset trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 trigger3 = AnimElem = 6 trigger4 = AnimElem = 7 trigger5 = AnimElem = 8 trigger6 = AnimElem = 9 trigger7 = AnimElem = 10 trigger8 = AnimElem = 11 trigger9 = AnimElem = 12 trigger10 = AnimElem = 13 trigger11 = AnimElem = 4 trigger12 = AnimElem = 5 trigger13 = AnimElem = 6 trigger14 = AnimElem = 7 trigger15 = AnimElem = 8 x = 12 [State 1250, 3] type = PlaySnd trigger1 = AnimElem = 4 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 trigger4 = AnimElem = 10 trigger5 = AnimElem = 12 value = 40,0 [State 1250, 4] type = AfterImage trigger1 =AnimElem = 4 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1250, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1251 fall = 0 [State 1250, 4] type = ChangeState trigger1 = animTime = 0 value = 0 ctrl = 1 ;------------------------------------------------ ;chidori [Statedef 1251] type = S movetype= A physics = S juggle = 4 poweradd= 40 ctrl = 0 velset = 0,0 anim = 1251 [State 1251, 0] type = Explod trigger1 = movehit = 1 anim = 6158 pos = 110,-55 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1251,1] type = Explod trigger1 =AnimElem = 2 anim = 10290 id = 10290 pos = 40,-30 postype = p1 sprpriority = 4 bindtime =100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1251, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 x = 10 [State 1251,2] type = Explod trigger1 =AnimElem = 1 anim = 10300 id = 10300 pos = 40,-30 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1251, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 11 [State 1251, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 110, 10 [State 1251,3] type = Explod trigger1 =AnimElem = 2 anim = 10310 id = 10310 pos = 40,-30 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1251,4] type = Explod trigger1 =AnimElem = 3 anim = 10320 id = 10320 pos = 40,-30 postype = p1 sprpriority = 4 bindtime = 100 removetime = 100 supermovetime = 190 ownpal = 1 [State 1251, 1] type = HitDef trigger1 = time = 0 attr = S, NA damage = 450, 0 animtype = Light guardflag = A hitflag = MAFD priority = 3, Hit pausetime = 0, 100 sparkno = -1 sparkxy = -5, -25 hitsound = S6, 1 guardsound = 6, 1 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4,-0.5 airguard.velocity = -1.9,0.8 air.type = High air.velocity = -1.4,3 air.hittime = 12 fall = 1 [State 1251, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; gatu [Statedef 1210] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1210 sprpriority = 2 [State 1210,***] type = Explod trigger1 = AnimElem = 1 anim = 3051 id = 3051 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1210,***] type = Explod trigger1 = AnimElem = 7 anim = 7500 id = 7500 pos = 20,-80 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1210,2] type = helper trigger1 = AnimElem = 7 name = "helper1" id = 1211 pos = 25,-58 postype = p1 stateno = 1211 helpertype = normal ownpal = 1 keyctrl = 1 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 9 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 6 value = 100, 5 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 7 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 7 value = 100, 8 [State 1210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------- ;GATU fogo [Statedef 1211] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1211 sprpriority = 8 pos = 25,-58 [State 1211, 1] type = SprPriority trigger1 = 1 value = 4 [State 1211, 1] 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 attr = S, NA damage = 16, 3 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 2, 2 sparkno = S7502 sparkxy = -30, -60 hitsound = -1 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -2,-1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-3 air.hittime = 12 down.velocity = -1,-2 down.bounce = 1 guard.kill = 0 getpower = -100 givepower = 35 palfx.time = 25 palfx.mul = 256,256,256 palfx.add = 200,50,10 palfx.sinadd = 175,25,5,4 envshake.time = 12 envshake.freq = 120 envshake.ampl = -4 fall = 1 [State 1211, 3] type = PlayerPush trigger1 = 1 value = 1 [State 1211, 3] type = ScreenBound trigger1 = 1 value = 0 [State 1211, 3] type = BindToParent trigger1 = 1 time = 60 pos = 0,0 [State 1211,***] type = AssertSpecial trigger1 = 1 flag = noshadow [State 1211, 3] type = destroyself trigger1 = time = 60 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; rendan inicio [Statedef 1220] type = S movetype= A physics = S juggle = 6 poweradd= -330 velset = 0,0 anim = 40 ctrl = 0 sprpriority = 2 [State 1220, Super A] type = SuperPause trigger1 = AnimElem = 1 time = 60 pos = 0, -30 anim = 111111 sound = S1111, 111 poweradd = -1000 movetime = 60 darken = 0 [State 1220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1221 ctrl = 0 ;--------------------------------------------------------------------- ;rendan correndo pra cima do p2 [Statedef 1221] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1221 ctrl = 0 sprpriority = 2 [State 1221, 1] type = SuperPause trigger1 = AnimElem = 1 time = 49 pos = 0, -30 anim = S3666 sound = S3666, 0 poweradd = -500 movetime = 49 darken = 0 [State 1221, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 11, 1 [State 1221, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 101, 1 [State 1221,1] type = Explod trigger1 = AnimElem = 3 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1221, 4] type = AfterImage trigger1 =AnimElem = 3 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1221, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1222 [State 1221, 3] type = VelSet trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 trigger7 = AnimElem = 9 trigger8 = AnimElem = 10 trigger9 = AnimElem = 11 trigger10 = AnimElem = 12 trigger11 = AnimElem = 13 trigger12 = AnimElem = 14 x = 14 [State 1221, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------- ;rendan chute pra cima [Statedef 1222] type = S movetype= A physics = S juggle = 4 poweradd= 50 ctrl = 0 velset = 0,0 anim = 1222 sprpriority = 2 [State 1222, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 100, 7 [State 1222, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = up damage = 60 hitflag = MAF pausetime = 10,10 sparkno = S670 sparkxy = -7,-40 hitsound = S6,1 guardsound = 0,5 ground.type = Low ground.slidetime = 11 ground.hittime = 13 ground.velocity = 0.5,-13 guard.velocity = -7 air.velocity = .5,-13 airguard.velocity = -3,-5 fall = -1 [State 1222, 3] type = VelSet trigger1 = AnimElem = 2 x = 8 [State 1222, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1223 ;------------------------------------------- ;rendan subindo [Statedef 1223] type = A movetype = A physics = N velset = 0, -17.5 juggle = 0 anim = 1223 ctrl = 0 [State 1223, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1223, 1] type = AfterImage trigger1 =AnimElem = 1 time = 60 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1223,1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1223, 2] type = HitDef trigger1 = animelem = 1 attr = A, NA damage = 0, 0 animtype = hard getpower = 50 givepower = 20 hitflag = MAF guardflag = MA pausetime = 1,2 sparkno = s3666 sparkxy = -5,-20 snap = 1, 1, 1, 1 hitsound = s3666 guardsound = s3666 ground.type = high ground.slidetime = 6 ground.hittime = 9 ground.velocity = -8 air.velocity = -8,0 guard.velocity = -9 airguard.velocity = -8 fall = 1 fall.recover = 0 p2facing = 1 p2stateno = 20800 p1stateno = 1224 [State 1223, 3] type = ChangeState trigger1 = AnimTime = 0 value = 1224 ;------------------------------- ;rendan sequencia no alto [Statedef 1224] type = A movetype = A physics = N velset = 0, 0 juggle = 0 anim = 1224 ctrl = 0 [State 1224, 3] type = VelSet trigger1 = AnimElem = 8 x = -1 y = 28 [State 1224, 1] type = AfterImage trigger1 =AnimElem = 1 time = 100 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 13,13,13 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1224, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 101, 8 [State 1224, 1] type = PlaySnd trigger1 = AnimElem = 6 value = 101, 9 [State 1224, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 attr = S, NA damage = 50, 0 animtype = Light air.animtype = hard guardflag = M hitflag = MAF priority = 4, Hit pausetime = 2, 2 sparkno = s670 sparkxy = -10, -65 hitsound = S101, 3 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 52 ground.velocity = 8 airguard.velocity = 1,1 air.type = High air.velocity = .1,-3.5 air.hittime = 55 p2facing = 1 [State 1224, 1] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 50, 0 animtype = Light air.animtype = hard guardflag = M hitflag = MAF priority = 4, Hit pausetime = 4, 4 sparkno = s670 sparkxy = -5, -60 hitsound = S101, 3 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = .1,-1 air.type = High air.velocity = 1,19.5 air.hittime = 15 p2facing = 1 [State 1224, 1] type = HitDef trigger1 = AnimElem = 9 attr = S, NA damage = 100, 0 animtype = Light guardflag = M hitflag = MAFD priority = 4, Hit pausetime = 10,10 sparkno = s670 sparkxy = -15, -20 hitsound = S6, 1 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = -2,1 air.type = High air.velocity = -2,3 air.hittime = 13 p2facing = 1 [State 1224,1] type = Explod trigger1 = AnimElem = 9 anim = 3 id = 3 pos = 15,-20 postype = p2 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1224, 2] type = Explod trigger1 = animelem = 9 id = 3051 anim = 3051 pos = 10,0 postype = p1 sprpriority = 10 ownpal = 1 [State 1224, 5] type = ChangeState trigger1 = Pos Y >= 2 trigger1 = Vel Y > 2 value = 1225 ;------------------------------------------------- ;rendan caindo [Statedef 1225] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1225 ctrl = 0 [State 1225, 5] type = VelSet trigger1 = AnimElem = 1 x = -5 y = -8 [State 1225, 0] type = veladd trigger1 = 1 y = 0.5 [State 1225, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 0 ctrl = 1 ;-------------------------------------------------------------------- ;----------------------------------------------------------------------- ; super com estrelas [Statedef 3000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 3050,1] type = Explod trigger1 = AnimElem = 3 anim = 102 id = 102 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 3000,1 ] type = VelSet trigger1 = AnimElem = 3 x = -30 y = -6 [State 100, 4] type = AfterImage trigger1 =AnimElem = 3 time = 10 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 101, 1 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3001 ctrl = 0 ;------------------------------------------------------ ; super com estrelas [Statedef 3001] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3001 ctrl = 0 sprpriority = 2 [State 3001, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 101, 0 [State 3001, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 3 [State 3001, 1] type = Projectile trigger1 = AnimElem = 3 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 9, 5 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 3001, 1] type = Projectile trigger1 = AnimElem = 3 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 9, 3 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 3001, 1] type = Projectile trigger1 = AnimElem = 3 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 9, 1 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 3001, 1] type = Projectile trigger1 = AnimElem = 3 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 9, 7 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 3001, 1] type = Projectile trigger1 = AnimElem = 3 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 9, -1 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 3001, 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 0 ;--------------------------------------------------------------------------- ; tacando estrela grande [Statedef 1020] type = S movetype= A physics = N juggle = 6 poweradd= -330 velset = 0,0 anim = 40 ctrl = 0 sprpriority = 2 [State 1020, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1021 ctrl = 0 ;--------------------------------------------------------------------------- ;tacando estrela grande [Statedef 1021] type = S movetype= A physics = S juggle = 8 velset = 0,0 poweradd= 300 ctrl = 0 anim = 1021 [State 1021, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100,9 [State 1021, 2] type = PlaySnd trigger1 = AnimElem = 11 value = 100,3 [State 1021, 3] type = PlaySnd trigger1 = AnimElem = 12 value = 100,1 [State 1021, 4] type = PlaySnd trigger1 = AnimElem = 12 value = 100,4 [State 1021, 4] type = Projectile trigger1 = AnimElem = 12 projanim = 1022 projhitanim = 1023 offset = 40,-60 velocity = 11, 0 remvelocity = 9, 0 projshadow = -1 velmul = 1.01, 1 accel = 0,0 projhits = 1 projmisstime = 2 attr = S, HP guard.sparkno = S673 sparkno = 11 damage = 120, 90 animtype = med getpower = 10 givepower = 5 guardflag = MA hitflag = MAFP guard.pausetime = 0,13 pausetime = 0,8 sparkxy = 15, 0 hitsound = s100,13 guardsound = s100,12 ground.type = high ground.slidetime = 5 ground.hittime = 18 ground.velocity = -3,-5 air.velocity = -3,-4.5 guard.velocity = -9 airguard.velocity = -3,-4 ground.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 1021, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;chamando o Naruto [Statedef 1080] type = S movetype= I physics = N velset = 0,0 poweradd= -2000 anim = 1080 ctrl = 0 [State 1080,1] type = PlaySnd trigger1 = animelem = 2 value = 110,4 [State 1080, 3] type = Helper trigger1 = animelem = 2 trigger1 = facing = 1 trigger1 = numhelper(1081) = 0 helpertype = normal name = "naruto" id = 1081 postype = left facing = 1 pos = 0,-60 stateno = 1081 keyctrl = 0 [State 1080, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(1081) = 0 helpertype = normal name = "naruto" id = 1081 postype = right facing = -1 pos = 0,-60 stateno = 1081 keyctrl = 0 [State 1080, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;naruto chegando [Statedef 1081] type = A movetype= A physics = N velset = 5,-6 ctrl = 0 anim = 1081 [State 1081,1] type = PlaySnd trigger1 = animelem = 2 value = 120,6 [State 1081, 3] type = SprPriority trigger1 = Time = 0 value = 3 [State 1081, 2] type = VelAdd trigger1 = Time >= 0 y = .50 [State 1081, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 attr = A, NA damage = 60, 30 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1081, 3] type = ChangeState Trigger1 = Vel Y > 0 trigger1 = Pos Y > 0 value = 1082 ctrl = 0 ;--------------------------------------------------------------------------- ;naruto preparando rasengan [Statedef 1082] type = S movetype= A physics = S velset = 0,0 anim = 1082 ctrl = 0 [State 1082,1] type = PlaySnd trigger1 = animelem = 1 value = 40,0 [State 1082,2] type = PlaySnd trigger1 = animelem = 6 value = 110,7 [State 1082,3] type = PlaySnd trigger1 = animelem = 14 value = 100,0 [State 1082,4] type = PlaySnd trigger1 = animelem = 15 value = 110,0 [State 1082,5] type = PlaySnd trigger1 = animelem = 31 value = 120,4 [state 1082, 6] type = playsnd trigger1 = animelem = 48 value = 110,1 [State 1082,7] type = PlaySnd trigger1 = animelem = 76 value = 120,4 [State 1082, SuperPause ] type = SuperPause trigger1 = AnimElem = 11 time = 130 pos = 0, -30 anim = 3050 sound = S100, 9 poweradd = 0 movetime = 130 darken = 0 [State 1082,***] type = Explod trigger1 = AnimElem = 1 anim = 3 id = 3 pos = 10,15 postype = p1 sprpriority = 1 supermovetime = 60 ownpal = 1 [State 1082,***] type = Explod trigger1 = AnimElem = 47 anim = 6159 id = 6159 pos = -30,-50 postype = p1 sprpriority = 4 supermovetime = 195 removetime = 195 ownpal = 1 [State 1082,***] type = Explod trigger1 = AnimElem = 47 anim = 6160 id = 6160 pos = -30,-50 postype = p1 sprpriority = 4 supermovetime = 195 removetime = 195 ownpal = 1 [State 1082, 2] type = HitDef trigger1 = AnimElem = 48 trigger2 = AnimElem = 50 trigger3 = AnimElem = 52 trigger4 = AnimElem = 54 trigger5 = AnimElem = 56 trigger6 = AnimElem = 58 trigger7 = AnimElem = 60 trigger8 = AnimElem = 62 trigger9 = AnimElem = 64 trigger10 = AnimElem = 66 trigger11 = AnimElem = 68 trigger12 = AnimElem = 70 trigger13 = AnimElem = 72 attr = A, NA ;Attribute: Standing, Normal Attack damage = 23, 30 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 2, 8 ;Time attacker pauses, time opponent shakes sparkno = 11 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 [State 1082, HitDef] type = HitDef trigger1 = AnimElem = 6 attr = A, NA damage = 60, 30 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1082, 3] type = HitDef trigger1 = AnimElem = 72 attr = A, NA ;Attribute: Standing, Normal Attack damage = 23, 30 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = A ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 4, 150 ;Time attacker pauses, time opponent shakes sparkno = 11 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 ;[State 1082,1] ;type = SuperPause ;trigger1 = AnimElem = 69 ;time = 37 ;pos = 0, -30 ;anim = 3050 ;sound = S100, 9 ;poweradd = -1000 ;movetime = 37 ;darken = 0 [State 1082, 1 ] type = Helper trigger1 = animelem = 31 trigger1 = facing = 1 trigger1 = numhelper(10821) = 0 helpertype = normal name = "clone naruto" ID = 10821 pos = 40,0 postype = left facing = 1 stateno = 10821 keyctrl = 0 [State 1082, 2 ] type = Helper trigger1 = animelem = 31 trigger1 = facing = -1 trigger1 = numhelper(10821) = 0 helpertype = normal name = "clone naruto" ID = 10821 pos = -40,0 postype = right facing = -1 stateno = 10821 keyctrl = 0 [State 1082, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1083 ctrl = 0 ;---------------------------------------------------------------- ;fuma軋 da chegada do clone [Statedef 10821] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 191 ctrl = 0 sprpriority = 6 [State 1082, 4] type = ChangeState trigger1 = Time = 33 value = 10822 ctrl = 0 ;--------------------------------------------------------------------- ;clone naruto [Statedef 10822] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 1014, 1] type = HitDef Trigger1 = animelem = 2 Trigger2 = animelem = 3 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10851 [State 1073, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10851 time = -1 [State 1082, 4] type = ChangeState trigger1 = Time = 330 value = 10824 ctrl = 0 ;-------------------------------------------------------------------- ;clone naruto correndo frente [Statedef 10851] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10851 ctrl = 0 sprpriority = 6 [State 10851, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 10851, 5] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = 8 [State 10851, 1] type = HitDef trigger1 = Time = 0 attr = A, NA animtype = hard damage = 0, 0 getpower = 0 guardflag = A pausetime = 1,1 sparkno = -1 sparkxy = 0,-90 snap = 0, 0, 0, 1 hitsound = -1 guardsound = -1 ground.type = High ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0 guard.velocity = 0 p1stateno = 10823 air.velocity = 0,0 airguard.velocity = 0,0 air.fall = 1 [State 10851, 4] type = ChangeState trigger1 = time = 50 value = 10823 ctrl = 0 ;-------------------------------------------------------------------- ;clone golpeando [Statedef 10823] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 10823,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 10823, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -15,-7 air.velocity = -15,-7 fall = 1 [State 1082, 4] type = ChangeState trigger1 = time = 33 value = 10852 ctrl = 0 ;---------------------------------------------------------- ;clone naruto 2 [Statedef 10852] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10822 ctrl = 0 sprpriority = 6 [State 10852, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10853 [State 10852, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10853 time = -1 [State 10852, 4] type = ChangeState trigger1 = Time = 20 value = 10853 ctrl = 0 ;------------------------------------------------------------------- ;clone naruto correndo tras [Statedef 10853] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = -8,0 anim = 10852 ctrl = 0 sprpriority = 6 [State 10853, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 10853, 5] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 10853, 4] type = ChangeState trigger1 = time = 20 value = 10825 ctrl = 0 ;------------------------------------------------------- ;clone naruto 3 [Statedef 10825] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10824 ctrl = 0 sprpriority = 6 [State 10825, 1] type = HitDef Trigger1 = animelem = 1 Trigger2 = animelem = 2 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 10826 [State 10825, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 10824 time = -1 [State 10825, 4] type = ChangeState trigger1 = Time = 330 value = 10824 ctrl = 0 ;----------------------------------------------------------------- ;clone golpeando 2 [Statedef 10826] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 10823 ctrl = 0 sprpriority = 6 [State 10826,1] type = PlaySnd trigger1 = animelem = 1 value = 120,8 [State 10826, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 attr = S, NA damage = 60, 0 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-7 air.velocity = -7,-7 fall = 1 [State 10826, 4] type = ChangeState trigger1 = time = 33 value = 10825 ctrl = 0 ;-------------------------------------------------------------------- ;fuma軋 da saida do clone [Statedef 10824] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 191 ctrl = 0 sprpriority = 6 [State 10824,1 ] type = DestroySelf trigger1 = time = 33 ;--------------------------------------------------------------------------- ;naruto indo para o rasengan [Statedef 1083] type = S movetype= A physics = S juggle = 4 poweradd= 0 velset = 0,0 anim = 1083 ctrl = 0 sprpriority = 2 [State 1083, NotHitby] type = NotHitBy trigger1 = 1 value = SCA ;[State 1083, Super A] ;type = SuperPause ;trigger1 = AnimElem = 1 ;time = 20 ;pos = 0, -30 ;anim = S10140 ;sound = S100, 9 ;poweradd = 0 ;movetime = 20 ;darken = 0 [State 1083,***] type = Explod trigger1 = AnimElem = 1 anim = 6161 id = 6159 pos = -30,-60 postype = p1 sprpriority = 4 supermovetime = 20 removetime = 20 ownpal = 1 [State 1083,***] type = Explod trigger1 = AnimElem = 1 anim = 6162 id = 6160 pos = -30,-60 postype = p1 sprpriority = 4 supermovetime = 20 removetime = 20 ownpal = 1 [State 1083,***] type = Explod trigger1 = AnimElem = 1 anim = 10110 id = 10110 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 190 ownpal = 1 [State 1083,***] type = Explod trigger1 =AnimElem = 1 anim = 10260 id = 10260 pos = 0,0 postype = p1 sprpriority = -2 bindtime = 20 removetime = 20 supermovetime = 20 ownpal = 1 [State 1083, 4] type = EnvShake trigger1 = AnimElem = 1 time = 150 freq = 150 ampl = -6 phase = 90 [State 1083, 5] type = velset trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 trigger3 = AnimElem = 6 trigger4 = AnimElem = 7 trigger5 = AnimElem = 8 trigger6 = AnimElem = 9 trigger7 = AnimElem = 10 trigger8 = AnimElem = 11 trigger9 = AnimElem = 12 trigger10 = AnimElem = 12 trigger11 = AnimElem = 13 x = 10 [State 1083, 3] type = PlaySnd trigger1 = AnimElem = 4 trigger2 = AnimElem = 7 trigger3 = AnimElem = 10 trigger4 = AnimElem = 13 value = 40,0 [State 1083, 4] type = AfterImage trigger1 =AnimElem = 4 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1083, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 4 guardflag = A sparkno = -1 sprpriority = 2 p1stateno = 1084 fall = 0 [State 1083, 4] type = ChangeState trigger1 = Time = 40 value = 1084 ctrl = 0 ;------------------------------------------------ ;naruto rasengan [Statedef 1084] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1084 sprpriority = 2 [State 1084, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 2 [State 1084, 2] type = PlaySnd trigger1 = AnimElem = 8 value = 40,0 volume = 200 [State 1084, 3] type = PlaySnd trigger1 = AnimElem = 11 value = 110, 6 [State 1084, NotHitby] type = NotHitBy trigger1 = 1 value = SCA [State 1084, 1] type = Explod trigger1 = movehit = 2 anim = 6158 pos = 90,-60 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1084, 2] type = Explod trigger1 = AnimElem = 4 anim = 6161 pos = 70,-60 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1084, 3] type = Explod trigger1 = AnimElem = 4 anim = 6162 pos = 70,-60 sprpriority = 30 postype = p1 bindtime = 1 ignorehitpause = 1 persistent = 0 [State 1084, 5] type = velset trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 x = 5 [State 1084, HitDef] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 attr = A, NA damage = 60, 30 getpower = 0 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S8003 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -9,-2 air.velocity = -7,-3 fall = 1 fall.recover = 0 [State 1084, end] type = ChangeState trigger1 = Animelem = 14 value = 1085 ctrl = 1 ;----------------------------------------------------------------- ;naruto saindo [StateDef 1085] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1085 poweradd = 90 [State 1085, 2] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 8 trigger4 = AnimElem = 1 trigger5 = AnimElem = 4 trigger6 = AnimElem = 8 trigger7 = AnimElem = 1 trigger8 = AnimElem = 4 value = 40,0 [State 1085, 5] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 x = -8 [State 1085, 4] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1085, 4] type = DestroySelf trigger1 = Time = 150 ;--------------------------------------------------------------------------- ; tacando kunai [Statedef 1010] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1009 ctrl = 0 sprpriority = 2 [State 1010, 8] type = ChangeState trigger1 = AnimTime = 0 value = 1011 ctrl = 0 ;------------------------------------------------------------- ; tacando kunai [StateDef 1011] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1005 poweradd = 90 [State 1011, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 101,0 volume = 200 [State 1011, 1] type = Projectile trigger1 = AnimElem = 2 projanim = 1004 projhitanim = 1004 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 50,-63 velocity = 10 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S674 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; tacando kunai z [Statedef 1012] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1012, 8] type = ChangeState trigger1 = AnimTime = 0 value = 1013 ctrl = 0 ;------------------------------------------------------------- ; tacando kunai z [StateDef 1013] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1008 poweradd = 90 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 101,0 volume = 200 [State 1013, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 110,7 volume = 200 [State 1013, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 1004 projhitanim = 1004 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 35,-63 velocity = 10 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S674 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1013, 2] type = Projectile trigger1 = AnimElem = 4 projanim = 1006 projhitanim = 1006 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 35,-63 velocity = 10, -5 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S674 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1013, 3] type = Projectile trigger1 = AnimElem = 4 projanim = 1007 projhitanim = 1007 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 35,-63 velocity = 10, 4 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S674 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1013, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------------- ; tacando estrela pequena [Statedef 1000] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 1001 ctrl = 0 ;--------------------------------------------------------------------------------------------- ; tacando estrela pequena [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 300 [State 1001, 2] type = PlaySnd trigger1 = AnimElem = 6 value = 101,0 volume = 200 [State 1001, 1] type = Projectile trigger1 = AnimElem = 6 projanim = 1002 projhitanim = 1002 projpriority = 3 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 ProjID = 1001 offset = 29,-63 velocity = 8 attr = S, SP damage = 50,10 getpower = 50,10 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 4,6 hitsound = s101, 2 guardsound = s100,12 guard.sparkno = S672 sparkno = S1003 sparkxy = 35, 0 guardsound = 6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------ ;super taijutsu inicio [StateDef 1014] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 100 [State 1014, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1014,1] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1014, 1] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 60,60,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1014, 1] type = VelSet 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 x = 12 [State 1014, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 5 guardflag = MA sparkno = s3666 p1stateno = 1015 [State 1014, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------ ;super taijutsu socando [StateDef 1015] type = S movetype= A physics = S juggle = 1 velset = 10,0 ctrl = 0 anim = 1015 poweradd = -1000 [State 1014, 1] type = AfterImage trigger1 =AnimElem = 1 time = 156 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 180,180,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1015, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 trigger3 = AnimElem = 6 trigger4 = AnimElem = 8 trigger5 = AnimElem = 10 trigger6 = AnimElem = 12 trigger7 = AnimElem = 14 trigger8 = AnimElem = 16 trigger9 = AnimElem = 18 trigger10 = AnimElem = 20 trigger11 = AnimElem = 22 attr = S, HA animtype = light damage = 20,5 getpower = 0 givepower = 0 guardflag = A pausetime = 6,11 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = 0 air.velocity = 0 snap = 38, 0, 0, 1 kill = 1 [State 1015, HitDef] type = HitDef trigger1 = AnimElem = 24 trigger1 = var(20) != 1 attr = S, NA damage = 53, 0 getpower = 58 givepower = 14 animtype = heavy guardflag = A hitflag = MAF priority = 4, Hit pausetime = 8, 80 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -68 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = 0;-8,-2 air.velocity = 0;-7,-3 p1stateno = 1016 [State 1015, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;super taijutsu pulando pra tras [StateDef 1016] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1016 poweradd = 300 [State 1016,1 ] type = VelSet trigger1 = animelem = 5 x = -30 y = -6 [State 1016, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 1014, 1] type = AfterImage trigger1 =AnimElem = 5 time = 20 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1016,1] type = Explod trigger1 = AnimElem = 5 anim = 102 id = 102 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1016, 1] type = ChangeState trigger1 = AnimTime = 0 value = 1017 ctrl = 0 ;---------------------------------------------------------- ;super taijutsu impulso pra frente com voadora [StateDef 1017] type = A movetype= A physics = N juggle = 1 velset = 0,0 ctrl = 0 anim = 1017 poweradd = 300 [State 1017, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 100, 7 [State 1017, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 101, 1 [State 1017, 1] type = PlaySnd trigger1 = AnimElem = 6 value = 101, 7 [State 1017, 1] type = AfterImage trigger1 =AnimElem = 5 time = 20 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1017,1 ] type = VelSet trigger1 = animelem = 5 x = 10 y = 5 [State 1017, HitDef] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 80, 60 getpower = 58 givepower = 14 animtype = heavy guardflag = M hitflag = MAF priority = 4, Hit pausetime = 8, 9 guard.sparkno = S675 sparkno = S670 sparkxy = -20, -50 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -8,-2 air.velocity = -7,-3 fall = 1 [State 1017, 1] type = Explod trigger1 = animelem = 7 id = 3051 anim = 3051 pos = 30,30 postype = p1 sprpriority = 10 ownpal = 1 [State 1017, 5] type = ChangeState trigger1 = Pos Y >= 2 trigger1 = Vel Y > 2 value = 1225 ;---------------------------------------------------------------- ; super pulo inicio [StateDef 1300] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 12 [State 1300, 5] type = ChangeState trigger1 = animTime = 0 value = 1301 ctrl = 0 ;----------------------------------------------------------------- ; super pulo [StateDef 1301] type = S movetype= A physics = S juggle = 1 velset = 0,-5 ctrl = 0 anim = 1300 [State 1301, VelAdd] type = VelAdd trigger1 = animelem = 1 y = -5 [State 1301, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 101, 1 [State 1301,1] type = Explod trigger1 = AnimElem = 1 anim = 1226 id = 1226 pos = 0,10 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [state 1301, varset] type = varset trigger1 = time = 0 v = 11 value = 0 [state 1301,1] type = varset trigger1 = command = "holdfwd" v = 11 value = 1 [state 1301,2] type = varset trigger1 = command = "holdback" v = 11 value = -1 [State 1301, 5] type = ChangeState trigger1 = animTime = 0 value = 50 ctrl = 1 ;----------------------------------------------------------------- ;selo nivel 2 inicio [StateDef 1400] type = S movetype= A physics = S juggle = 1 velset = 0,0 poweradd = 0 ctrl = 0 anim = 1400 [State 1400, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 5 [State 1082,1] type = SuperPause trigger1 = AnimElem = 1 time = 100 pos = 0, 0 anim = 305033 sound = S10022, 9 movetime = 100 darken = 1 [State 1120,1] type = Explod trigger1 =AnimElem = 1 anim = 1121 id = 1121 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 1400, 1] type = ChangeState trigger1 = animTime = 0 value = 1401 ctrl = 0 ;---------------------------------------------------------------- ;selo nivel 2 correndo para cima do p2 [StateDef 1401] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1401 [State 1401, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1401,Explod] type = Explod trigger1 = AnimElem = 1 anim = 101 id = 101 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 30 ownpal = 1 [State 1401, 1] type = velset 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 = 1 trigger10 = AnimElem = 2 trigger11 = AnimElem = 3 trigger12 = AnimElem = 4 trigger13 = AnimElem = 5 trigger14 = AnimElem = 6 trigger15 = AnimElem = 7 x = 16 [State 1401, 1] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 7 value = 40,0 [State 1401, 1] type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 70,70,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1401, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 sprpriority = 2 p1stateno = 1402 fall = 0 [State 1401, 5] type = ChangeState trigger1 = animTime = 0 value = 1408 ctrl = 0 ;---------------------------------------------------------------- ;selo nivel 2 socando [StateDef 1402] type = S movetype= A physics = S juggle = 1 velset = 5,0 poweradd = -3000 ctrl = 0 anim = 1402 [State 1401, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 pausetime = 6,50 ground.velocity = 0 sprpriority = 2 fall = 0 [State 1401, 1] type = HitDef Trigger1 = animelem = 3 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 pausetime = 6,50 ground.velocity = 0,-5 sprpriority = 2 fall = 1 [State 1402, 2] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 trigger4 = AnimElem = 10 trigger5 = AnimElem = 12 trigger6 = AnimElem = 14 trigger7 = AnimElem = 16 trigger8 = AnimElem = 18 trigger9 = AnimElem = 20 trigger10 = AnimElem = 22 trigger11 = AnimElem = 24 trigger12 = AnimElem = 27 attr = S, HA animtype = light damage = 20,5 getpower = 0 givepower = 0 guardflag = A pausetime = 6,30 sparkno = S671 sparkxy = -10,-60 hitsound = S101, 3 guardsound = S0, 5 ground.type = High ground.slidetime = 0 ground.hittime = 100 air.hittime = 100 ground.velocity = -5 air.velocity = -5 snap = 70, 0, 0, 1 kill = 1 [State 1402, 3] type = HitDef trigger1 = AnimElem = 28 attr = S, NA animtype = up damage = 60 hitflag = MAF pausetime = 10,10 sparkno = S670 sparkxy = -7,-40 hitsound = S6,1 guardsound = 0,5 ground.type = Low ground.slidetime = 11 ground.hittime = 13 ground.velocity = 0.5,-13;0.5, -13 guard.velocity = -7 air.velocity = 0.5,-13;.5, -13 airguard.velocity = -3,-5 p1stateno = 1403 fall = -1 [State 1402, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 1408 ctrl = 0 [State 1402, 5] type = ChangeState trigger1 = animTime = 0 value = 1408 ctrl = 0 ;----------------------------------------------------------------- ;selo nivel 2 subindo [Statedef 1403] type = A movetype = A physics = N velset = 0,0 juggle = 0 anim = 1403 ctrl = 0 [State 1403, VelSet] type = VelSet trigger1 = animelem = 9 ;x = y = -17.5 [State 1403, 1] type = PlaySnd trigger1 = AnimElem = 9 value = 101, 1 [State 1403, 1] type = AfterImage trigger1 =AnimElem = 9 time = 60 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 12,12,12 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1403,1] type = Explod trigger1 = AnimElem = 9 anim = 1226 id = 1226 pos = 0,0 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1403, 2] type = HitDef trigger1 = animelem = 9 attr = A, NA damage = 0, 0 animtype = hard getpower = 50 givepower = 20 hitflag = MAF guardflag = MA pausetime = 1,2;1,2 sparkno = s3666 sparkxy = -5,-20 snap = 1, 1, 1, 1 hitsound = s3666 guardsound = s3666 ground.type = high ground.slidetime = 6 ground.hittime = 9 ground.velocity = -8 air.velocity = -8,0 guard.velocity = -9 airguard.velocity = -8 fall = 1 fall.recover = 0 p2facing = 1 p2stateno = 20800 p1stateno = 1404 [State 1403, 4] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 1407 ctrl = 0 [State 1403, 3] type = ChangeState trigger1 = animtime = 0 value = 1407 ctrl = 0 ;---------------------------------------------------------------- ;selo nivel 2 chidori no ar [Statedef 1404] type = A movetype = A physics = N velset = 0, 0 juggle = 0 anim = 1404 ctrl = 0 [State 1404, 3] type = VelSet trigger1 = AnimElem = 4 x = -1 y = 28 ;energia ----- [State 1404, 0] type = Explod triggerall = NumExplod(6154) = 0 trigger1 = animelem = 1 id = 6154 anim = 6154 pos = 5,-73 postype = p1 sprpriority = 4 bindtime = 70 removetime = 60 ownpal = 1 supermove = 1 [State 1404,1] type = Explod trigger1 = AnimElem = 1 anim = 6162 id = 6162 pos = 5,-73 postype = p1 sprpriority = 4 supermovetime = 60 ownpal = 1 ;raios ----- [State 1019,1] type = Explod trigger1 =AnimElem = 1 anim = 10290 id = 10290 pos = -13,-35 postype = p1 sprpriority = 4 bindtime =60 removetime = 60 supermovetime = 60 ownpal = 1 [State 1019,2] type = Explod trigger1 =AnimElem = 1 anim = 10300 id = 10300 pos = -13,-35 postype = p1 sprpriority = 4 bindtime =60 removetime = 60 supermovetime = 60 ownpal = 1 [State 1019,3] type = Explod trigger1 =AnimElem = 1 anim = 10310 id = 10310 pos = -13,-35 postype = p1 sprpriority = 4 bindtime =60 removetime = 60 supermovetime = 60 ownpal = 1 [State 1019,4] type = Explod trigger1 =AnimElem = 1 anim = 10320 id = 10320 pos = -13,-35 postype = p1 sprpriority = 4 bindtime =60 removetime = 60 supermovetime = 60 ownpal = 1 ;--------- [State 1404, 1] type = AfterImage trigger1 =AnimElem = 4 time = 100 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 13,13,13 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1404, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 6, 1 [State 1404, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 40, 1 [State 1401, 1] type = HitDef Trigger1 = animelem = 1 attr = S, NA hitflag = MAF priority = 4 sparkno = s3666 pausetime = 30,150 ground.velocity = -20 sprpriority = 2 fall = 1 [State 1404, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 50, 0 animtype = Light air.animtype = hard guardflag = M hitflag = MAF priority = 4, Hit pausetime = 10, 10 sparkno = s670 sparkxy = -5, -60 hitsound = S101, 3 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = .1,-1 air.type = High air.velocity = 1,19.5 air.hittime = 15 p2facing = 1 ;energia ----- [State 1404, 0] type = Explod triggerall = NumExplod(6154) = 0 trigger1 = animelem = 3 id = 6154 anim = 6154 pos = 28,-63 postype = p1 sprpriority = 4 bindtime = 10 removetime = 10 ownpal = 1 supermove = 1 [State 1404,1] type = Explod trigger1 = AnimElem = 3 anim = 6162 id = 6162 pos = 28,-63 postype = p1 sprpriority = 4 supermovetime = 10 ownpal = 1 ;raios ----- [State 1019,1] type = Explod trigger1 =AnimElem = 3 anim = 10290 id = 10290 pos = 0,-25 postype = p1 sprpriority = 4 bindtime =10 removetime = 10 supermovetime = 10 ownpal = 1 [State 1019,2] type = Explod trigger1 =AnimElem = 3 anim = 10300 id = 10300 pos = 0,-35 postype = p1 sprpriority = 4 bindtime =10 removetime = 10 supermovetime = 10 ownpal = 1 [State 1019,3] type = Explod trigger1 =AnimElem = 3 anim = 10310 id = 10310 pos = 0,-25 postype = p1 sprpriority = 4 bindtime =10 removetime = 10 supermovetime = 10 ownpal = 1 [State 1019,4] type = Explod trigger1 =AnimElem = 3 anim = 10320 id = 10320 pos = 0,-25 postype = p1 sprpriority = 4 bindtime =10 removetime = 10 supermovetime = 10 ownpal = 1 ;--------- [State 1404, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 100, 0 animtype = Light guardflag = M hitflag = MAFD priority = 4, Hit pausetime = 10,10 sparkno = s670 sparkxy = -15, -20 hitsound = S6, 1 guardsound = 0, 5 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = 8 airguard.velocity = -2,1 air.type = High air.velocity = -2,3 air.hittime = 13 p2facing = 1 [State 1404,1] type = Explod trigger1 = AnimElem = 4 anim = 3 id = 3 pos = 0,0 postype = p2 sprpriority = 4 supermovetime = 60 ownpal = 1 [State 1404, 2] type = Explod trigger1 = animelem = 4 id = 3051 anim = 3051 pos = 10,0 postype = p2 sprpriority = 10 ownpal = 1 [State 1404, 5] type = ChangeState trigger1 = Pos Y >= 2 trigger1 = Vel Y > 2 value = 1405 ;----------------------------------------------------------------- ;selo nivel 2 pulando para tras [Statedef 1405] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1405 ctrl = 0 [State 1405, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 101, 1 [State 1405, 5] type = VelSet trigger1 = AnimElem = 1 x = -5 y = -10 [State 1405, 0] type = veladd trigger1 = 1 y = 0.5 [State 1405, 3] type = ChangeState trigger1 = animtime = 0 value = 1406 ;ctrl = 1 ;------------------------------------------------------------------ ;selo nivel 2 gatu no alto [Statedef 1406] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1406 ctrl = 0 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 5 [State 1210, 4] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 8 [State 1406,2] type = helper trigger1 = AnimElem = 2 name = "fogo chidori" id = 1407 pos = 0,0 postype = p1 stateno = 14050 helpertype = normal ownpal = 1 keyctrl = 1 [State 1405, 3] type = ChangeState trigger1 = animtime = 0 value = 1407 ctrl = 0 ;----------------------------------------------------------------- ;selo 2 descendo [Statedef 1407] type = A movetype = A physics = N velset = 0,4 juggle = 9 anim = 1407 ctrl = 0 [State 1407, VelAdd] type = VelAdd trigger1 = animelem = 1 y = 4 [State 1404, 1] type = AfterImage trigger1 =AnimElem = 1 time = 100 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 13,13,13 palcontrast = 200,200,250 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1407, 3] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 1408 ctrl = 0 ;----------------------------------------------------------------- ;selo 2 destransformando [Statedef 1408] type = A movetype = A physics = N velset = 0,0 juggle = 9 anim = 1408 ctrl = 0 [State 1408, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 8 [State 1408,1] type = Explod trigger1 =AnimElem = 1 anim = 1122 id = 1122 pos = -50,0 postype = left bindtime = 70 removetime = 70 supermovetime = 70 ownpal = 1 [State 1408,1] type = SuperPause trigger1 = AnimElem = 1 time = 70 pos = 0, 0 anim = 305033 sound = S10022, 9 movetime = 70 darken = 1 [State 1408, 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------ ;selo nivel 2 GATU fogo [Statedef 14050] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 14050 sprpriority = 8 pos = 0,0 [State 14050, 1] type = SprPriority trigger1 = 1 value = 4 [State 14050, 1] 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 attr = S, NA damage = 16, 3 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 2, 2 sparkno = S7502 sparkxy = -30, -60 hitsound = -1 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -2,-1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-3 air.hittime = 12 down.velocity = -1,-2 down.bounce = 1 guard.kill = 0 getpower = -100 givepower = 35 palfx.time = 25 palfx.mul = 256,256,256 palfx.add = 200,50,10 palfx.sinadd = 175,25,5,4 envshake.time = 12 envshake.freq = 120 envshake.ampl = -4 fall = 1 [State 14050, 3] type = PlayerPush trigger1 = 1 value = 1 [State 14050, 3] type = ScreenBound trigger1 = 1 value = 0 [State 14050, 3] type = BindToParent trigger1 = 1 time = 60 pos = 0,0 [State 14050,***] type = AssertSpecial trigger1 = 1 flag = noshadow [State 14050, 3] type = destroyself trigger1 = time = 60 ;----------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0