;------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;------------------------------------------------------------------- ;Intro [Statedef 190] type = S movetype = I physics = S anim = 190 [State 190,0] type = AssertSpecial trigger1 = RoundState = 0 trigger2 = RoundState = 1 flag = nobardisplay flag2 = intro [State 190,3] type = PlaySnd trigger1 = time = 10 value = 0,2 volume = 255 [State 190,4] type = ChangeState trigger1 = Animtime = 0;RoundState = 2 value = 0 ctrl = 1 ;---------------------------------------- ;Example Basic - Ground [Statedef 200] type = S movetype = A physics = S anim = 200 ctrl = 0 [State 200, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 75,0;105,0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 12, 10 sparkno = 0 sparkxy = 5, -85 hitsound = s3, 4 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 getpower = 0,0 [State 200, add bar if not max] type = PowerAdd trigger1 = Movehit trigger1 = Var(1) != 1 value = 60 persistent = 0 [State 200,3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Example Crouching basic [Statedef 300] type = S movetype = A physics = C anim = 300 ctrl = 0 [State 300, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 105,0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 12, 10 sparkno = 0 sparkxy = 5, -85 hitsound = s3, 4 guardsound = 6, 0 ground.type = Low 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 getpower = 0,0 [State 300, add bar if not max] type = PowerAdd trigger1 = Movehit trigger1 = Var(1) != 1 value = 50 persistent = 0 [State 300,3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;-------------------------- ;Exceed - use any state number you want [Statedef 1000] type = S movetype = A physics = N anim = 1000 ctrl = 0 velset = 0,0 [State 6001, pause] type = SuperPause trigger1 = time = 2 time = 30 anim = -1 sprpriority = 0 sound = s3,7 persistent = 1 darken = 0 [State 190,3] type = PlaySnd trigger1 = time = 1 value = 4,1 volume = 255 [State 6001, pause] type = Explod trigger1 = time = 2 anim = 16000 pos = 20,-45 postype = p1 supermovetime = 23 removetime = 23 sprpriority = 2 [State 6001, pause] type = Explod trigger1 = time = 2 anim = 17000 pos = -10,0 ;pos = 8,8 for original size scale = 1.1,1.1 ;delete line if wish to use original size postype = left supermovetime = 22 removetime = 22 sprpriority = -2 [State 6001, pause] type = EnvColor trigger1 = time = 2 value = 0,0,0 time = 22 under = 1 [State 1000, pow] type = PowerAdd trigger1 = Movehit value = 0 persistent = 1 [State 1000,3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------- ;DM: Use any value you want [Statedef 6000] type = S movetype = A physics = S anim = 0 ctrl = 0 [State 6001, pause] type = SuperPause trigger1 = time = 2 time = 32 anim = -1 sprpriority = 0 sound = s3,7 persistent = 1 [State 190,3] type = PlaySnd trigger1 = time = 2 value = 4,0 volume = 255 [State 6001, pause] type = Explod trigger1 = time = 2 anim = 15000 pos = 45,-90 postype = p1 supermovetime = 32 removetime = 32 sprpriority = -2 [State 6001, pause] type = EnvColor trigger1 = time = 2 value = 0,0,0 time = 32 under = 1 [State 6000, pow use if max] type = PowerAdd trigger1 = AnimElem = 1 trigger1 = var(1) = 1 value = -400 persistent = 1 [State 6000, pow use if normal] type = PowerAdd trigger1 = AnimElem = 1 trigger1 = var(1) != 1 value = -1000 persistent = 1 [State 6000, pow] type = PowerAdd trigger1 = Movehit value = 0 persistent = 1 [State 6000,end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 1] type = VarSet trigger1 = command = "hijump" trigger2 = prevstateno=100 && command = "holdup" var(2) = 1 [State 40, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 40, jump] type = VelSet trigger1 = AnimTime = 0 && !var(2) x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, hijump] type = VelSet trigger1 = AnimTime = 0 && var(2) x = IfElse(sysvar(1)=0,0,IfElse(sysvar(1)=1,4,-4)) y = const(velocity.jump.y) [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ; Jump Up [Statedef 50] type = A physics = A [State 50, AfterImage] type = AfterImage trigger1 = Time = 0 && var(2) time = 12 timegap = 1 framegap = 2 length = 10 trans = none ;palcolor = 256 ;palinvertall = 0 palbright = 0,0,0 palcontrast = 256,256,256 palpostbright = 0,0,0 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, reset] type = VarSet trigger1 = Time = 0 var(2) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------- [Statedef -2] ;Enemy Taunts [State -2, Taunt] type = PowerAdd trigger1 = (p2stateno = 195) && (enemy, statetime < 20) trigger1 = var(1) != 1 value = 11 ;Maximum Bar Code [State -2, var] type = VarSet trigger1 = Power = 0 v = 1 value = 0 ignorehitpause = 1 [State -2, var] type = VarSet trigger1 = Power >= 3000 v = 1 value = 1 ignorehitpause = 1 [State -2, 2] type = PowerAdd trigger1 = var(1) = 1 trigger1 = stateno != [5000, 5101] value = -1 [State -2, 2] type = PowerAdd trigger1 = var(1) = 1 trigger1 = stateno = [5000, 5101] value = -2 [State -2, var] type = VarSet trigger1 = Power <= 2000 v = 1 value = 0 ignorehitpause = 1 ;Exceed Use Code [State -2, ex] type = VarSet trigger1 = Stateno = 1000 v = 51 value = 0 ignorehitpause = 1 persistent = 1 [State -2, ex] type = VarSet trigger1 = RoundNo = 1 trigger1 = RoundState = 0 v = 51 value = 1 ignorehitpause = 1 [State -2, Debug display] trigger1 = 1 type = DisplayToClipboard ignorehitpause = 1 text = "DIZZY VAR = %d GUARD CRUSH = %d" params = var(13) , var(11) ;================================================================================== ; ------- DIZZY CODE -------- ;=============================================== [State -2, reset Dizzy] type = VarSet trigger1 = RoundState = 0 || RoundState = 3 || (movetype = H && var(14) = 1 && stateno != 5250) ignorehitpause = 1 var(13) = 0 [State -2, reset Dizzy] type = VarSet trigger1 = var(13) <= 0 && var(14) = 1 ignorehitpause = 1 var(14) = 0 [State -2, DIZZY CODE] type = VarAdd trigger1 = (var(13) = [1,999]) && movetype = H && enemy, hitdefattr = SCA, HA, HP var(13) = -50 ignorehitpause = 1 [State -2, DIZZY CODE] type = VarAdd trigger1 = (var(13) = [1,999]) && movetype = H && gethitvar(hitcount) >= 5 var(13) = -20 ignorehitpause = 1 [State -2, DIZZY CODE] type = VarAdd trigger1 = var(13) = [1,999] var(13) = -1 ignorehitpause = 1 [State -2, DIZZY CODE] type = Varset trigger1 = var(13) > 1000 var(13) = 1000 ignorehitpause = 1 ;---------------- ;---------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;---------------------------------------------------------------------- [Statedef -3] [State -3, jump] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 50 value = 3,2 volume = 200 [State -3, dash] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 100 value = 3,4 volume = 200 [State -3, hop] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 105 value = 3,5 volume = 200 [State -3, land] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 52 trigger2 = StateNo = 106 value = 3,3 volume = 200 [State -3, land] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 150 trigger2 = StateNo = 152 trigger3 = StateNo = 154 value = 3,1 volume = 200 ;---------------------------------------------------------------------------------------------- ; State -3 / Guard Crush System / var(11) : Guard Crush Variable ;---------------------------------------------------------------------------------------------- [State -3, Light Hit Guard] type = VarAdd triggerall = var(11) > 0 trigger1 = stateno = 5001 trigger1 = anim = 5000 trigger2 = stateno = 5001 trigger2 = anim = 5010 trigger3 = stateno = 5011 trigger3 = anim = 5020 persistent = 0 var(11) = -1 ignorehitpause = 1 [State -3, Medium Hit Guard] type = VarAdd triggerall = var(11) > 0 trigger1 = stateno = 5001 trigger1 = anim = 5001 trigger2 = stateno = 5001 trigger2 = anim = 5011 trigger3 = stateno = 5011 trigger3 = anim = 5021 persistent = 0 var(11) = -3 ignorehitpause = 1 [State -3, Strong Hit Guard] type = VarAdd triggerall = var(11) > 0 trigger1 = stateno = 5001 trigger1 = anim = 5002 trigger2 = stateno = 5001 trigger2 = anim = 5012 trigger3 = stateno = 5011 trigger3 = anim = 5022 persistent = 0 var(11) = -6 ignorehitpause = 1 [State -3, Fall Hit Guard] type = VarAdd trigger1 = var(11) > 0 trigger1 = PrevStateNo = 5050 persistent = 0 var(11) = -10 ignorehitpause = 1 [State -3, Special Add] type = VarAdd ; Add when hitshaketime had at lease 15 ticks - Heavy Guard triggerall = GetHitVar(hitshaketime) = 15 trigger1 = stateno = 150 trigger2 = stateno = 152 var(11) = 6 ignorehitpause = 1 [State -3, Special Add 2] type = Varadd ; Add when hitshaketime had at lease 12 ticks - Medium Guard triggerall = GetHitVar(hitshaketime) = 12 trigger1 = stateno = 150 trigger2 = stateno = 152 var(11) = 4 ignorehitpause = 1 [State -3, Special Add 3] type = Varadd ; Add when hitshaketime had at lease 8 ticks - Light Guard triggerall = GetHitVar(hitshaketime) = 8 trigger1 = stateno = 150 trigger2 = stateno = 152 var(11) = 2 ignorehitpause = 1 [State -3, Guard Crush] type = ChangeState ; Change To Guard Crush When Var(11) Limits Are Reached. trigger1 = var(11) >= 55 value = 9000 ctrl = 0 ignorehitpause = 1 ;------------------- ;MEE Template Files ; provided by ; Kitsune Sniper ; *** ; Thanks, Kitsune! ;-------------------