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Hentai Mania 3
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HentaiMania CD 03.iso
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STREET GIRL
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DATA
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COMMON1.CNS
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Text File
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1999-12-30
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27KB
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1,501 lines
;Common constants file
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0
[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = AnimExist != 175
value = 170
[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175
[State 175, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = 190
[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; CROUCH_DOWN
[Statedef 10]
type = C
physics = C
[State 10, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 10
[State 10, 2]
type = VelMul
trigger1 = Time = 0
x = .75
[State 10, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; CROUCH
[Statedef 11]
type = C
physics = C
[State 11, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 11
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 6
value = 11
;---------------------------------------------------------------------------
; CROUCH_UP
[Statedef 12]
type = S
physics = S
[State 12, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 12
[State 12, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; WALK
[Statedef 20]
type = S
physics = S
[State 20, 1]
type = NULL;ChangeAnim
trigger1 = Velocity X = 0
value = 20
persistent = 0
;---------------------------------------------------------------------------
; JUMP_LAND
[Statedef 52]
type = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type = S
physics = S
[State 100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 100
[State 100, 2]
type = ChangeState
trigger1 = command != holdfwd
value = 0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = A
physics = A
[State 105, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 105, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 105
[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type = S
physics = S
[State 106, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 106, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 47
[State 106, 3]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 4]
type = CtrlSet
trigger1 = Time = 7
value = 1
[State 106, 5]
type = ChangeState
trigger1 = Time = 7
value = 0
;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type = S
physics = N
[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110
[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30
[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7
[State 110, 4]
type = VelMul
trigger1 = Time >= 0
z = 0.8
[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0
[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type = S
physics = N
[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110
[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30
[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7
[State 115, 4]
type = VelMul
trigger1 = Time >= 0
z = 0.8
[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0
[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type = S
movetype= H
physics = N
velset = 0,0
[State 5000, 1]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = HitVel Y = 0
trigger1 = Time != 0
value = 5001 ;HITG_SLIDE
[State 5000, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = Time != 0
value = 5030
[State 5000, 3]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, 4]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, 5]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type = S
movetype= H
physics = S
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5001, 2]
type = VelSet
trigger1 = HitOver = 1
x = 0
[State 5001, 3]
type = DefenceMulSet
trigger1 = HitOver = 1
value = 1
[State 5001, 4]
type = ChangeState
trigger1 = HitOver = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type = C
movetype= H
physics = N
velset = 0,0
[State 5010, 1]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = HitVel Y = 0
trigger1 = Time != 0
value = 5011 ;HITC_SLIDE
[State 5010, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = Time != 0
value = 5030
[State 5010, 3]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square
[State 5010, 4]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5010, 5]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type = C
movetype= H
physics = C
[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5011, 2]
type = VelSet
trigger1 = HitOver = 1
x = 0
[State 5011, 3]
type = DefenceMulSet
trigger1 = HitOver = 1
value = 1
[State 5011, 4]
type = ChangeState
trigger1 = HitOver = 1
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = Time != 0 ; Program will handle if time is 0
value = 5030
[State 5020, 2]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, 3]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, 4]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = 5060
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type = A
movetype= H
physics = N
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 3]
type = ChangeState
triggerall = HitFall = 0
trigger1 = HitOver = 1
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 5040 ;HITA_RECOV
[State 5030, 4]
type = ChangeState
triggerall = HitFall = 1
trigger1 = HitOver = 1
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 5050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type = A
movetype= H
physics = N
anim = 5035
[State 5035, 1]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5035, 2]
type = ChangeState
triggerall = HitFall = 0
trigger1 = HitOver = 1 ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV
[State 5035, 3]
type = ChangeState
triggerall = HitFall = 1
trigger1 = HitOver = 1 ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type = A
movetype= H
physics = N
[State 5040, 1]
type = ChangeState
trigger1 = Alive = 0
value = 5050
[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040
[State 5040, 3]
type = CtrlSet
trigger1 = HitOver = 1
value = 1
[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver = 1
movetype = I
[State 5040, 5]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with last
type = ChangeAnim
triggerall = anim != 5060 ;Not if in hit up anim
trigger1 = AnimTime = 0
trigger2 = Time = 0 ;If no transition anim
trigger2 = Anim != 5035
value = 5050
[State 5050, 2] ;Coming down anim (normal fall type)
type = ChangeAnim
triggerall = anim != 5060 ;Not if in hit up anim
trigger1 = Velocity Y >= 1
trigger1 = animexist = 5051
value = 5051
persistent = 0
[State 5050, 2] ;Coming down anim (hit up type)
type = ChangeAnim
triggerall = anim = 5060 ;Not if in hit up anim
trigger1 = Velocity Y >= -2
trigger1 = animexist = 5061
value = 5061
persistent = 0
[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5050, 4] ; Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200 ;HITFALL_RECOVER
[State 5050, 5] ; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5210 ;HITFALL_AIRRECOVER
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100 ;HIT_BOUNCE
[State 5050, 6] ;If in hit up animation
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = anim = 5060
trigger2 = anim = 5061
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HITA_UP (shaking)
[Statedef 5050]
type = A
movetype= H
physics = N
[State 5050, 1]
type = ChangeAnim
trigger1 = HitFall = 0
value = 5050
[State 5050, 2]
type = ChangeAnim
trigger1 = HitFall = 1
value = 5051
[State 5050, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 5050, 4]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = HitFall = 0
value = 5052 ;HITA_UP2
[State 5050, 5]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger1 = HitFall = 1
value = 5040 ;HIT_FALL
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = Time >= 0 ;"Freeze" anim
value = 5070
[State 5070, 7]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5071
[State 5070, 8]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5071, 3] ;Hit ground
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 15
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1a] ;"Freeze"
type = ChangeAnim
triggerall = anim != 5081
trigger1 = anim = 5080
trigger2 = anim != 5111
trigger3 = animexist != 5081
value = 5080
[State 5080, 1b]
type = ChangeAnim
triggerall = anim != 5080
trigger1 = anim = 5081
trigger2 = anim = 5111
trigger2 = animexist = 5081
value = 5081
[State 5080, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5081 ;HITL_SLIDE
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver = 1
x = 0
[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
v = 9
value = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver = 1
value = 5110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type = L
movetype= H
physics = N
;anim = 5100
[State 5100, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != 5060
trigger1 = anim != 5061
trigger2 = animexist != 5101
value = 5100
[State 5100, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = animexist = 5101
trigger1 = anim = 5060
trigger2 = anim = 5061
value = 5101
[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1
[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3
[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground
[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0
[State 5100, 7]
type = ChangeState
trigger1 = Time = 3
value = 5101
[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
;ampl = 255,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type = L
movetype= H
physics = N
[State 5101, 0]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 1]
type = PosSet
trigger1 = Time = 0
y = 20
[State 5101, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4
[State 5101, 4] ;Hit ground
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 12
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type = L
movetype= H
physics = N
;anim = 5105
[State 5110, 5] ;For hit up type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = animexist = 5111
trigger1 = anim = 5081
value = 5111
[State 5110, 1] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5110
triggerall = anim != 5111
trigger1 = anim != 5101
trigger2 = animexist != 5106
value = 5105
[State 5110, 2] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5110
triggerall = anim != 5111
trigger1 = animexist = 5106
trigger1 = anim = 5101
value = 5106
[State 5110, 0]
type = HitFallDamage
trigger1 = Time = 0
[State 5110, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 3]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var9 = 0
value = F7, 0 ;Hit ground
[State 5110, 4]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = Var9 = 0
value = 15
pos = 0, 0
under = 1
[State 5110, 5] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = animexist = 5111
triggerall = anim = 5106
trigger1 = AnimTime = 0
trigger2 = Var9 = 1 ;Var9 = 1 avoids hit ground anim
value = 5111
[State 5110, 5] ;For normal
;type = ChangeAnim
;trigger1 = AnimTime = 0
;trigger2 = Var9 = 1 ;Var9 = 1 avoids hit ground frame
;value = 5110
type = ChangeAnim
persistent = 0
triggerall = Anim != 5111
trigger1 = AnimTime = 0
trigger2 = Var9 = 1 ;Var9 = 1 avoids hit ground frame
value = 5110
[State 5110, 5] ;If just died
type = ChangeState
triggerall = alive = 0
trigger1 = AnimTime = 0
trigger2 = Var9 = 1 ;Var9 = 1 avoids hit ground frame
trigger3 = Anim = 5110
trigger4 = Anim = 5111
value = 5150
[State 5110, 6]
type = VarSet
trigger1 = Var9 = 1
trigger1 = Time = 0
v = 9
value = 0
[State 5110, 7] ;Friction
type = VelMul
trigger1 = Time >= 0
x = 0.85
[State 5110, 8]
type = ForceFeedback
trigger1 = alive = 1
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 9]
type = ForceFeedback
trigger1 = alive = 0
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type = L
movetype= I
physics = N
[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != 5111
trigger2 = animexist != 5121
value = 5120
[State 5120, 1b] ;Get up anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5111
trigger1 = animexist = 5121
value = 5121
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 5120, 4]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 5]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 6] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type = L
movetype= H
physics = N
[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
trigger1 = Anim != 5111
trigger1 = Anim != 5106
trigger2 = AnimExist != 5151
value = 5150
[State 5150, 1] ;Hit up type anim
type = ChangeAnim
triggerall = Time = 0
trigger1 = Anim = 5111
trigger1 = AnimExist = 5151
trigger2 = Anim = 5106
trigger2 = AnimExist = 5151
value = 5151
[State 5150, 1] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != 5151
trigger1 = Anim != 5150
value = 5110
[State 5150, 2]
type = SprPriority
trigger1 = Time = 0
value = -3
[State 5150, 3] ;Friction
type = VelMul
trigger1 = Time >= 0
x = 0.85
[State 5150, 3] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0
[State 5150, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type = A
movetype= H
physics = N
[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050
[State 5200, 2]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35
[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type = A
movetype= H
physics = A
anim = 5200
[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5
[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5201, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1
;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type = A
movetype= I
physics = N
anim = 5210
ctrl = 0
[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4
[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
x = .8
y = .8
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1
[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = holdup
y = -2
[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = holddown
y = 1.5
[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = holdfwd
x = 1
[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = holdback
x = -1
[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15
[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1
[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35
[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type = S
movetype= H
physics = N
[State 150, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = 150
[State 150, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 150, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 151
[State 150, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type = S
movetype= H
physics = S
[State 151, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 150
[State 151, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type = C
movetype= H
physics = N
[State 152, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = 151
[State 152, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 153
[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 153]
type = C
movetype= H
physics = C
[State 153, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 151
[State 153, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type = A
movetype= H
physics = N
[State 154, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = 152
[State 154, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0
[State 154, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 155 ;AGUARDHIT2
[State 154, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type = A
movetype= H
physics = N
[State 155, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 152
[State 155, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5500
velset = 0,0
[State 5500, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = AnimExist != 5500
trigger1 = AnimExist = 5300
value = 5300