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Text File | 2004-01-12 | 194.5 KB | 11,083 lines |
- ; Goenitz's constants and states.
- =================================
-
- ; FVar(12) - used in AI Extra Damage
- ; Var(11) - used in Armor Mode
- ; Var(10) - used in Counter Mode
- ; Var(9) & (20) - used in AI modification
- ; Var(8) - used in jump
- ; Var(7) - used in dizzy mode
- ; Var(6) - used in guard crush mode
- ; Var(1)~(5) - used for various counters
-
- ; Voice channels:
- ; 0 - Goenitz
- ; 1 ~ 4 - Sounds effects
- ; 20 - Twister Sound
-
- [Data]
- life = 1000 ;Amount of life to start with
- attack = 100 ;100% attack power (more is stronger)
- defence = 100 ;100% defensive power (more is stronger)
- fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
- liedown.time = 60 ;Time player takes before getting up from HIT_LIEDOWN
- airjuggle = 15 ;Can do 15 points of juggling
- sparkno = S8020 ;Default spark number
- guard.sparkno = S8050;Default guard spark number
- KO.echo = 0 ;1 to enable echo on KO
- volume = 0 ;Volume offset (negative for softer)
-
- [Size]
- xscale = 1 ;Horizontal scaling factor.
- yscale = 1 ;Vertical scaling factor.
- ground.back = 25 ;Player width (back, ground)
- ground.front = 16 ;Player width (front, ground)
- air.back = 22 ;Player width (back, air)
- air.front = 15 ;Player width (front, air)
- z.width = 3 ;Player width (into and out)
- attack.width = 4,4 ;Default attack width: back, front
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- head.pos = -14, -106 ;Approximate position of head
- mid.pos = -5, -74 ;Approximate position of midsection
-
- [Velocity]
- walk.fwd = 3 ;Walk forward
- walk.back = -2.9 ;Walk backward
- run.fwd = 8.5 ;Run forward (x, y) - if y<0, player will hop
- run.back = -7.2,-4.6 ;Run backward (x, y) - if y=0, player will run
- jump.neu = 0,-10 ;Neutral jumping velocity (x, y)
- jump.back = -3 ;Jump back Speed (x, y)
- jump.fwd = 3 ;Jump forward Speed (x, y)
- runjump.fwd = 4.1,-10 ;.
- ;airjump.neu = 0,-9 ;.
- ;airjump.back = -2.55,-9 ;Air jump speeds (opt)
- ;airjump.fwd = 2.5,-9 ;.
-
- [Movement]
- ;airjump.num = 0 ;Number of air jumps allowed (opt)
- ;airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .6 ;Vertical acceleration
- stand.friction = .82 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
-
- ;=============
- ; Intro & Wins
- ;=============
- ; INTRO
- [Statedef 191]
- type = S
- physics = S
- ctrl = 0
- anim = 191
- velset = 0,0
-
- [State 191, 1];Intro vs Iori/Leona
- type = Changestate
- trigger1 = P2Name = "Iori"
- trigger2 = P4Name = "Iori"
- trigger3 = P2Name = "Iori Yagami"
- trigger4 = P4Name = "Iori Yagami"
- trigger5 = P2Name = "Leona"
- trigger6 = P4Name = "Leona"
- trigger7 = P2Name = "Leona by Edo Impact"
- trigger8 = P4Name = "Leona by Edo Impact"
- value = 193
- ctrl = 0
-
- [State 191, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = Time = [0,186]
- flag = Intro
-
- [State 191, 2]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,13
- volume = 0
- channel = 0
-
- [State 191, 3] ; Alternate Intro
- type = Changestate
- trigger1 = Random < 500;50% of chances
- trigger1 = time = 0
- value = 192
- ctrl = 0
-
- [State 191, 3]
- type = Changestate
- trigger1 = Time >= 186
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Alternate Intro
- [Statedef 192]
- type = S
- physics = S
- ctrl = 0
- anim = 192
- velset = 0,0
-
- [State 192, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = Time = [0,137]
- flag = Intro
-
- [State 192, 2.1]
- type = Playsnd
- trigger1 = time = 35
- value = 0,34
- volume = 0
-
- [State 192, 2.2]
- type = PlaySnd
- trigger1 = Time = 60
- value = 0,2
- volume = -80
-
- [State 192, 2];Wind animation
- type = Explod
- trigger1 = time = 35
- anim = 1001
- pos = 30, 0
- ontop = 1
- ownpal = 1
-
- [State 192, 3]
- type = Changestate
- trigger1 = Time >= 137
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Intro vs Iori/Leona
- [Statedef 193]
- type = S
- physics = S
- ctrl = 0
- anim = 193
- velset = 0,0
-
- [State 193, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 193, 2]
- type = Playsnd
- trigger1 = animelem = 26
- value = 0,14
- volume = 80
- channel = 0
-
- [State 193, 3];normal grab spark
- type = Explod
- trigger1 = animelem = 2
- anim = 901
- pos = -24,-79
- postype = p1
- bindtime = 1
- sprpriority = -2
- ownpal = 1
-
- [State 193, 4.1]
- type = Playsnd
- trigger1 = animelem = 2
- value = 0,42
- volume = -80
-
- [State 193, 4.2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 0,7
- channel = 0
- volume = 0
-
- [State 193, 5]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; WIN
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = 1
- v = 1
- range = 0,100
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_x"
- var(1) = 0
-
- [State 180, 3] ;Choose win2
- type = VarSet
- trigger1 = Command = "hold_y"
- var(1) = 33
-
- [State 180, 4] ;Choose win3
- type = VarSet
- trigger1 = Command = "hold_z"
- var(1) = 66
-
- [State 180, 5]
- type = ChangeState
- trigger1 = Var(1) < 30
- value = 181
-
- [State 180, 6]
- type = ChangeState
- trigger1 = Var(1) = [33,65]
- value = 182
-
- [State 180, 7]
- type = ChangeState
- trigger1 = 1;var(1) >= 66
- value = 183
-
- :--------------------------------------------------------------------------
- ; WIN 1
- [Statedef 181]
- type = S
- physics = S
- ctrl = 0
- anim = 181
- velset = 0,0,0
-
- [State 181, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 0,14
- volume = 0
- channel = 0
-
- ;---------------------------------------------------------------------------
- ; WIN 2
- [Statedef 182]
- type = S
- physics = S
- ctrl = 0
- anim = 182
- velset = 0,0,0
-
- [State 182, 1]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 0,15
- volume = 0
- channel = 0
-
- ;---------------------------------------------------------------------------
- ; WIN 3
- [Statedef 183]
- type = S
- physics = S
- ctrl = 0
- anim = 183
- velset = 0,0,0
-
- [State 183, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 0,16
- volume = 0
- channel = 0
-
- ;===============
- ; Basic Controls
- ;===============
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- ctrl = 0
- velset = 0
-
- [State 100, 0]
- type = Ctrlset
- triggerall = var(9) != 1;AI cannot access
- trigger1 = time = 0
- value = 1
-
- [State 100, 1]
- type = ChangeState
- triggerall = var(9) != 1;AI cannot access
- trigger1 = (prevstateno = 100 || prevstateno = 101)
- trigger1 = time = 0
- value = 0
- ctrl = 1
-
- [State 100, 2]
- type = VelSet
- trigger1 = AnimElem = 2, < 3
- x = 0
-
- [State 100, 3]
- type = VelSet
- trigger1 = AnimElem = 3, >= 0
- x = const(velocity.run.fwd.x)
-
- ; Play sound when running
- [State 100, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,5
- volume = -80
-
- [State 100, 5.1]
- type = ChangeState
- triggerall = var(9) != 1;AI cannot access
- triggerall = time >= 13
- trigger1 = command != "holdfwd"
- value = 101
-
- [State 100, 5.21]
- type = Ctrlset
- triggerall = var(9) = 1;Only AI can access
- triggerall = time >= 8
- trigger1 = P2bodydist X <= 50;near player
- trigger2 = P2movetype = A;Player Attack
- value = 1
-
- [State 100, 5.22]
- type = ChangeState
- triggerall = var(9) = 1;Only AI can access
- triggerall = time >= 13
- trigger1 = P2bodydist X <= 50;near player
- trigger2 = P2movetype = A;Player Attack
- value = 101
-
- [State 100, 6]
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- ;-----------------------------
- ; Running forwards - Stop Down
- [Statedef 101]
- type = S
- physics = S
- anim = 101
- ctrl = 1
- velset = 0
-
- [State 101, 1]
- type = Posadd
- trigger1 = time = 0
- x = 15
-
- [State 101, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; STEP_BACK
- [Statedef 105]
- type = A
- physics = N
- ctrl = 0;step back does not have control
- anim = 105
- ctrl = 0
-
- [State 105, 1.1]
- type = VelSet
- trigger1 = time = 4
- x = const(velocity.run.back.x);use back constant value
- y = const(velocity.run.back.y);use back constant value
-
- [State 105, 1.2]
- type = Gravity
- trigger1 = time >= 4
-
- [State 105, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 0,4
- volume = -95
- persistent = 0 ;make sure it play only once each time
-
- [State 105, 3]
- type = VelMul
- trigger1 = Time > 11
- x = .92
-
- [State 105, 4]
- type = ChangeState
- trigger1 = time > 4
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 106
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; STEP_BACK (land)
- [Statedef 106]
- type = S
- physics = S
- anim = 106
- velset = 0,0
-
- [State 106, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = ctrlset
- trigger1 = Time = 1
- value = 1
-
- ; Play sound when landing
- [State 106, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Time = 6
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Slide Fwd
- [Statedef 250]
- type = S
- physics = S
- anim = 250
- ctrl = 0
- velset = 0
-
- [State 250, 1]
- type = Playerpush
- trigger1 = Time >= 0
- value = 0
-
- [State 250, 2];start to move fwd
- type = Velset
- trigger1 = Time >= 8
- trigger1 = Time < 20
- x = 5.6
-
- [State 250, 3];stop the move
- type = Velset
- trigger1 = Time = 20
- x = 0
-
- [State 250, 4] ; Shadows
- type = Afterimage
- trigger1 = Time = 5
- time = 8
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 255,255,255
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 2
-
- [State 250, 5]
- type = Hitby
- trigger1 = Time >= 0
- value = SCA, NT,ST,HT
-
- [State 250, 6]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,7
- volume = 0
- channel = 0
-
- [State 250, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Dodge Back
- [Statedef 260]
- type = A
- physics = N
- anim = 260
- ctrl = 0
- velset = 0
-
- [State 260, 1]
- type = VelSet
- trigger1 = time = 4
- x = -7.2
- y = -2.5
-
- [State 260, 2]
- type = VelMul
- trigger1 = Time > 10
- x = .92
-
- [State 260, 3]
- type = Hitby
- trigger1 = Time >= 0
- value = SCA, NT,ST,HT
-
- [State 260, 4] ;Gravity
- type = Gravity
- Trigger1 = Time >= 4
-
- [State 260, 5] ; Shadows
- type = Afterimage
- trigger1 = Time = 4
- time = 7
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 255,255,255
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
-
- [State 260, 6]
- type = Playsnd
- trigger1 = Time = 4
- value = 0,7
- volume = 0
- channel = 0
-
- [State 260, 7]
- type = ChangeState
- trigger1 = time > 4
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 261
-
- [State 260, 8]
- type = Varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 260, 9.1]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "wind_destruct"
- var(1) = 10
-
- [State 260, 9.2]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_1"
- var(1) = 11
-
- [State 260, 9.3]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_2"
- var(1) = 12
-
- [State 260, 10.1]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_1"
- var(1) = 1
-
- [State 260, 10.2]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_2"
- var(1) = 2
-
- [State 260, 10.3]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_3"
- var(1) = 3
-
- [State 260, 10.4]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_4"
- var(1) = 4
-
- [State 260, 10.5]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_1"
- var(1) = 5
-
- [State 260, 10.6]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_2"
- var(1) = 6
-
- [State 260, 10.7]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_1"
- var(1) = 7
-
- [State 260, 10.8]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_2"
- var(1) = 8
-
- ;---------------------------------------------------------------------------
- ; Dodge Back(land)
- [Statedef 261]
- type = S
- physics = S
- anim = 261
- ctrl = 0
- velset = 0,0
-
- [State 261, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 261, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 261, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 262
- ctrl = 0
-
- [State 261, 4.11]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "wind_destruct"
- var(1) = 10
-
- [State 261, 4.121]
- type = ChangeState
- triggerall = var(1) = 10
- triggerall = time >= 2
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3000;Yamidoukoku (Wind of destruction)
- ctrl = 0
-
- [State 261, 4.122]
- type = ChangeState
- triggerall = var(1) = 10
- triggerall = time >= 2
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4000;Yamidoukoku (Wind of destruction)(max)
- ctrl = 0
-
- [State 261, 4.21]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_1"
- var(1) = 11
-
- [State 261, 4.221]
- type = ChangeState
- triggerall = var(1) = 11
- triggerall = time >= 2
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3100;hinyaotome Mizumi (Slash of riot blood) - Low
- ctrl = 0
-
- [State 261, 4.222]
- type = ChangeState
- triggerall = var(1) = 11
- triggerall = time >= 2
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4100;hinyaotome Mizumi (Slash of riot blood) (max) - Low
- ctrl = 0
-
- [State 261, 4.31]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_2"
- var(1) = 12
-
- [State 261, 4.321]
- type = ChangeState
- triggerall = var(1) = 12
- triggerall = time >= 2
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3150;hinyaotome Mizumi (Slash of riot blood) - High
- ctrl = 0
-
- [State 261, 4.322]
- type = ChangeState
- triggerall = var(1) = 12
- triggerall = time >= 2
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4150;hinyaotome Mizumi (Slash of riot blood) (max) - High
- ctrl = 0
-
- [State 261, 5.11]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_1"
- var(1) = 1
-
- [State 261, 5.12]
- type = ChangeState
- trigger1 = var(1) = 1
- trigger1 = time >= 2
- value = 800;Yonokaze (Twister) - Type A
- ctrl = 0
-
- [State 261, 5.21]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_2"
- var(1) = 2
-
- [State 261, 5.22]
- type = ChangeState
- trigger1 = var(1) = 2
- trigger1 = time >= 2
- value = 801;Yonokaze (Twister) - Type B
- ctrl = 0
-
- [State 261, 5.31]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_3"
- var(1) = 3
-
- [State 261, 5.32]
- type = ChangeState
- trigger1 = var(1) = 3
- trigger1 = time >= 2
- value = 802;Yonokaze (Twister) - Type C
- ctrl = 0
-
- [State 261, 5.41]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_4"
- var(1) = 4
-
- [State 261, 5.42]
- type = ChangeState
- trigger1 = var(1) = 4
- trigger1 = time >= 2
- value = 803;Yonokaze (Twister) - Type D
- ctrl = 0
-
- [State 261, 5.51]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_1"
- var(1) = 5
-
- [State 261, 5.52]
- type = ChangeState
- trigger1 = var(1) = 5
- trigger1 = time >= 2
- value = 900;Wanpyuu Tokobuse (Low Vacuum Air Slash)
- ctrl = 0
-
- [State 261, 5.61]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_2"
- var(1) = 6
-
- [State 261, 5.62]
- type = ChangeState
- trigger1 = var(1) = 6
- trigger1 = time >= 2
- value = 950;Wanpyuu Mametsu (Upper Vacuum Air Slash)
- ctrl = 0
-
- [State 261, 5.71]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_1"
- var(1) = 7
-
- [State 261, 5.72]
- type = ChangeState
- trigger1 = var(1) = 7
- trigger1 = time >= 2
- value = 1000;Hyuuga (Teleport) - Low
- ctrl = 0
-
- [State 261, 5.81]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_2"
- var(1) = 8
-
- [State 261, 5.82]
- type = ChangeState
- trigger1 = var(1) = 8
- trigger1 = time >= 2
- value = 1050;Hyuuga (Teleport) - High
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; Dodge Back(return fwd)
- [Statedef 262]
- type = A
- physics = N
- anim = 262
- ctrl = 0
- velset = 8.8,-2.6
-
- [State 262, 1] ;Gravity
- type = Gravity
- Trigger1 = Time >= 0
-
- [State 262, 2]
- type = Varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 262, 3.1]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "wind_destruct"
- var(1) = 10
-
- [State 262, 3.2]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_1"
- var(1) = 11
-
- [State 262, 3.3]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_2"
- var(1) = 12
-
- [State 262, 4.1]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_1"
- var(1) = 1
-
- [State 262, 4.2]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_2"
- var(1) = 2
-
- [State 262, 4.3]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_3"
- var(1) = 3
-
- [State 262, 4.4]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_4"
- var(1) = 4
-
- [State 262, 4.5]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_1"
- var(1) = 5
-
- [State 262, 4.6]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_2"
- var(1) = 6
-
- [State 262, 4.7]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_1"
- var(1) = 7
-
- [State 262, 4.8]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_2"
- var(1) = 8
-
- [State 262, 5]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 263
-
- ;---------------------------------------------------------------------------
- ; Dodge Back(return fwd land)
- [Statedef 263]
- type = S
- physics = S
- anim = 263
- ctrl = 0
- velset = 0,0
-
- [State 263, 1]
- type = PosSet
- trigger1 = Time = 0
- trigger2 = animtime = 0
- y = 0
-
- [State 263, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 263, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [State 263, 4.11]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "wind_destruct"
- var(1) = 10
-
- [State 263, 4.121]
- type = ChangeState
- triggerall = var(1) = 10
- triggerall = time >= 0
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3000;Yamidoukoku (Wind of destruction)
- ctrl = 0
-
- [State 263, 4.122]
- type = ChangeState
- triggerall = var(1) = 10
- triggerall = time >= 0
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4000;Yamidoukoku (Wind of destruction)(max)
- ctrl = 0
-
- [State 263, 4.21]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_1"
- var(1) = 11
-
- [State 263, 4.221]
- type = ChangeState
- triggerall = var(1) = 11
- triggerall = time >= 0
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3100;hinyaotome Mizumi (Slash of riot blood) - Low
- ctrl = 0
-
- [State 263, 4.222]
- type = ChangeState
- triggerall = var(1) = 11
- triggerall = time >= 0
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4100;hinyaotome Mizumi (Slash of riot blood) (max) - Low
- ctrl = 0
-
- [State 263, 4.31]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "riotblood_2"
- var(1) = 12
-
- [State 263, 4.321]
- type = ChangeState
- triggerall = var(1) = 12
- triggerall = time >= 0
- trigger1 = life > 200
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- trigger1 = power >= 1000
- trigger2 = var(10) != 0
- value = 3150;hinyaotome Mizumi (Slash of riot blood) - High
- ctrl = 0
-
- [State 263, 4.322]
- type = ChangeState
- triggerall = var(1) = 12
- triggerall = time >= 0
- trigger1 = life <= 200
- trigger1 = power >= 1000
- trigger1 = var(10) = 0
- trigger1 = var(11) = 0
- value = 4150;hinyaotome Mizumi (Slash of riot blood) (max) - High
- ctrl = 0
-
- [State 263, 5.11]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_1"
- var(1) = 1
-
- [State 263, 5.12]
- type = ChangeState
- trigger1 = var(1) = 1
- trigger1 = time >= 0
- value = 800;Yonokaze (Twister) - Type A
- ctrl = 0
-
- [State 263, 5.21]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_2"
- var(1) = 2
-
- [State 263, 5.22]
- type = ChangeState
- trigger1 = var(1) = 2
- trigger1 = time >= 0
- value = 801;Yonokaze (Twister) - Type B
- ctrl = 0
-
- [State 263, 5.31]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_3"
- var(1) = 3
-
- [State 263, 5.32]
- type = ChangeState
- trigger1 = var(1) = 3
- trigger1 = time >= 0
- value = 802;Yonokaze (Twister) - Type C
- ctrl = 0
-
- [State 263, 5.41]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "twister_4"
- var(1) = 4
-
- [State 263, 5.42]
- type = ChangeState
- trigger1 = var(1) = 4
- trigger1 = time >= 0
- value = 803;Yonokaze (Twister) - Type D
- ctrl = 0
-
- [State 263, 5.51]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_1"
- var(1) = 5
-
- [State 263, 5.52]
- type = ChangeState
- trigger1 = var(1) = 5
- trigger1 = time >= 0
- value = 900;Wanpyuu Tokobuse (Low Vacuum Air Slash)
- ctrl = 0
-
- [State 263, 5.61]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "a.slash_2"
- var(1) = 6
-
- [State 263, 5.62]
- type = ChangeState
- trigger1 = var(1) = 6
- trigger1 = time >= 0
- value = 950;Wanpyuu Mametsu (Upper Vacuum Air Slash)
- ctrl = 0
-
- [State 263, 5.71]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_1"
- var(1) = 7
-
- [State 263, 5.72]
- type = ChangeState
- trigger1 = var(1) = 7
- trigger1 = time >= 0
- value = 1000;Hyuuga (Teleport) - Low
- ctrl = 0
-
- [State 263, 5.81]
- type = Varset
- triggerall = var(1) = 0
- trigger1 = command = "teleport_2"
- var(1) = 8
-
- [State 263, 5.82]
- type = ChangeState
- trigger1 = var(1) = 8
- trigger1 = time >= 0
- value = 1050;Hyuuga (Teleport) - High
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; Guard Cancel Fwd
- [Statedef 255]
- type = S
- physics = S
- movetype= I
- anim = 255
- ctrl = 0
- poweradd = -1000
-
- [State 255, 1]
- type = Pause
- trigger1 = Time = 0
- time = 3
- movetime = 3
-
- [State 255, 2]
- type = Envcolor
- trigger1 = Time = 0
- value = 248,248,248
- time = 3
- under = 1
-
- [State 255, 3]
- type = Explod
- trigger1 = Time = 0
- anim = 8000
- pos = -1,-107
- ontop = 1
- ownpal = 1
-
- [State 255, 4] ; Shadows
- type = Afterimage
- trigger1 = Time = 13
- time = 9
- length = 9
- FrameGap = 3
-
- [State 255, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 255, 6]
- type = VelSet
- trigger1 = Time >= 13
- trigger1 = Time <= 25
- x = 5.9
-
- [State 255, 7]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 255, 8]
- type = HitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
-
- [State 255, 9]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [State 255, 10]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 255, 11]
- type = Playsnd
- trigger1 = Time = 3
- value = 0,7
- volume = 0
- channel = 0
-
- ;---------------------------------------------------------------------------
- ; Guard Cancel Back
- [Statedef 265]
- type = S
- physics = S
- movetype= I
- anim = 265
- ctrl = 0
- poweradd = -1000
-
- [State 265, 1]
- type = Pause
- trigger1 = Time = 0
- time = 3
- movetime = 3
-
- [State 265, 2]
- type = Envcolor
- trigger1 = Time = 0
- value = 248,248,248
- time = 3
- under = 1
-
- [State 265, 3]
- type = Explod
- trigger1 = Time = 0
- anim = 8000
- pos = -1,-107
- ontop = 1
- ownpal = 1
-
- [State 265, 4] ; Shadows
- type = Afterimage
- trigger1 = Time = 13
- time = 9
- length = 9
- FrameGap = 3
-
- [State 265, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 265, 6]
- type = VelSet
- trigger1 = Time >= 13
- trigger1 = Time <= 25
- x = -5.9
-
- [State 265, 7]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 265, 8]
- type = HitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
-
- [State 265, 9]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [State 265, 10]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 265, 11]
- type = Playsnd
- trigger1 = Time = 3
- value = 0,7
- volume = 0
- channel = 0
-
- ;---------------------------------------------------------------------------
- ; Taunt
- [Statedef 195]
- type = S
- physics = S
- movetype= I
- anim = 195
- ctrl = 0
- velset = 0,0
- facep2 = 1
-
- [State 195, 1.1]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,12
- volume = 0
- channel = 0
-
- [State 195, 1.2]
- type = Stopsnd
- triggerall = time >= 28
- trigger1 = command = "holdfwd"
- trigger2 = command = "holdback"
- trigger3 = command = "holdup"
- trigger4 = command = "holddown"
- channel = 0
-
- [State 195, 2]
- type = CtrlSet
- triggerall = time >= 28
- trigger1 = command = "holdfwd"
- trigger2 = command = "holdback"
- trigger3 = command = "holdup"
- trigger4 = command = "holddown"
- value = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Counter Mode
- [Statedef 9200]
- type = S
- physics = S
- movetype= I
- anim = 9200
- ctrl = 0
- velset = 0,0
- poweradd = -3000
- facep2 = 1
-
- [State 9200, 1]
- type = SuperPause
- trigger1 = time = 0
- anim = -1
- time = 33
- movetime = 33
-
- [State 9200, 2];Counter Mode Spark
- type = Explod
- trigger1 = time = 13
- anim = 8700
- pos = -7,-69
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 9200, 3]
- type = Playsnd
- trigger1 = time = 13
- value = 0,45
- volume = -80
-
- [State 9200, 4]
- type = Nothitby
- trigger1 = 1
- Value = SCA
-
- [State 9200, 5]
- type = Varset
- trigger1 = time = 0
- var(10) = 1200
-
- [State 9200, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Armor Mode
- [Statedef 9300]
- type = S
- physics = S
- movetype= I
- anim = 9300
- ctrl = 0
- velset = 0,0
- poweradd = -3000
- facep2 = 1
-
- [State 9300, 1];pause for miss
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- time = 38
- movetime = 38
-
- [State 9300, 2];Armor Mode Spark
- type = Explod
- trigger1 = Time = 10
- anim = 8750
- pos = 21,-131
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 9300, 3]
- type = Playsnd
- trigger1 = time = 10
- value = 0,45
- volume = -80
-
- [State 9300, 4]
- type = Nothitby
- trigger1 = 1
- Value = SCA
-
- [State 9300, 5]
- type = Varset
- trigger1 = time = 0
- var(11) = 1200
-
- [State 9300, 6];shaking effect
- type = Envshake
- trigger1 = animelem = 3
- time = 15
- freq = 70
- ampl = -6
-
- [State 9300, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Call Leona Striker
- [Statedef 9400]
- type = S
- physics = S
- movetype= I
- anim = 9400
- ctrl = 0
- velset = 0,0
- facep2 = 1
-
- [State 9400, 1]
- type = helper
- trigger1 = time = 0
- name = "Leona"
- ID = 9400
- pos = -40,-40
- postype = back
- stateno = 9401
- ownpal = 1
-
- [State 9400, 2]
- type = Playsnd
- trigger1 = animelem = 7
- value = 0,31
- volume = 0
-
- [State 9400, 3];snap spark
- type = Explod
- trigger1 = animelem = 7
- anim = 901
- pos = 8,-132
- ontop = 1
- ownpal = 1
-
- [State 9400, 4]
- type = Nothitby
- trigger1 = time <= 3
- value = SCA
-
- [State 9400, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Killer Touch(Striker Leona)
- [Statedef 9401]
- type = A
- physics = N
- movetype= A
- anim = 9401
- ctrl = 0
- poweradd = -1000
- velset = 3.5,0
-
- [State 9401, 1]
- type = gravity
- trigger1 = 1
-
- [State 9401, 2]
- type = HitOverride
- trigger1 = 1
- attr = SCA, AA, AT, AP
- stateno = 9460
- time = -1
- forceair = 1
-
- [State 9401, 3]
- type = Playsnd
- trigger1 = time = 0
- value = 0,1
- volume = -40
-
- [State 9401, 4]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- value = 9402
-
- ;-------------------------------------------
- ; Killer Touch(Striker Leona) - Reach ground
- [Statedef 9402]
- type = S
- physics = N
- movetype= A
- anim = 9402
- ctrl = 0
- velset = 0,0
-
- [State 9402, 1]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 9402, 2.1]
- type = SuperPause
- trigger1 = Time = 5
- anim = -1
- time = 18
- movetime = 18
-
- [State 9402, 2.2]
- type = Explod
- trigger1 = Time = 9
- anim = 8800
- pos = -3,-42
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 9402, 2.3]
- type = Playsnd
- trigger1 = time = 9
- value = 0,48
- volume = -80
-
- [State 9402, 2.4]
- type = Playsnd
- trigger1 = animelem = 3
- value = 0,46
- volume = 0
-
- [State 9402, 2.5]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 9402, 3.1]
- type = velset
- trigger1 = animelem = 3
- x = 7
-
- [State 9402, 3.2]
- type = velset
- trigger1 = animelem = 10
- x = 0
-
- [State 9402, 4]
- type = Hitdef
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = animelem = 6
- trigger5 = animelem = 7
- trigger6 = animelem = 8
- trigger7 = animelem = 9
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 78, 0
- pausetime = 6, 14
- guard.pausetime = 6, 14
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = -8, -35
- hitsound = S0, 22
- guardsound = S0, 26
- ground.type = low
- air.type = low
- ground.slidetime = 21
- guard.slidetime = 21
- ground.hittime = 22
- guard.hittime = 22
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = 0
- guard.velocity = 0
- air.velocity = -3.7, -5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = -1
- air.fall = 1
- fall.recover = 0
- givepower = 50, 30
- ID = 9400
-
- [State 9402, 5]
- type = HitOverride
- trigger1 = 1
- attr = SCA, AA, AT, AP
- stateno = 9460
- time = -1
- forceair = 1
-
- [State 9402, 6]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 9402, 7.1]
- type = ChangeState
- trigger1 = movehit
- value = 9410
-
- [State 9402, 7.2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 9403
-
- ;--------------------------------------
- ; Killer Touch(Striker Leona) - Fly Off
- [Statedef 9403]
- type = A
- physics = N
- movetype= A
- anim = 9403
- ctrl = 0
- velset = -15,-6
-
- [State 9403, 1]
- type = veladd
- trigger1 = 1
- y = -1
-
- [State 9403, 2]
- type = Playsnd
- trigger1 = time = 0
- value = 0,3
- volume = -80
-
- [State 9403, 3]
- type = Destroyself
- trigger1 = backedgedist <= 0
- trigger2 = time >= 25
-
- ;-------------------------------------
- ; Killer Touch(Striker Leona) - Hitted
- [Statedef 9410]
- type = S
- physics = N
- movetype= A
- anim = 9410
- ctrl = 0
- velset = 0,0
-
- [State 9410, 1.1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = 25
-
- [State 9410, 1.2]
- type = posadd
- trigger1 = animelem = 5, = 5
- trigger2 = animelem = 5, = 7
- trigger3 = animelem = 5, = 9
- x = 18
-
- [State 9410, 1.3]
- type = posadd
- trigger1 = animelem = 6
- trigger2 = animelem = 6, = 3
- trigger3 = animelem = 6, = 6
- x = 8
-
- [State 9410, 2]
- type = HitOverride
- trigger1 = 1
- attr = SCA, AA, AT, AP
- stateno = 9460
- time = -1
- forceair = 1
-
- [State 9410, 3]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 9410, 4]
- type = Hitdef
- trigger1 = animelem = 6
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 65, 5
- pausetime = 0, 3
- guard.pausetime = 0, 12
- sparkno = S8030
- guard.sparkno = S8060
- sparkxy = 10, -35
- hitsound = S0, 49
- guardsound = S0, 26
- ground.type = low
- air.type = low
- guard.slidetime = 21
- guard.hittime = 22
- air.hittime = 0
- guard.ctrltime = 15
- guard.velocity = -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = -1
- givepower = 100, 60
- palfx.time = 50
- palfx.sinadd = 48,50,32,16
- palfx.add = 224,88,0
- ChainID = 9400
- p2stateno = 9420
-
- [State 9410, 5.1];dust
- type = Explod
- trigger1 = animelem = 5, = 5
- anim = 8150
- pos = 18,-12
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9410, 5.2];small explod
- type = Explod
- trigger1 = animelem = 6
- anim = 9450
- pos = -100,-20
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9410, 5.3];small explod
- type = Explod
- trigger1 = animelem = 6
- anim = 9450
- pos = -70,-30
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9410, 5.4];big explod
- type = Explod
- trigger1 = animelem = 6
- anim = 9451
- pos = -82,-8
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9410, 5.5];big explod
- type = Explod
- trigger1 = animelem = 6
- anim = 9451
- pos = -92,-42
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9410, 6]
- type = playsnd
- trigger1 = animelem = 6
- value = 0,47
- volume = 0
-
- [State 9410, 7]
- type = helper
- trigger1 = movehit
- name = "Spark Effect"
- ID = 9450
- pos = 0,0
- postype = p1
- stateno = 9450
- ownpal = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 9410, 8]
- type = ChangeState
- trigger1 = animtime = 0
- value = 9403
-
- ;-----------------------------------
- ; Hit by Killer Touch(Striker Leona)
- [Statedef 9420]
- type = S
- physics = N
- movetype= H
- ctrl = 0
-
- [State 9420, 1.1]
- type = changeanim
- trigger1 = time < 2
- value = 5012
-
- [State 9420, 1.2]
- type = changeanim
- trigger1 = time = 5
- value = 5070
-
- [State 9420, 2]
- type = Posfreeze
- trigger1 = time < 3
-
- [State 9420, 3]
- type = statetypeset
- trigger1 = time = 5
- value = A
-
- [State 9420, 4.1]
- type = velset
- trigger1 = time = 5
- y = -12
-
- [State 9420, 4.2];gravity
- type = veladd
- trigger1 = time >= 5
- y = .5
-
- [State 9420, 4.3];access this always
- type = velset
- trigger1 = time = 0
- x = -1.5
-
- [State 9420, 4.4];access this if not facing opponent
- type = velset
- trigger1 = time = 0
- trigger1 = p2dist x < 0.1
- x = 1.5
-
- [State 9420, 5]
- type = Selfstate
- trigger1 = pos y >= -20
- trigger1 = vel y > 0
- value = 5100
-
- ;-------------------------------------------
- ; Killer Touch(Striker Leona) - Spark Effect
- [Statedef 9450]
- type = S
- physics = N
- movetype= A
- anim = 9999
- ctrl = 0
- velset = 0,0
-
- [State 9450, 1]
- type = Explod
- triggerall = random < 800
- triggerall = p2stateno = 9420
- trigger1 = time = [3,5]
- anim = 9453
- pos = 0,-50
- random = 50,120
- postype = p2
- ontop = 1
- ownpal = 1
- bindtime = 1
-
- [State 9450, 2]
- type = Explod
- triggerall = random < 700
- triggerall = (time%25) = 0
- trigger1 = p2stateno = 9420
- trigger2 = p2stateno = 5110
- anim = 9452
- pos = -20,-40
- random = 50,50
- postype = p2
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9450, 3];dust
- type = Explod
- trigger1 = (time%25) = 0
- trigger1 = p2stateno = 5110
- anim = 8150
- pos = 0,-10
- postype = p2
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9450, 4]
- type = Explod
- triggerall = random < 600
- triggerall = p2stateno = 9420
- trigger1 = time = [3,5]
- anim = 9454
- pos = 0,-50
- random = 50,120
- postype = p2
- ontop = 1
- ownpal = 1
- bindtime = 1
-
- [State 9450, 5];flame dust
- type = Explod
- trigger1 = p2stateno = 5100
- anim = 9455
- pos = 0,0
- postype = p2
- bindtime = 1
- ontop = 1
- ownpal = 1
- persistent = 0
-
- [State 9450, 6]
- type = Explod
- triggerall = random < 800
- triggerall = p2stateno = 9420
- trigger1 = time = [3,5]
- anim = 9456
- pos = 0,-50
- random = 50,120
- postype = p2
- ontop = 1
- ownpal = 1
- bindtime = 1
-
- [State 9450, 7]
- type = Explod
- triggerall = random < 700
- triggerall = (time%20) = 0
- trigger1 = p2stateno = 9420
- anim = 9457
- pos = -20,-40
- random = 50,50
- postype = p2
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9450, 8]
- type = Destroyself
- trigger1 = p2Movetype != H
- trigger2 = time = 80
- trigger3 = time = [20,40]
- trigger3 = p2stateno != 9420
-
- ;---------------
- ; Leona get hurt
- [Statedef 9460]
- type = A
- physics = N
- movetype= H
- anim = 9460
- ctrl = 0
- velset = -6,-7
-
- [State 9460, 1];gravity
- type = veladd
- trigger1 = 1
- y = .5
-
- [State 9460, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 9460, 3]
- type = changestate
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- value = 9461
-
- ;------------------------
- ; Leona get hurt - Bounce
- [Statedef 9461]
- type = A
- physics = N
- movetype= H
- anim = 9461
- ctrl = 0
- velset = -3,-4
-
- [State 9461, 1.2]
- type = posfreeze
- trigger1 = time <= 4
-
- [State 9461, 2.1];gravity
- type = veladd
- trigger1 = time >= 5
- y = .5
-
- [State 9461, 2.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 9461, 2.3]
- type = posset
- trigger1 = time = 5
- y = -10
-
- [State 9461, 3]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 9461, 4];ground wave
- type = Explod
- trigger1 = time = 0
- anim = 8100
- pos = 22,5
- postype = p1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 9461, 5]
- type = Playsnd
- trigger1 = time = 0
- value = 0,50
- volume = -80
-
- [State 9461, 6]
- type = changestate
- trigger1 = time >= 7
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- value = 9462
-
- ;-------------------------
- ; Leona get hurt - Liedown
- [Statedef 9462]
- type = L
- physics = N
- movetype= H
- anim = 9462
- ctrl = 0
- velset = 0,0
-
- [State 9462, 1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 9462, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 9462, 3];dust
- type = Explod
- trigger1 = time = 0
- anim = 8150
- pos = -10,-8
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 9462, 4]
- type = Playsnd
- trigger1 = time = 0
- value = 0,40
- volume = -80
-
- [State 9462, 5]
- type = changestate
- trigger1 = time = 25
- value = 9463
-
- ;-----------------------
- ; Leona get hurt - Getup
- [Statedef 9463]
- type = L
- physics = N
- movetype= H
- anim = 9463
- ctrl = 0
- velset = 0,0
-
- [State 9463, 1]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 9463, 2]
- type = changestate
- trigger1 = animtime = 0
- value = 9403
-
- ;=============
- ; Basic Throws
- ;=============
- ; Nageppanashi German(Throw 1)
- [Statedef 2000]
- type = S
- physics = S
- movetype= A
- anim = 2000
- ctrl = 0
- velset = 0,0
- juggle = 15
- facep2 = 1
-
- [State 2000, 1]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2000, 2]
- type = Hitdef
- trigger1 = Time = 0
- attr = S, NT
- Hitflag = M-
- priority = 3, Miss
- sparkno = -1
- sprpriority = 2
- p2facing = 1
- p1stateno = 2001
- p2stateno = 2020
- p2getp1state = 1
- hitonce = 1
- numhits = 0
- getpower = 200
- givepower = 100
-
- [State 2000, 3];back to walking action
- type = ChangeState
- trigger1 = time = 1
- value = 20
- ctrl = 1
-
- ;-----------------------
- ; ???(Throw 1) - Succeed
- [Statedef 2001]
- type = S
- physics = N
- movetype= A
- anim = 2001
- ctrl = 0
- velset = 0,0
-
- [State 2001, 1]
- type = Width
- trigger1 = time <= 23
- edge = 60,0
-
- [State 2001, 2]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 2001, 3.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 10
- pos = 30,0
-
- [State 2001, 3.2]
- type = TargetBind
- trigger1 = time >= 11
- trigger1 = time <= 14
- pos = 51,-30
-
- [State 2001, 3.3]
- type = TargetBind
- trigger1 = time = 15
- pos = 42,0
-
- [State 2001, 4]
- type = Posadd
- trigger1 = animelem = 8
- x = -31
-
- [State 2001, 5];ground wave
- type = Explod
- trigger1 = time = 15
- anim = 8100
- pos = 0,5
- postype = p2
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 2001, 6.1]
- type = Playsnd
- trigger1 = animelem = 4
- value = 0,44
- volume = -80
-
- [State 2001, 6.2]
- type = Playsnd
- trigger1 = animelem = 5
- value = 0,40
- volume = -80
-
- [State 2001, 6.3]
- type = Playsnd
- trigger1 = animelem = 4
- value = 0,17
- channel = 0
- volume = 0
-
- [State 2001, 7];Damage
- type = TargetLifeadd
- trigger1 = animelem = 5
- value = (floor(-160*fvar(12)))-160
- absolute = 1
-
- [State 2001, 8]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------
- ; Throw by ???(Throw 1)
- [Statedef 2020]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 2020, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 2020
-
- [State 2020, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2020, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 2020, 4]
- type = Width
- trigger1 = time <= 23
- value = -30,-30
-
- [State 2020, 5.1]
- type = velset
- trigger1 = time = 23
- x = -4
- y = -7
-
- [State 2020, 5.2];gravity
- type = veladd
- trigger1 = time >= 23
- y = .52
-
- [State 2020, 5.3]
- type = Posadd
- trigger1 = time = 23
- y = -5
-
- [State 2020, 6];shaking effect
- type = Envshake
- trigger1 = time = 15
- time = 15
- freq = 80
- ampl = -7
-
- [State 2020, 7]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 25
- value = 2021
-
- ;---------------------------------
- ; Throw by ???(Throw 1) - Bouncing
- [Statedef 2021]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = -3,-4
-
- [State 2021, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3124
-
- [State 2021, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 2021, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 2021, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 2021, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 2021, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 2021, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 2022
-
- ;-----------------------------------
- ; Throw by ???(Throw 1) - lying down
- [Statedef 2022]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 2022, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3125
-
- [State 2022, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 2022, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 2022, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 2022, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 2022, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;---------------------------------------------------------------------------
- ; ???(Throw 2)
- [Statedef 2100]
- type = S
- physics = S
- movetype= A
- anim = 2000
- ctrl = 0
- velset = 0,0
- juggle = 15
- facep2 = 1
-
- [State 2100, 1]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2100, 2]
- type = Hitdef
- trigger1 = Time = 0
- attr = S, NT
- Hitflag = M-
- priority = 3, Miss
- sparkno = -1
- sprpriority = 2
- p2facing = 1
- p1stateno = 2101
- p2stateno = 2120
- p2getp1state = 1
- hitonce = 1
- numhits = 0
- getpower = 200
- givepower = 100
-
- [State 2100, 3];back to walking action
- type = ChangeState
- trigger1 = time = 1
- value = 20
- ctrl = 1
-
- ;-----------------------
- ; ???(Throw 2) - Succeed
- [Statedef 2101]
- type = S
- physics = N
- movetype= A
- anim = 2101
- ctrl = 0
- velset = 0,0
-
- [State 2101, 1.1]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [State 2101, 2.1]
- type = sprpriority
- trigger1 = time >= 0
- trigger1 = time <= 14
- value = 2
-
- [State 2101, 2.2]
- type = sprpriority
- trigger1 = time >= 15
- trigger1 = time <= 32
- value = 3
-
- [State 2101, 3.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 14
- pos = 40,0
-
- [State 2101, 3.2]
- type = TargetBind
- trigger1 = time >= 15
- trigger1 = time <= 32
- pos = 26,-127
-
- [State 2101, 4]
- type = varset
- trigger1 = time = 0
- var(1) = 8
-
- [State 2101, 5];normal grab spark
- type = Explod
- trigger1 = time = 15
- anim = 8250
- pos = 27,-127
- postype = p1
- bindtime = 1
- sprpriority = 2
- ownpal = 1
-
- [State 2101, 6]
- type = Playsnd
- trigger1 = animelem = 5
- value = 0,42
- volume = -80
-
- [State 2101, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2102
-
- ;-------------------------
- ; ???(Throw 2) - Squeezing
- [Statedef 2102]
- type = S
- physics = N
- movetype= A
- anim = 2102
- ctrl = 0
- velset = 0,0
-
- [State 2102, 1]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [State 2102, 2]
- type = varadd
- trigger1 = time = 0
- var(1) = -1
-
- [State 2102, 3.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 5
- pos = 27,-134
-
- [State 2102, 3.2]
- type = TargetBind
- trigger1 = time >= 6
- trigger1 = time <= 13
- pos = 26,-134
-
- [State 2102, 4]
- type = Playsnd
- trigger1 = time = 0
- value = 0,43
-
- [State 2102, 5];Damage
- type = TargetLifeadd
- trigger1 = time = 6
- value = (floor(-20*fvar(12)))-20
- absolute = 1
- kill = 0
-
- [State 2102, 6];Blood
- type = Explod
- trigger1 = time = 0
- anim = 2150
- pos = 23,-129
- postype = p1
- bindtime = 1
- sprpriority = 4
- ownpal = 1
-
- [State 2102, 7.1]
- type = ChangeState
- trigger1 = var(1) = 0
- trigger1 = animtime = 0
- value = 2103
-
- [State 2102, 7.2]
- type = ChangeState
- trigger1 = var(1) != 0
- trigger1 = animtime = 0
- value = 2102
-
- ;-------------------------
- ; ???(Throw 2) - Slam down
- [Statedef 2103]
- type = S
- physics = N
- movetype= A
- anim = 2103
- ctrl = 0
- velset = 0,0
-
- [State 2102, 1]
- type = Width
- trigger1 = time <= 18
- edge = 0,60
-
- [State 2102, 2]
- type = Targetstate
- trigger1 = time = 0
- value = 2122
-
- [State 2102, 3.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 2
- pos = -24,-124
-
- [State 2102, 3.2]
- type = TargetBind
- trigger1 = time >= 3
- trigger1 = time <= 6
- pos = -13,-113
-
- [State 2102, 3.3]
- type = TargetBind
- trigger1 = time >= 7
- trigger1 = time <= 10
- pos = -53,-31
-
- [State 2102, 3.4]
- type = TargetBind
- trigger1 = time = 11
- pos = -62,0
-
- [State 2103, 4]
- type = Posadd
- trigger1 = animelem = 7
- x = -12
-
- [State 2103, 5];ground wave
- type = Explod
- trigger1 = time = 11
- anim = 8100
- pos = 0,5
- postype = p2
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 2103, 6.1]
- type = Playsnd
- trigger1 = animelem = 3
- value = 0,44
- volume = -80
-
- [State 2103, 6.2]
- type = Playsnd
- trigger1 = animelem = 4
- value = 0,40
- volume = -80
-
- [State 2103, 6.3]
- type = Playsnd
- trigger1 = animelem = 3
- value = 0,17
- channel = 0
- volume = 0
-
- [State 2103, 7];Damage
- type = TargetLifeadd
- trigger1 = animelem = 4
- value = (floor(-15*fvar(12)))-15
- absolute = 1
-
- [State 2103, 8]
- type = turn
- trigger1 = animtime = 0
-
- [State 2103, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------
- ; Throw by ???(Throw 2)
- [Statedef 2120]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 2120, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 2120
-
- [State 2120, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2120, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 2120, 4]
- type = width
- trigger1 = 1
- value = -30,-30
-
- [State 2120, 5];adjust the camera
- type = ScreenBound
- trigger1 = 1
- value = 1
-
- [State 2120, 6]
- type = Changestate
- trigger1 = animtime = 0
- value = 2121
-
- ;--------------------------------------
- ; Throw by ???(Throw 2) - Being squeeze
- [Statedef 2121]
- type = S
- physics = N
- movetype= H
- ctrl = 0
-
- [State 2121, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 2121
-
- [State 2121, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2121, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 2121, 4]
- type = width
- trigger1 = 1
- value = -30,-30
-
- [State 2121, 5];adjust the camera
- type = ScreenBound
- trigger1 = 1
- value = 1
-
- ;----------------------------------------
- ; Throw by ???(Throw 2) - Being slam down
- [Statedef 2122]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 2122, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 2122
-
- [State 2122, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 2122, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 2122, 4.1]
- type = velset
- trigger1 = time = 19
- x = 4
- y = -7
-
- [State 2122, 4.2];gravity
- type = veladd
- trigger1 = time >= 19
- y = .52
-
- [State 2122, 4.3]
- type = Posadd
- trigger1 = time = 19
- y = -5
-
- [State 2122, 5];adjust the camera
- type = ScreenBound
- trigger1 = time <= 19
- value = 1
-
- [State 2122, 6]
- type = width
- trigger1 = time <= 19
- value = -30,-30
-
- [State 2122, 7];shaking effect
- type = Envshake
- trigger1 = time = 11
- time = 15
- freq = 80
- ampl = -7
-
- [State 2122, 8]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 20
- value = 2123
-
- ;---------------------------------
- ; Throw by ???(Throw 2) - Bouncing
- [Statedef 2123]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 3,-4
-
- [State 2123, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3124
-
- [State 2123, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 2123, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 2123, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 2123, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 2123, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 2123, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 2124
-
- ;-----------------------------------
- ; Throw by ???(Throw 2) - lying down
- [Statedef 2124]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 2124, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3125
-
- [State 2124, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 2124, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 2124, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 2124, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 2124, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;==============
- ; Basic Attacks
- ;==============
- ; Standing Light Punch
- [Statedef 200]
- type = S
- physics = S
- movetype= A
- anim = 200
- ctrl = 0
- velset = 0,0
- juggle = 5
- facep2 = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 200, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- fall.animtype = Back
- priority = 7,Hit
- damage = 43, 0
- pausetime = 11, 10
- guard.pausetime = 11, 10
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = -10, -101
- hitsound = S0, 20
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5
- guard.velocity = -4.5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -8
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -8
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- [State 200, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing Forward Light Slash
- [Statedef 201]
- type = S
- physics = S
- movetype= A
- anim = 201
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 201, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,7
- channel = 0
- volume = 0
-
- [State 201, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 201, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 92, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 8, -42
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
- air.fall = 1
- fall.recover = 0
-
- [State 201, 4.1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- x = 15
-
- [State 201, 4.2]
- type = posadd
- trigger1 = animelem = 8
- x = -10
-
- [State 201, 5];blood
- type = Explod
- trigger1 = animelem = 5, >= 0
- trigger1 = movehit
- anim = 8980
- pos = 8, -42
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 201, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing Forward Light Slash(linked)
- [Statedef 202]
- type = S
- physics = S
- movetype= A
- anim = 202
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 202, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,7
- channel = 0
- volume = 0
-
- [State 202, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 202, 3.1]
- type = Hitdef
- trigger1 = prevstateno != 220
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 92, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 8, -42
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
- air.fall = 1
- fall.recover = 0
-
- [State 202, 3.2]
- type = Hitdef
- trigger1 = prevstateno = 220
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 92, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 8, -42
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
- air.fall = 1
- fall.recover = 0
-
- [State 202, 4.1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- x = 15
-
- [State 202, 4.2]
- type = posadd
- trigger1 = animelem = 8
- x = -10
-
- [State 202, 5];blood
- type = Explod
- trigger1 = animelem = 5, >= 0
- trigger1 = movehit
- anim = 8980
- pos = 8, -42
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 202, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Crouching Light Punch
- [Statedef 400]
- type = C
- physics = C
- movetype= A
- anim = 400
- ctrl = 0
- velset = 0,0
- juggle = 5
- facep2 = 1
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 400, 3]
- type = Hitdef
- trigger1 = animelem = 3
- attr = C, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- fall.animtype = Back
- priority = 7,Hit
- damage = 38, 0
- pausetime = 12, 10
- guard.pausetime = 12, 10
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 0, -56
- hitsound = S0, 20
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- getpower = 150, 120
- givepower = 125, 180
-
- [State 400, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jumping Light Punch
- [Statedef 600]
- type = A
- physics = A
- movetype= A
- anim = 600
- ctrl = 0
- juggle = 5
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 600, 3]
- type = Hitdef
- trigger1 = animelem = 2
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = back
- fall.animtype = Back
- priority = 7,Hit
- damage = 43, 0
- pausetime = 12, 14
- guard.pausetime = 12, 14
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 0, -57
- hitsound = S0, 20
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- ;---------------------------------------------------------------------------
- ; Standing Near Light Kick
- [Statedef 210]
- type = S
- physics = S
- movetype= A
- anim = 210
- ctrl = 0
- velset = 0,0
- juggle = 5
- facep2 = 1
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 210, 3.1]
- type = Hitdef
- trigger1 = prevstateno != 210
- trigger1 = animelem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- fall.animtype = back
- priority = 7,Hit
- damage = 38, 0
- pausetime = 13, 12
- guard.pausetime = 13, 12
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 10, -71
- hitsound = S0, 21
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5
- guard.velocity = -4.5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -8
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -8
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- [State 210, 3.2]
- type = Hitdef
- trigger1 = prevstateno = 210
- trigger1 = animelem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- fall.animtype = back
- priority = 7,Hit
- damage = 38, 0
- pausetime = 13, 12
- guard.pausetime = 13, 12
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 10, -71
- hitsound = S0, 21
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5
- guard.velocity = -4.5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -8
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -8
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- [State 210, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing Far Light Kick
- [Statedef 211]
- type = S
- physics = S
- movetype= A
- anim = 211
- ctrl = 0
- velset = 0,0
- juggle = 5
- facep2 = 1
-
- [State 211, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 211, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 211, 3]
- type = Hitdef
- trigger1 = animelem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- fall.animtype = back
- priority = 7,Hit
- damage = 39, 0
- pausetime = 13, 12
- guard.pausetime = 13, 12
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 8, -73
- hitsound = S0, 21
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5
- guard.velocity = -4.5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -8
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -8
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- [State 211, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Crouching Light Kick
- [Statedef 410]
- type = C
- physics = C
- movetype= A
- anim = 410
- ctrl = 0
- velset = 0,0
- juggle = 5
- facep2 = 1
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 410, 3]
- type = Hitdef
- trigger1 = animelem = 2
- attr = C, NA
- hitflag = MA
- guardflag = L
- animtype = light
- air.animtype = back
- fall.animtype = back
- priority = 7,Hit
- damage = 38, 0
- pausetime = 15, 12
- guard.pausetime = 15, 12
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 10, -5
- hitsound = S0, 21
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -10
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- [State 410, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jumping Stright Light Kick
- [Statedef 610]
- type = A
- physics = A
- movetype= A
- anim = 610
- ctrl = 0
- juggle = 5
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,7
- channel = 0
- volume = 0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,18
-
- [State 610, 3]
- type = Hitdef
- trigger1 = animelem = 2
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = back
- fall.animtype = back
- priority = 7,Hit
- damage = 48, 0
- pausetime = 15, 12
- guard.pausetime = 15, 12
- sparkno = S8010
- guard.sparkno = S8040
- sparkxy = 0, -48
- hitsound = S0, 21
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
-
- ;---------------------------------------------------------------------------
- ; Standing Near Strong Punch
- [Statedef 220]
- type = S
- physics = S
- movetype= A
- anim = 220
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 220, 3]
- type = Hitdef
- trigger1 = animelem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 103, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 8, -72
- hitsound = S0, 22
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
-
- [State 220, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing Far Heavy Slash
- [Statedef 221]
- type = S
- physics = S
- movetype= A
- anim = 221
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 221, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 221, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 221, 3.1]
- type = Hitdef
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 85, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 8, -42
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 100, 70
- givepower = 75, 130
-
- [State 221, 3.2]
- type = Hitdef
- trigger1 = animelem = 10
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 34, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 0, -50
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 100, 70
- givepower = 75, 130
-
- [State 221, 4.1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- x = 15
-
- [State 221, 4.2]
- type = posadd
- trigger1 = animelem = 11
- trigger2 = animelem = 12
- trigger3 = animelem = 13
- x = 8
-
- [State 221, 5.1];blood
- type = Explod
- trigger1 = animelem = 5, >= 0
- trigger1 = movehit
- anim = 8980
- pos = 8, -42
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 221, 5.2];blood
- type = Explod
- trigger1 = animelem = 10, >= 0
- trigger1 = movehit
- anim = 8980
- pos = 8, -42
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 221, 6]
- type = movehitreset
- trigger1 = animelem = 6
- trigger2 = animelem = 11
-
- [State 221, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Crouching Strong Punch
- [Statedef 420]
- type = C
- physics = C
- movetype= A
- anim = 420
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 420, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 420, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = C, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 123, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 10, -88
- hitsound = S0, 22
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
-
- [State 420, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jumping Strong Slash
- [Statedef 620]
- type = A
- physics = A
- movetype= A
- anim = 620
- ctrl = 0
- juggle = 10
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 620, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 113, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8021
- guard.sparkno = S8050
- sparkxy = 5, -42
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
-
- [State 620, 4];blood
- type = Explod
- trigger1 = animelem = 5, >= 0
- trigger1 = movehit
- anim = 8980
- pos = 10, -42
- facing = -1
- vel = -.5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 620, 5]
- type = movehitreset
- trigger1 = animelem = 6
-
- ;---------------------------------------------------------------------------
- ; Standing Strong Kick
- [Statedef 230]
- type = S
- physics = S
- movetype= A
- anim = 230
- ctrl = 0
- velset = 0,0
- juggle = 10
- facep2 = 1
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 230, 3.1]
- type = Hitdef
- trigger1 = animelem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 75, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 2, -110
- hitsound = S0, 24
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- guard.ctrltime = 15
- ground.velocity = -9.5
- guard.velocity = -9
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -12
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- sprpriority = 1
- getpower = 100, 70
- givepower = 75, 130
-
- [State 230, 3.2]
- type = Hitdef
- trigger1 = animelem = 6
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 38, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = -5, -97
- hitsound = S0, 24
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- guard.ctrltime = 15
- ground.velocity = -10.5
- guard.velocity = -10
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -14
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -14
- sprpriority = 1
- getpower = 100, 70
- givepower = 75, 130
-
- [State 230, 4.1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 5
- x = 15
-
- [State 230, 4.2]
- type = posadd
- trigger1 = animelem = 9
- x = 10
-
- [State 230, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Crouching Strong Kick
- [Statedef 430]
- type = C
- physics = C
- movetype= A
- anim = 430
- ctrl = 0
- velset = 0,0
- juggle = 15
- facep2 = 1
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 430, 3]
- type = Hitdef
- trigger1 = animelem = 4
- attr = C, NA
- hitflag = MA
- guardflag = L
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 104, 0
- pausetime = 12, 8
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = -2, -11
- hitsound = S0, 24
- guardsound = S0, 26
- ground.type = low
- air.type = low
- guard.slidetime = 18
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -2.2, -6.5
- guard.velocity = -16.8
- air.velocity = -2.2, -6.5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
- fall = 1
- yaccel = .6
-
- [State 430, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jumping Strong Kick
- [Statedef 630]
- type = A
- physics = A
- movetype= A
- anim = 630
- ctrl = 0
- juggle = 10
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,17
- channel = 0
- volume = 0
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 630, 3.1]
- type = Hitdef
- trigger1 = animelem = 2
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 104, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -97
- hitsound = S0, 24
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
-
- [State 630, 3.2]
- type = Hitdef
- trigger1 = animelem = 4
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 52, 0
- pausetime = 12, 15
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -53
- hitsound = S0, 24
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 11
- guard.slidetime = 11
- ground.hittime = 12
- guard.hittime = 12
- air.hittime = 10
- guard.ctrltime = 10
- ground.velocity = -5.5
- guard.velocity = -5
- air.velocity = -3.5, -4
- ground.cornerpush.veloff = -9
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -9
- sprpriority = 1
- getpower = 200, 140
- givepower = 150, 260
-
- [State 630, 4.1]
- type = Posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = pos y >= -20
- x = 5
-
- [State 630, 4.2]
- type = Posadd
- trigger1 = animelem = 1
- x = 10
-
- ;---------------------------------------------------------------------------
- ; Slide Attacks
- [Statedef 235]
- type = S
- physics = S
- movetype= A
- anim = 235
- ctrl = 0
- velset = 0,0
- juggle = 5
-
- [State 235, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,7
- channel = 0
- volume = 0
-
- [State 235, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 235, 3.1]
- type = Hitdef
- trigger1 = animelem = 4
- trigger1 = var(11) = 0
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 62, 0
- pausetime = 12, 14
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -72
- hitsound = S0, 23
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 20
- guard.slidetime = 20
- ground.hittime = 21
- guard.hittime = 21
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -15.2
- guard.velocity = -14.8
- air.velocity = -3.8, -5
- ground.cornerpush.veloff = -25
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -25
- sprpriority = 1
- getpower = 150, 120
- givepower = 125, 180
- air.fall = 1
- fa..recover = 1
-
- [State 235, 3.2];for armor mode
- type = Hitdef
- trigger1 = animelem = 4
- trigger1 = var(11) != 0
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = dragup
- priority = 4,Hit
- damage = 62, 0
- pausetime = 12, 14
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -72
- hitsound = S0, 23
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 20
- guard.slidetime = 20
- ground.hittime = 21
- guard.hittime = 21
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -3.8, -6
- guard.velocity = -15.8
- air.velocity = -3.8, -5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- fall = 1
- fall.animtype = dragUp
- getpower = 150, 120
- givepower = 125, 180
-
- [State 235, 4]
- type = posadd
- trigger1 = animelem = 6
- x = 10
-
- [State 235, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing Knock Down
- [Statedef 240]
- type = S
- physics = S
- movetype= A
- anim = 240
- ctrl = 0
- velset = 0,0
- juggle = 15
- facep2 = 1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,17
- channel = 0
- volume = 0
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 240, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 133, 0
- pausetime = 12, 10
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -48
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = low
- air.type = low
- guard.slidetime = 18
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -4.2, -7.5
- guard.velocity = -16.8
- air.velocity = -3.7, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- getpower = 220, 148
- givepower = 172, 292
- fall = 1
- yaccel = .6
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jumping Knock Down
- [Statedef 640]
- type = A
- physics = A
- movetype= A
- anim = 640
- ctrl = 0
- juggle = 15
-
- [State 640, 1]
- type = PlaySnd
- trigger1 = Time = 1
- trigger1 = random <= 700;high percent
- value = 0,17
- channel = 0
- volume = 0
-
- [State 640, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,19
-
- [State 640, 3]
- type = Hitdef
- trigger1 = animelem = 5
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 133, 0
- pausetime = 12, 10
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -44
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = low
- air.type = low
- guard.slidetime = 18
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -4.2, -7.5
- guard.velocity = -16.8
- air.velocity = -3.7, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- getpower = 220, 148
- givepower = 172, 292
- fall = 1
- yaccel = .6
-
- ;---------------------------------------------------------------------------
- ; Guard Reversal
- [Statedef 245]
- type = S
- physics = S
- movetype= A
- anim = 245
- ctrl = 0
- velset = 0,0
- juggle = 15
- poweradd = -1000
- facep2 = 1
-
- [State 245, 1]
- type = Pause
- trigger1 = Time = 0
- time = 8
- movetime = 8
-
- [State 245, 2]
- type = Envcolor
- trigger1 = Time = 0
- value = 248,248,248
- time = 3
- under = 1
-
- [State 245, 3]
- type = Explod
- trigger1 = Time = 3
- anim = 8000
- pos = -5,-80
- ontop = 1
- ownpal = 1
-
- [State 245, 4]
- type = PlaySnd
- trigger1 = Time = 4
- value = 0,19
-
- [State 245, 5]
- type = Hitdef
- trigger1 = animelem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 0, 0
- pausetime = 12, 10
- guard.pausetime = 12, 15
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 0, -48
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = low
- air.type = low
- guard.slidetime = 18
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -4.2, -7.5
- guard.velocity = -16.8
- air.velocity = -3.7, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- getpower = 220, 148
- givepower = 172, 292
- fall = 1
- yaccel = .6
-
- [State 245, 6]
- type = Hitby
- trigger1 = Time >= 0
- trigger1 = Time < 23
- value = SCA, NT,ST,HT
-
- [State 245, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;================
- ; Speical Attacks
- ;================
- ; Yonokaze (Twister) - Type A
- [Statedef 800]
- type = S
- physics = S
- movetype= A
- anim = 800
- ctrl = 0
- juggle = 10
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 800, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,28
- volume = 0
- channel = 0
-
- [State 800, 1.2]
- type = Playsnd
- trigger1 = Animelem = 7, = 1
- value = 0,29
- volume = 80
- channel = 20
-
- [State 800, 2.1]
- type = Projectile
- trigger1 = var(10) = 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 55, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 820
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 800, 2.2];counter mode
- type = Projectile
- trigger1 = var(10) != 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 55, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 823
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 800, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Yonokaze (Twister) - Type B
- [Statedef 801]
- type = S
- physics = S
- movetype= A
- anim = 800
- ctrl = 0
- juggle = 10
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 801, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,28
- volume = 0
- channel = 0
-
- [State 801, 1.2]
- type = Playsnd
- trigger1 = Animelem = 7, = 1
- value = 0,29
- volume = 80
- channel = 20
-
- [State 801, 2.1]
- type = Projectile
- trigger1 = var(10) = 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 105, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 820
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 801, 2.2];counter mode
- type = Projectile
- trigger1 = var(10) != 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 105, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 823
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 801, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Yonokaze (Twister) - Type C
- [Statedef 802]
- type = S
- physics = S
- movetype= A
- anim = 800
- ctrl = 0
- juggle = 10
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 802, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,28
- volume = 0
- channel = 0
-
- [State 802, 1.2]
- type = Playsnd
- trigger1 = Animelem = 7, = 1
- value = 0,29
- volume = 80
- channel = 20
-
- [State 802, 2.1]
- type = Projectile
- trigger1 = var(10) = 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 155, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 820
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 802, 2.2];counter mode
- type = Projectile
- trigger1 = var(10) != 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 155, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 823
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 802, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Yonokaze (Twister) - Type D
- [Statedef 803]
- type = S
- physics = S
- movetype= A
- anim = 800
- ctrl = 0
- juggle = 10
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 803, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,28
- volume = 0
- channel = 0
-
- [State 803, 1.2]
- type = Playsnd
- trigger1 = Animelem = 7, = 1
- value = 0,29
- volume = 80
- channel = 20
-
- [State 803, 2.1]
- type = Projectile
- trigger1 = var(10) = 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 205, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 820
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 803, 2.2];counter mode
- type = Projectile
- trigger1 = var(10) != 0
- trigger1 = animelem = 7, = 1
- ProjID = 800
- projanim = 810
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = 205, 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 100, 5
- pausetime = 0, 0
- guard.pausetime = 0, 6
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 823
- p2getp1state = 1
- getpower = 300, 240
- givepower = 150, 260
- fall = 1
- fall.recover = 1
- persistent = 0
-
- [State 803, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------
- ; Hit by Yonokaze (Twister)
- [Statedef 820]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,-10
-
- [State 820, 1]
- type = changeanim2
- trigger1 = time <= 2
- value = 820
-
- [State 820, 2]
- type = Posfreeze
- trigger1 = time <= 2
-
- [State 820, 3.1];access this always
- type = velset
- trigger1 = time = 0
- x = -5.5
- ignorehitpause = 1
-
- [State 820, 3.2];access this if not facing opponent
- type = velset
- trigger1 = time >= 0
- trigger1 = time <= 2
- trigger1 = (p2dist x < 0.1 && p2name = "Goenitz")
- x = 5.5
- ignorehitpause = 1
-
- [State 820, 3.3];Gravity
- type = veladd
- trigger1 = time > 2
- y = .6
-
- [State 820, 3.4]
- type = Posadd
- trigger1 = time = 0
- y = -60
-
- [State 820, 4]
- type = Nothitby
- trigger1 = 1
- value2 = SCA
- ignorehitpause = 1
-
- [State 820, 5]
- type = Selfstate
- trigger1 = pos y >= -20
- trigger1 = vel y > 0
- value = 5100
- ignorehitpause = 1
-
- ;--------------------------------------------
- ; Hit by Yonokaze (Twister) - in counter mode
- [Statedef 823]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,-10
-
- [State 823, 1]
- type = changeanim2
- trigger1 = time <= 2
- value = 820
-
- [State 823, 2]
- type = Posfreeze
- trigger1 = time <= 2
-
- [State 823, 3.1];access this always
- type = velset
- trigger1 = time = 0
- x = -5.5
- ignorehitpause = 1
-
- [State 823, 3.2];access this if not facing opponent
- type = velset
- trigger1 = time >= 0
- trigger1 = time <= 2
- trigger1 = (p2dist x < 0.1 && p2name = "Goenitz")
- x = 5.5
- ignorehitpause = 1
-
- [State 823, 3.3];Gravity
- type = veladd
- trigger1 = time > 2
- y = .6
-
- [State 823, 3.4]
- type = Posadd
- trigger1 = time = 0
- y = -60
-
- [State 823, 4]
- type = Nothitby
- trigger1 = 1
- value2 = SCA
- ignorehitpause = 1
-
- [State 823, 5.1]
- type = Selfstate
- trigger1 = pos y >= -20
- trigger1 = vel y > 0
- trigger1 = !SelfAnimExist(5111)
- value = 5100
- ignorehitpause = 1
-
- [State 823, 5.2]
- type = Changestate
- trigger1 = pos y >= -20
- trigger1 = vel y > 0
- trigger1 = SelfAnimExist(5111)
- value = 821
- ignorehitpause = 1
-
- ;-----------------------------------------
- ; Hit by Yonokaze (Twister) - reach ground
- [Statedef 821]
- type = L
- physics = N
- movetype= H
- ctrl = 0
-
- [State 821, 1.1]
- type = Changeanim2
- trigger1 = time <= 1
- value = 821
-
- [State 821, 1.2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 821, 2.1]
- type = velset
- trigger1 = time = 0
- y = -4
-
- [State 821, 2.2]
- type = veladd
- trigger1 = 1
- y = .5
-
- [State 821, 2.3]
- type = velmul
- trigger1 = time >= 2
- x = .95
-
- [State 821, 2.4]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 821, 2.5]
- type = posset
- trigger1 = time = 3
- y = -40
-
- [State 821, 3]
- type = Nothitby
- trigger1 = 1
- value2 = SCA
-
- [State 821, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 821, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 821, 6]
- type = changestate
- trigger1 = time >= 3
- trigger1 = pos y >= -20
- trigger1 = vel y > 0
- value = 822
-
- ;------------------------------------
- ; Hit by Yonokaze (Twister) - liedown
- [Statedef 822]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 822, 1]
- type = Changeanim
- trigger1 = time = 0
- value = 5111
-
- [State 822, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 822, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 822, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 822, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5110
-
- [State 822, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;---------------------------------------------------------------------------
- ; Wanpyuu Tokobuse (Low Vacuum Air Slash)
- [Statedef 900]
- type = S
- physics = S
- movetype= A
- anim = 900
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 900, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,30
- volume = 0
- channel = 0
-
- [State 900, 1.2]
- type = Playsnd
- trigger1 = Animelem = 8
- value = 0,31
- volume = 0
-
- [State 900, 1.3]
- type = Playsnd
- trigger1 = animelem = 9
- trigger2 = animelem = 9, = 1
- trigger3 = animelem = 9, = 3
- trigger4 = animelem = 9, = 5
- trigger5 = animelem = 9, = 7
- trigger6 = animelem = 9, = 9
- trigger7 = animelem = 9, = 11
- trigger8 = animelem = 9, = 13
- trigger9 = animelem = 9, = 15
- trigger10 = animelem = 9, = 17
- trigger11 = animelem = 9, = 19
- trigger12 = animelem = 9, = 21
- trigger13 = animelem = 9, = 23
- trigger14 = animelem = 9, = 25
- trigger15 = animelem = 9, = 27
- trigger16 = animelem = 9, = 29
- trigger17 = animelem = 9, = 31
- trigger18 = animelem = 9, = 33
- trigger19 = animelem = 9, = 35
- trigger20 = animelem = 9, = 37
- trigger21 = animelem = 9, = 39
- trigger22 = animelem = 9, = 41
- trigger23 = animelem = 9, = 43
- trigger24 = animelem = 9, = 45
- trigger25 = animelem = 9, = 47
- value = 0,32
- volume = -80
- ;channel = 4
-
- [State 900, 2.1]
- type = Hitdef
- trigger1 = animelem = 9, = 2
- trigger2 = animelem = 9, = 13
- trigger3 = animelem = 9, = 25
- trigger4 = animelem = 9, = 37
- trigger5 = animelem = 9, = 49
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = 8, -90
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -5.5
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -5.5
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 900, 2.2]
- type = Hitdef
- trigger1 = animelem = 9, = 5
- trigger2 = animelem = 9, = 17
- trigger3 = animelem = 9, = 29
- trigger4 = animelem = 9, = 41
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = 10, -60
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -5.5
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -5.5
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 900, 2.3]
- type = Hitdef
- trigger1 = animelem = 9, = 3
- trigger2 = animelem = 9, = 15
- trigger3 = animelem = 9, = 27
- trigger4 = animelem = 9, = 39
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = -10, -55
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -5.5
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -5.5
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 900, 3];snap spark
- type = Explod
- trigger1 = animelem = 8
- anim = 901
- pos = 32,-121
- ontop = 1
- ownpal = 1
-
- [State 900, 4.11];Upper Blade 1
- type = Explod
- trigger1 = animelem = 9
- trigger2 = animelem = 9, = 11
- trigger3 = animelem = 9, = 23
- trigger4 = animelem = 9, = 35
- trigger5 = animelem = 9, = 47
- anim = 910
- pos = 65,-90
- vel = 3,-3
- ontop = 1
- ownpal = 1
-
- [State 900, 4.12];Upper Blade 2
- type = Explod
- trigger1 = animelem = 9, = 9
- trigger2 = animelem = 9, = 21
- trigger3 = animelem = 9, = 33
- trigger4 = animelem = 9, = 45
- anim = 910
- pos = 50,-75
- vel = 3,-3
- ontop = 1
- ownpal = 1
-
- [State 900, 4.21];Centre Blade 1
- type = Explod
- trigger1 = animelem = 9, = 3
- trigger2 = animelem = 9, = 15
- trigger3 = animelem = 9, = 27
- trigger4 = animelem = 9, = 39
- anim = 911
- pos = 85,-60
- vel = 3
- ontop = 1
- ownpal = 1
-
- [State 900, 4.22];Centre Blade 2
- type = Explod
- trigger1 = animelem = 9, = 5
- trigger2 = animelem = 9, = 17
- trigger3 = animelem = 9, = 29
- trigger4 = animelem = 9, = 41
- anim = 911
- pos = 55,-60
- vel = 3
- ontop = 1
- ownpal = 1
-
- [State 900, 4.31];Lower Blade 1
- type = Explod
- trigger1 = animelem = 9, = 1
- trigger2 = animelem = 9, = 13
- trigger3 = animelem = 9, = 25
- trigger4 = animelem = 9, = 37
- anim = 912
- pos = 45,-55
- vel = 3,3
- ontop = 1
- ownpal = 1
-
- [State 900, 4.32];Lower Blade 2
- type = Explod
- trigger1 = animelem = 9, = 7
- trigger2 = animelem = 9, = 19
- trigger3 = animelem = 9, = 31
- trigger4 = animelem = 9, = 43
- anim = 912
- pos = 70,-40
- vel = 3,3
- ontop = 1
- ownpal = 1
-
- [State 900, 5.1];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 9, = 3
- trigger2 = animelem = 9, = 14
- trigger3 = animelem = 9, = 26
- trigger4 = animelem = 9, = 38
- trigger5 = animelem = 9, = 50
- anim = 8981
- pos = 8, -90
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 5.2];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 9, = 6
- trigger2 = animelem = 9, = 18
- trigger3 = animelem = 9, = 30
- trigger4 = animelem = 9, = 42
- anim = 8981
- pos = 10, -60
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 5.3];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 9, = 4
- trigger2 = animelem = 9, = 16
- trigger3 = animelem = 9, = 28
- trigger4 = animelem = 9, = 40
- anim = 8981
- pos = -10, -55
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 6.1];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 9, = 3
- trigger2 = animelem = 9, = 14
- trigger3 = animelem = 9, = 26
- trigger4 = animelem = 9, = 38
- trigger5 = animelem = 9, = 50
- anim = 8982
- pos = 8, -90
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 6.2];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 9, = 6
- trigger2 = animelem = 9, = 18
- trigger3 = animelem = 9, = 30
- trigger4 = animelem = 9, = 42
- anim = 8982
- pos = 10, -60
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 6.3];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 9, = 4
- trigger2 = animelem = 9, = 16
- trigger3 = animelem = 9, = 28
- trigger4 = animelem = 9, = 40
- anim = 8982
- pos = -10, -55
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 900, 7]
- type = Pause
- trigger1 = (gametime%2) = 0
- trigger1 = movehit
- time = 1
- movetime = 0
-
- [State 900, 8]
- type = movehitreset
- trigger1 = animelem = 9, >= 3
-
- [State 900, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Wanpyuu Mametsu (Upper Vacuum Air Slash)
- [Statedef 950]
- type = S
- physics = S
- movetype= A
- anim = 950
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
- poweradd = 180
-
- [State 950, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,30
- volume = 0
- channel = 0
-
- [State 950, 1.2]
- type = Playsnd
- trigger1 = Animelem = 7
- value = 0,31
- volume = 0
-
- [State 950, 1.3]
- type = Playsnd
- trigger1 = animelem = 8
- trigger2 = animelem = 8, = 1
- trigger3 = animelem = 8, = 3
- trigger4 = animelem = 8, = 5
- trigger5 = animelem = 8, = 7
- trigger6 = animelem = 8, = 9
- trigger7 = animelem = 8, = 11
- trigger8 = animelem = 8, = 13
- trigger9 = animelem = 8, = 15
- trigger10 = animelem = 8, = 17
- trigger11 = animelem = 8, = 19
- trigger12 = animelem = 8, = 21
- trigger13 = animelem = 8, = 23
- trigger14 = animelem = 8, = 25
- trigger15 = animelem = 8, = 27
- trigger16 = animelem = 8, = 29
- trigger17 = animelem = 8, = 31
- trigger18 = animelem = 8, = 33
- trigger19 = animelem = 8, = 35
- trigger20 = animelem = 8, = 37
- trigger21 = animelem = 8, = 39
- trigger22 = animelem = 8, = 41
- trigger23 = animelem = 8, = 43
- trigger24 = animelem = 8, = 45
- trigger25 = animelem = 8, = 47
- value = 0,32
- volume = -80
-
- [State 950, 2.1]
- type = Hitdef
- trigger1 = animelem = 8, = 2
- trigger2 = animelem = 8, = 13
- trigger3 = animelem = 8, = 25
- trigger4 = animelem = 8, = 37
- trigger5 = animelem = 8, = 49
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = 8, -130
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -18
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 950, 2.2]
- type = Hitdef
- trigger1 = animelem = 8, = 17
- trigger2 = animelem = 8, = 29
- trigger3 = animelem = 8, = 41
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = 10, -120
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -18
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 950, 2.3]
- type = Hitdef
- trigger1 = animelem = 8, = 15
- trigger2 = animelem = 8, = 27
- trigger3 = animelem = 8, = 39
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 20, 5
- pausetime = 5, 5
- guard.pausetime = 5, 0
- sparkno = S8022
- guard.sparkno = S8060
- sparkxy = -10, -120
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = High
- air.type = High
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -10
- guard.velocity = -10
- air.velocity = -3.5, -6
- ground.cornerpush.veloff = -18
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- sprpriority = 1
- getpower = 60, 48
- givepower = 15, 26
- air.fall = 1
- fall.recover = 0
-
- [State 950, 3];snap spark
- type = Explod
- trigger1 = animelem = 7
- anim = 901
- pos = 8,-132
- ontop = 1
- ownpal = 1
-
- [State 950, 4.11];Upper Blade 1
- type = Explod
- trigger1 = animelem = 8
- trigger2 = animelem = 8, = 11
- trigger3 = animelem = 8, = 23
- trigger4 = animelem = 8, = 35
- trigger5 = animelem = 8, = 47
- anim = 910
- pos = 40,-130
- vel = 3,-3
- ontop = 1
- ownpal = 1
-
- [State 950, 4.12];Upper Blade 2
- type = Explod
- trigger1 = animelem = 8, = 9
- trigger2 = animelem = 8, = 21
- trigger3 = animelem = 8, = 33
- trigger4 = animelem = 8, = 45
- anim = 910
- pos = 38,-105
- vel = 3,-3
- ontop = 1
- ownpal = 1
-
- [State 950, 4.21];Centre Blade 1
- type = Explod
- trigger1 = animelem = 8, = 3
- trigger2 = animelem = 8, = 15
- trigger3 = animelem = 8, = 27
- trigger4 = animelem = 8, = 39
- anim = 911
- pos = 65,-120
- vel = 3
- ontop = 1
- ownpal = 1
-
- [State 950, 4.22];Centre Blade 2
- type = Explod
- trigger1 = animelem = 8, = 5
- trigger2 = animelem = 8, = 17
- trigger3 = animelem = 8, = 29
- trigger4 = animelem = 8, = 41
- anim = 911
- pos = 35,-120
- vel = 3
- ontop = 1
- ownpal = 1
-
- [State 950, 4.31];Lower Blade 1
- type = Explod
- trigger1 = animelem = 8, = 1
- trigger2 = animelem = 8, = 13
- trigger3 = animelem = 8, = 25
- trigger4 = animelem = 8, = 37
- anim = 912
- pos = 40,-120
- vel = 3,3
- ontop = 1
- ownpal = 1
-
- [State 950, 4.32];Lower Blade 2
- type = Explod
- trigger1 = animelem = 8, = 7
- trigger2 = animelem = 8, = 19
- trigger3 = animelem = 8, = 31
- trigger4 = animelem = 8, = 43
- anim = 912
- pos = 38,-100
- vel = 3,3
- ontop = 1
- ownpal = 1
-
- [State 950, 5.1];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 8, = 3
- trigger2 = animelem = 8, = 14
- trigger3 = animelem = 8, = 26
- trigger4 = animelem = 8, = 38
- trigger5 = animelem = 8, = 50
- anim = 8981
- pos = 8, -130
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 5.2];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 8, = 18
- trigger2 = animelem = 8, = 30
- trigger3 = animelem = 8, = 42
- anim = 8981
- pos = 10, -120
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 5.3];Hit blood
- type = Explod
- triggerall = movehit
- trigger1 = animelem = 8, = 16
- trigger2 = animelem = 8, = 28
- trigger3 = animelem = 8, = 40
- anim = 8981
- pos = -10, -120
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 6.1];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 8, = 3
- trigger2 = animelem = 8, = 14
- trigger3 = animelem = 8, = 26
- trigger4 = animelem = 8, = 38
- trigger5 = animelem = 8, = 50
- anim = 8982
- pos = 8, -130
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 6.2];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 8, = 18
- trigger2 = animelem = 8, = 30
- trigger3 = animelem = 8, = 42
- anim = 8982
- pos = 10, -120
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 6.3];Guard blood
- type = Explod
- triggerall = moveguarded
- trigger1 = animelem = 8, = 16
- trigger2 = animelem = 8, = 28
- trigger3 = animelem = 8, = 40
- anim = 8982
- pos = -10, -120
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 10
-
- [State 950, 7]
- type = Pause
- trigger1 = (gametime%2) = 0
- trigger1 = movehit
- time = 1
- movetime = 0
-
- [State 950, 8]
- type = movehitreset
- trigger1 = animelem = 8, >= 3
-
- [State 950, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Hyuuga (Teleport) - Low
- [Statedef 1000]
- type = S
- physics = N
- movetype= I
- anim = 1000
- ctrl = 0
- velset = 0,0
- facep2 = 1
-
- [State 1000, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,33
- volume = 0
- channel = 0
-
- [State 1000, 1.2]
- type = Playsnd
- trigger1 = time = 4
- value = 0,34
- volume = 0
-
- [State 1000, 1.3]
- type = Playsnd
- trigger1 = time = 29
- value = 0,5
- volume = -80
-
- [State 1000, 2];Wind animation
- type = Explod
- trigger1 = time = 4
- anim = 1001
- pos = 90, 0
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 1000, 3.1]
- type = Velset
- trigger1 = time = 18
- x = 7
-
- [State 1000, 3.2]
- type = Velset
- trigger1 = animelem = 13
- x = 0
-
- [State 1000, 4]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 1000, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Hyuuga (Teleport) - High
- [Statedef 1050]
- type = A
- physics = N
- movetype= I
- anim = 1050
- ctrl = 0
- velset = 0,0
- facep2 = 1
-
- [State 1050, 1.1]
- type = Playsnd
- trigger1 = Animelem = 1
- value = 0,33
- volume = 0
- channel = 0
-
- [State 1050, 1.2]
- type = Playsnd
- trigger1 = time = 4
- value = 0,34
- volume = 0
-
- [State 1050, 1.3]
- type = Playsnd
- trigger1 = time = 29
- value = 0,3
- volume = -80
-
- [State 1050, 2];Wind animation
- type = Explod
- trigger1 = time = 4
- anim = 1001
- pos = 90, 0
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 1050, 3.1]
- type = Velset
- trigger1 = time = 18
- x = 8
- y = -7.5
-
- [State 1050, 3.2]
- type = gravity
- trigger1 = time >= 18
-
- [State 1050, 4]
- type = playerpush
- trigger1 = 1
- value = 0
-
- [State 1050, 5]
- type = ChangeState
- trigger1 = time > 19
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- value = 1051
-
- ;---------------------------------------------------------------------------
- ; Hyuuga (Teleport) - High,reach ground
- [Statedef 1051]
- type = A
- physics = N
- movetype= I
- anim = 1051
- ctrl = 0
- velset = 0,0
-
- [State 1051, 1]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 1051, 2];Play sound when landing
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 1051, 3]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Four Winds(Self-Striker)
- [Statedef 1100]
- type = S
- physics = N
- movetype= A
- anim = 1100
- ctrl = 0
- velset = 0,0
- facep2 = 1
-
- [State 1100, 1.1]
- type = velset
- trigger1 = time = 4
- y = -10
- x = -6
-
- [State 1100, 1.2]
- type = veladd
- trigger1 = time >= 4
- y = -1
-
- [State 1100, 2];adjust the camera
- type = ScreenBound
- trigger1 = 1
- value = 1
-
- [State 1100, 3];Wind animation
- type = Explod
- trigger1 = time = 4
- anim = 1001
- pos = 90, 0
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 1100, 4]
- type = Playsnd
- trigger1 = time = 4
- value = 0,34
- volume = 0
-
- [State 1100, 5]
- type = Changestate
- trigger1 = BackEdgeBodyDist <= 0
- trigger1 = Time >= 18
- value = 1101
-
- ;-----------------------------------
- ; Four Winds(Self-Striker) - Jump in
- [Statedef 1101]
- type = A
- physics = N
- movetype= A
- anim = 1101
- ctrl = 0
- velset = 0,5
-
- [State 1101, 1]
- type = posset
- trigger1 = time = 10
- y = -70
-
- [State 1101, 2]
- type = posfreeze
- trigger1 = time <= 10
-
- [State 1101, 3.1]
- type = velset
- trigger1 = time = 0
- x = 12
-
- [State 1101, 3.2]
- type = Gravity
- trigger1 = time >= 10
-
- [State 1101, 4]
- type = Hitdef
- trigger1 = animelem = 1
- attr = A, SA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- fall.animtype = Back
- priority = 4,Hit
- damage = 50, 0
- pausetime = 10, 14
- guard.pausetime = 10, 14
- sparkno = S8020
- guard.sparkno = S8050
- sparkxy = 8, -48
- hitsound = S0, 25
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- ground.slidetime = 18
- guard.slidetime = 18
- ground.hittime = 19
- guard.hittime = 19
- air.hittime = 0
- guard.ctrltime = 15
- ground.velocity = -3.5, -10
- guard.velocity = -12
- air.velocity = -3.5, -10
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- sprpriority = 1
- givepower = 100, 60
- yaccel = .5
- fall = 1
- fall.recover = 0
-
- [State 1101, 5];adjust the camera
- type = ScreenBound
- trigger1 = 1
- value = 1
-
- [State 1101, 6]
- type = Playsnd
- trigger1 = time = 10
- value = 0,3
- volume = -80
-
- [State 1101, 7]
- type = Changestate
- trigger1 = pos y >= 10
- trigger1 = vel y > 0
- value = 1102
-
- ;----------------------------------
- ; Four Winds(Self-Striker) - Attack
- [Statedef 1102]
- type = S
- physics = N
- movetype= A
- anim = 1102
- ctrl = 0
- velset = 0,0
-
- [State 1102, 1.1]
- type = SuperPause
- trigger1 = animelem = 7
- anim = -1
- time = 18
- movetime = 18
-
- [State 1102, 1.2]
- type = Explod
- trigger1 = animelem = 7, = 2
- anim = 8800
- pos = -6,-78
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 1102, 1.3]
- type = Playsnd
- trigger1 = animelem = 7, = 2
- value = 0,48
- volume = -80
-
- [State 1102, 1.4]
- type = Playsnd
- trigger1 = Animelem = 13, = 1
- value = 0,29
- volume = 80
- channel = 20
-
- [State 1102, 1.5]
- type = Playsnd
- trigger1 = Animelem = 8
- value = 0,28
- volume = 0
- channel = 0
-
- [State 1102, 1.6]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 1102, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 1102, 3]
- type = Projectile
- trigger1 = animelem = 13, = 1
- ProjID = 1102
- projanim = 810
- projremove = 0
- velocity = 2
- projhits = 100
- projmisstime = 3
- projhitanim = 811
- projremanim = 812
- projcancelanim = 811
- projremovetime = 33
- projedgebound = 200
- projpriority = 10
- projsprpriority = 5
- offset = floor(p2dist x), 1
- postype = p1
- attr = S, SP
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 65, 1
- pausetime = 0, 0
- guard.pausetime = 0, 2
- sparkno = -1
- guard.sparkno = S8060
- sparkxy = 20, -78
- hitsound = S1, 27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -10
- sprpriority = 3
- p2stateno = 820
- p2getp1state = 1
- givepower = 100, 20
- fall = 1
- fall.recover = 1
- persistent = 0
- ID = 1102
- nochainID = 1102
-
- [State 1102, 4]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;==============
- ; Super Attacks
- ;==============
- ; Yamidoukoku (Wind of destruction) attempt
- [Statedef 3000]
- type = S
- physics = S
- movetype= A
- anim = 3000
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 3000, 1.1];pause for miss
- type = SuperPause
- trigger1 = Time = 17
- trigger1 = var(10) = 0
- anim = -1
- time = 30
- movetime = 30
-
- [State 3000, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 17
- anim = 8650
- pos = 39,-138
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3000, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 17
- value = 0,36
- volume = -80
-
- [State 3000, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140;make sure opponent is not in guarding state
- attr = S, HT
- hitflag = M
- priority = 3, Miss
- sparkno = -1
- sprpriority = 2
- p2facing = 1
- p1stateno = 3001
- p2stateno = 3020
- p2getp1state = 1
- id = 3000
- ;nochainID = nochain_1, nochain_2 (int)
- numhits = 0
- givepower = 288
- persistent = 0
-
- [State 3000, 3]
- type = Nothitby
- trigger1 = time <= 17
- value = SCA
-
- [State 3000, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------
- ; Yamidoukoku (Wind of destruction) Succeed
- [Statedef 3001]
- type = S
- physics = S
- movetype= A
- anim = 3001
- ctrl = 0
- velset = 0,0
-
- [State 3001, 1]
- type = Width
- trigger1 = time < 142
- edge = 60,0
-
- [State 3001, 2.1]
- type = SuperPause
- trigger1 = Time = 16
- trigger1 = var(10) = 0
- anim = -1
- time = 30
- ;movetime = 30
-
- [State 3001, 2.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 16
- anim = 8650
- pos = 39,-138
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3001, 2.3];chime snd
- type = playsnd
- trigger1 = Time = 16
- value = 0,36
- volume = -80
-
- [State 3001, 3.1]
- type = Explod
- trigger1 = animelem = 6
- ID = 3010
- anim = 3010
- pos = 55,4
- postype = p1
- bindtime = 1
- removetime = -1
- sprpriority = 4
- ownpal = 1
-
- [State 3001, 3.2]
- type = RemoveExplod
- trigger1 = animelem = 36
- ID = 3010
-
- [State 3001, 3.3]
- type = Explod
- trigger1 = animelem = 36
- anim = 1001
- pos = 95,1
- postype = p1
- bindtime = 1
- sprpriority = 4
- ownpal = 1
-
- [State 3001, 4.1]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 3001, 5.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 9
- pos = 55,0
-
- [State 3001, 5.2]
- type = TargetBind
- trigger1 = time >= 10
- trigger1 = time <= 14
- pos = 53,-98
-
- [State 3001, 5.3]
- type = TargetBind
- trigger1 = time >= 15
- trigger1 = time <= 16
- pos = 37,-137
-
- [State 3001, 5.4]
- type = TargetBind
- trigger1 = time >= 17
- trigger1 = time <= 18
- trigger2 = time >= 26
- trigger2 = time <= 27
- trigger3 = time >= 35
- trigger3 = time <= 36
- trigger4 = time >= 44
- trigger4 = time <= 45
- trigger5 = time >= 53
- trigger5 = time <= 54
- trigger6 = time >= 62
- trigger6 = time <= 63
- trigger7 = time >= 71
- trigger7 = time <= 72
- trigger8 = time >= 80
- trigger8 = time <= 81
- trigger9 = time >= 89
- trigger9 = time <= 90
- trigger10 = time >= 98
- trigger10 = time <= 99
- pos = 38,-134
-
- [State 3001, 5.5]
- type = TargetBind
- trigger1 = time >= 19
- trigger1 = time <= 21
- trigger2 = time >= 28
- trigger2 = time <= 30
- trigger3 = time >= 37
- trigger3 = time <= 39
- trigger4 = time >= 46
- trigger4 = time <= 48
- trigger5 = time >= 55
- trigger5 = time <= 57
- trigger6 = time >= 64
- trigger6 = time <= 66
- trigger7 = time >= 73
- trigger7 = time <= 75
- trigger8 = time >= 82
- trigger8 = time <= 84
- trigger9 = time >= 91
- trigger9 = time <= 93
- trigger10 = time >= 100
- trigger10 = time <= 102
- pos = 38,-133
-
- [State 3001, 5.6]
- type = TargetBind
- trigger1 = time >= 22
- trigger1 = time <= 25
- trigger2 = time >= 31
- trigger2 = time <= 34
- trigger3 = time >= 40
- trigger3 = time <= 43
- trigger4 = time >= 49
- trigger4 = time <= 52
- trigger5 = time >= 58
- trigger5 = time <= 61
- trigger6 = time >= 67
- trigger6 = time <= 70
- trigger7 = time >= 76
- trigger7 = time <= 79
- trigger8 = time >= 85
- trigger8 = time <= 88
- trigger9 = time >= 94
- trigger9 = time <= 97
- trigger10 = time >= 103
- trigger10 = time <= 106
- pos = 37,-134
-
- [State 3001, 5.7]
- type = TargetBind
- trigger1 = time >= 107
- trigger1 = time <= 108
- pos = 11,-135
-
- [State 3001, 5.8]
- type = TargetBind
- trigger1 = time >= 109
- trigger1 = time <= 111
- pos = 14,-136
-
- [State 3001, 5.9]
- type = TargetBind
- trigger1 = time = 112
- pos = 82,-104
-
- [State 3001, 6.1]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,6
- volume = 0
- channel = 0
-
- [State 3001, 6.2]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,35
- volume = 0
- channel = 0
-
- [State 3001, 6.3]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,37
- volume = 0
-
- [State 3001, 7];Damage
- type = TargetLifeadd
- trigger1 = animelem = 7
- trigger2 = animelem = 10
- trigger3 = animelem = 13
- trigger4 = animelem = 16
- trigger5 = animelem = 19
- trigger6 = animelem = 22
- trigger7 = animelem = 25
- trigger8 = animelem = 28
- trigger9 = animelem = 31
- trigger10 = animelem = 34
- value = (floor(-20*fvar(12)))-20
- absolute = 1
- kill = 0
-
- [State 3001, 8]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction)
- [Statedef 3020]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3020, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3020
-
- [State 3020, 2.1]
- type = Velset
- trigger1 = time = 113
- y = -6
- x = -8
-
- [State 3020, 2.2];gravity
- type = Veladd
- trigger1 = time >= 113
- y = .52
-
- [State 3020, 2.3];slow down
- type = VelMul
- trigger1 = time >= 113
- x = .96
-
- [State 3020, 3]
- type = Statetypeset
- trigger1 = time = 113
- value = A
-
- [State 3020, 4];short flash
- type = Envcolor
- trigger1 = animelem = 7, = 1
- trigger2 = animelem = 10, = 1
- trigger3 = animelem = 13, = 1
- trigger4 = animelem = 16, = 1
- trigger5 = animelem = 19, = 1
- trigger6 = animelem = 22, = 1
- trigger7 = animelem = 25, = 1
- trigger8 = animelem = 28, = 1
- trigger9 = animelem = 31, = 1
- trigger10 = animelem = 34, = 1
- value = 248,248,248
- time = 1
- under = 1
-
- [State 3121, 6];shaking effect
- type = Envshake
- trigger1 = animelem = 7
- trigger2 = animelem = 10
- trigger3 = animelem = 13
- trigger4 = animelem = 16
- trigger5 = animelem = 19
- trigger6 = animelem = 22
- trigger7 = animelem = 25
- trigger8 = animelem = 28
- trigger9 = animelem = 31
- trigger10 = animelem = 34
- time = 5
- freq = 80
- ampl = 7
-
- [State 3020, 6];Killing part
- type = Lifeadd
- trigger1 = animelem = 37, = 2
- trigger1 = life = 1
- value = -1
- absolute = 1
-
- [State 3020, 7]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3020, 8]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3020, 9];adjust the camera
- type = ScreenBound
- trigger1 = time < 113
- value = 1
-
- [State 3020, 10]
- type = Width
- trigger1 = time < 113
- value = -30,-30
-
- [State 3020, 11]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 115
- value = 3021
-
- ;----------------------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction) - Bouncing
- [Statedef 3021]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = -3,-4
-
- [State 3021, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3021
-
- [State 3021, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 3021, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 3021, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3021, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 3021, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 3021, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 3022
-
- ;------------------------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction) - lying down
- [Statedef 3022]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3022, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3022
-
- [State 3022, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3022, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 3022, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 3022, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 3022, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;---------------------------------------------------------------------------
- ; Yamidoukoku (Wind of destruction)(max) attempt
- [Statedef 4000]
- type = S
- physics = S
- movetype= A
- anim = 3000
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 4000, 1.1];pause for miss
- type = SuperPause
- trigger1 = Time = 17
- trigger1 = var(10) = 0
- anim = -1
- time = 30
- movetime = 30
-
- [State 4000, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 17
- anim = 8650
- pos = 39,-138
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4000, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 17
- value = 0,36
- volume = -80
-
- [State 4000, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140;make sure opponent is not in guarding state
- attr = S, HT
- hitflag = M
- priority = 3, Miss
- sparkno = -1
- sprpriority = 2
- p2facing = 1
- p1stateno = 4001
- p2stateno = 4020
- p2getp1state = 1
- id = 4000
- ;nochainID = nochain_1, nochain_2 (int)
- numhits = 0
- givepower = 288
- persistent = 0
-
- [State 4000, 3]
- type = Nothitby
- trigger1 = time <= 17
- value = SCA
-
- [State 4000, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------
- ; Yamidoukoku (Wind of destruction)(max) Succeed
- [Statedef 4001]
- type = S
- physics = S
- movetype= A
- anim = 4001
- ctrl = 0
- velset = 0,0
-
- [State 4001, 1]
- type = Width
- trigger1 = time < 188
- edge = 60,0
-
- [State 4001, 2.1]
- type = SuperPause
- trigger1 = Time = 16
- trigger1 = var(10) = 0
- anim = -1
- time = 30
-
- [State 4001, 2.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 16
- anim = 8650
- pos = 39,-138
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4001, 2.3];chime snd
- type = playsnd
- trigger1 = Time = 16
- value = 0,36
- volume = -80
-
- [State 4001, 3.1]
- type = Explod
- trigger1 = animelem = 6
- ID = 3010
- anim = 3010
- pos = 55,4
- postype = p1
- bindtime = 1
- removetime = -1
- sprpriority = 4
- ownpal = 1
-
- [State 4001, 3.2]
- type = RemoveExplod
- trigger1 = animelem = 66
- ID = 3010
-
- [State 4001, 3.3]
- type = Explod
- trigger1 = animelem = 66
- anim = 1001
- pos = 95,1
- postype = p1
- bindtime = 1
- sprpriority = 4
- ownpal = 1
-
- [State 4001, 4.1]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 4001, 5.1]
- type = TargetBind
- trigger1 = time >= 0
- trigger1 = time <= 9
- pos = 55,0
-
- [State 4001, 5.2]
- type = TargetBind
- trigger1 = time >= 10
- trigger1 = time <= 14
- pos = 53,-98
-
- [State 4001, 5.3]
- type = TargetBind
- trigger1 = time >= 15
- trigger1 = time <= 32
- pos = 37,-137
-
- [State 4001, 5.4]
- type = TargetBind
- trigger1 = time = 33
- trigger2 = time = 39
- trigger3 = time = 45
- trigger4 = time = 51
- trigger5 = time = 57
- trigger6 = time = 63
- trigger7 = time = 69
- trigger8 = time = 75
- trigger9 = time = 81
- trigger10 = time = 87
- trigger11 = time = 93
- trigger12 = time = 99
- trigger13 = time = 105
- trigger14 = time = 111
- trigger15 = time = 117
- trigger16 = time = 123
- trigger17 = time = 129
- trigger18 = time = 135
- trigger19 = time = 141
- trigger20 = time = 147
- pos = 38,-134
-
- [State 4001, 5.5]
- type = TargetBind
- trigger1 = time >= 34
- trigger1 = time <= 35
- trigger2 = time >= 40
- trigger2 = time <= 41
- trigger3 = time >= 46
- trigger3 = time <= 47
- trigger4 = time >= 52
- trigger4 = time <= 53
- trigger5 = time >= 58
- trigger5 = time <= 59
- trigger6 = time >= 64
- trigger6 = time <= 65
- trigger7 = time >= 70
- trigger7 = time <= 71
- trigger8 = time >= 76
- trigger8 = time <= 77
- trigger9 = time >= 82
- trigger9 = time <= 83
- trigger10 = time >= 88
- trigger10 = time <= 89
- trigger11 = time >= 94
- trigger11 = time <= 95
- trigger12 = time >= 100
- trigger12 = time <= 101
- trigger13 = time >= 106
- trigger13 = time <= 107
- trigger14 = time >= 112
- trigger14 = time <= 113
- trigger15 = time >= 118
- trigger15 = time <= 119
- trigger16 = time >= 124
- trigger16 = time <= 125
- trigger17 = time >= 130
- trigger17 = time <= 131
- trigger18 = time >= 136
- trigger18 = time <= 137
- trigger19 = time >= 142
- trigger19 = time <= 143
- trigger20 = time >= 148
- trigger20 = time <= 149
- pos = 38,-133
-
- [State 4001, 5.6]
- type = TargetBind
- trigger1 = time >= 36
- trigger1 = time <= 38
- trigger2 = time >= 42
- trigger2 = time <= 44
- trigger3 = time >= 48
- trigger3 = time <= 50
- trigger4 = time >= 54
- trigger4 = time <= 56
- trigger5 = time >= 60
- trigger5 = time <= 62
- trigger6 = time >= 66
- trigger6 = time <= 68
- trigger7 = time >= 72
- trigger7 = time <= 74
- trigger8 = time >= 78
- trigger8 = time <= 80
- trigger9 = time >= 84
- trigger9 = time <= 86
- trigger10 = time >= 90
- trigger10 = time <= 92
- trigger11 = time >= 96
- trigger11 = time <= 98
- trigger12 = time >= 102
- trigger12 = time <= 104
- trigger13 = time >= 108
- trigger13 = time <= 110
- trigger14 = time >= 114
- trigger14 = time <= 116
- trigger15 = time >= 120
- trigger15 = time <= 122
- trigger16 = time >= 126
- trigger16 = time <= 128
- trigger17 = time >= 132
- trigger17 = time <= 134
- trigger18 = time >= 138
- trigger18 = time <= 140
- trigger19 = time >= 144
- trigger19 = time <= 146
- trigger20 = time >= 150
- trigger20 = time <= 152
- pos = 37,-134
-
- [State 4001, 5.7]
- type = TargetBind
- trigger1 = time >= 153
- trigger1 = time <= 154
- pos = 11,-135
-
- [State 4001, 5.8]
- type = TargetBind
- trigger1 = time >= 155
- trigger1 = time <= 157
- pos = 14,-136
-
- [State 4001, 5.9]
- type = TargetBind
- trigger1 = time = 158
- pos = 82,-104
-
- [State 4001, 6.1]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,6
- volume = 0
- channel = 0
-
- [State 4001, 6.2]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,35
- volume = 0
- channel = 0
-
- [State 4001, 6.3]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,37
- volume = 0
-
- [State 4001, 7];Damage
- type = TargetLifeadd
- trigger1 = animelem = 7
- trigger2 = animelem = 10
- trigger3 = animelem = 13
- trigger4 = animelem = 16
- trigger5 = animelem = 19
- trigger6 = animelem = 22
- trigger7 = animelem = 25
- trigger8 = animelem = 28
- trigger9 = animelem = 31
- trigger10 = animelem = 34
- trigger11 = animelem = 37
- trigger12 = animelem = 40
- trigger13 = animelem = 43
- trigger14 = animelem = 46
- trigger15 = animelem = 49
- trigger16 = animelem = 52
- trigger17 = animelem = 55
- trigger18 = animelem = 58
- trigger19 = animelem = 61
- trigger20 = animelem = 64
- value = (floor(-20*fvar(12)))-20
- absolute = 1
- kill = 0
-
- [State 4001, 8]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction)(max)
- [Statedef 4020]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4020, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 4020
-
- [State 4020, 2.1]
- type = Velset
- trigger1 = time = 159
- y = -6
- x = -8
-
- [State 4020, 2.2];gravity
- type = Veladd
- trigger1 = time >= 159
- y = .52
-
- [State 4020, 2.3];slow down
- type = VelMul
- trigger1 = time >= 159
- x = .96
-
- [State 4020, 3]
- type = Statetypeset
- trigger1 = time = 159
- value = A
-
- [State 4020, 4];short flash
- type = Envcolor
- trigger1 = animelem = 7, = 1
- trigger2 = animelem = 10, = 1
- trigger3 = animelem = 13, = 1
- trigger4 = animelem = 16, = 1
- trigger5 = animelem = 19, = 1
- trigger6 = animelem = 22, = 1
- trigger7 = animelem = 25, = 1
- trigger8 = animelem = 28, = 1
- trigger9 = animelem = 31, = 1
- trigger10 = animelem = 34, = 1
- trigger11 = animelem = 37, = 1
- trigger12 = animelem = 40, = 1
- trigger13 = animelem = 43, = 1
- trigger14 = animelem = 46, = 1
- trigger15 = animelem = 49, = 1
- trigger16 = animelem = 52, = 1
- trigger17 = animelem = 55, = 1
- trigger18 = animelem = 58, = 1
- trigger19 = animelem = 61, = 1
- trigger20 = animelem = 64, = 1
- value = 248,248,248
- time = 1
- under = 1
-
- [State 4020, 6];shaking effect
- type = Envshake
- trigger1 = animelem = 7
- trigger2 = animelem = 10
- trigger3 = animelem = 13
- trigger4 = animelem = 16
- trigger5 = animelem = 19
- trigger6 = animelem = 22
- trigger7 = animelem = 25
- trigger8 = animelem = 28
- trigger9 = animelem = 31
- trigger10 = animelem = 34
- trigger11 = animelem = 37
- trigger12 = animelem = 40
- trigger13 = animelem = 43
- trigger14 = animelem = 46
- trigger15 = animelem = 49
- trigger16 = animelem = 52
- trigger17 = animelem = 55
- trigger18 = animelem = 58
- trigger19 = animelem = 61
- trigger20 = animelem = 64
- time = 5
- freq = 80
- ampl = 7
-
- [State 4020, 6];Killing part
- type = Lifeadd
- trigger1 = animelem = 67, = 2
- trigger1 = life = 1
- value = -1
- absolute = 1
-
- [State 4020, 7]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4020, 8]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4020, 9];adjust the camera
- type = ScreenBound
- trigger1 = time < 159
- value = 1
-
- [State 4020, 10]
- type = Width
- trigger1 = time < 159
- value = -30,-30
-
- [State 4020, 11]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 161
- value = 4021
-
- ;---------------------------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction)(max) - Bouncing
- [Statedef 4021]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = -3,-4
-
- [State 4021, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3021
-
- [State 4021, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 4021, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 4021, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4021, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 4021, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 4021, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 4022
-
- ;-----------------------------------------------------------
- ; Hit by Yamidoukoku (Wind of destruction)(max) - lying down
- [Statedef 4022]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4022, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3022
-
- [State 4022, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4022, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 4022, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 4022, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 4022, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;---------------------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Low
- [Statedef 3100]
- type = S
- physics = N
- movetype= A
- anim = 3100
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 3100, 1.1]
- type = SuperPause
- trigger1 = Time = 8
- trigger1 = var(10) = 0
- anim = -1
- time = 30
-
- [State 3100, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 8
- anim = 8650
- pos = 21,-130
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3100, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 8
- value = 0,36
- volume = -80
-
- [State 3100, 2]
- type = Hitdef
- trigger1 = animelem = 6
- attr = S, HA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 70, 0
- pausetime = 9, 9
- guard.pausetime = 9, 9
- sparkno = S8035
- guard.sparkno = S8060
- sparkxy = 0, -34
- hitsound = s(var(2)),27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -8
- sprpriority = 3
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- p2stateno = 3120
- p2getp1state = 1
- p2facing = 1
- hitonce = 1
- kill = 0
-
- [State 3100, 3.1]
- type = Nothitby
- trigger1 = time <= 8
- value = SCA
-
- [State 3100, 3.2]
- type = NotHitby
- trigger1 = time >= 12
- value = A, NT, ST, HT
- value2 = A, NA, SA, HA
-
- [State 3100, 4];Shadows
- type = Afterimage
- trigger1 = animelem = 8
- time = 15
- length = 8
- FrameGap = 2
-
- [State 3100, 5]
- type = Velset
- trigger1 = animelem = 6
- x = 9
-
- [State 3100, 6.1]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,5
- volume = -80
-
- [State 3100, 6.2]
- type = Playsnd
- trigger1 = animelem = 1
- value = 0,38
- volume = 0
- channel = 0
-
- [State 3100, 7]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 3100, 8.2]
- type = ChangeState
- trigger1 = animtime = 0
- trigger2 = moveguarded
- trigger3 = movehit
- trigger3 = p2stateno != 3120
- value = 3101
-
- [State 3100, 8.3]
- type = Changestate
- trigger1 = movehit
- value = 3110
-
- ;----------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Stopping
- [Statedef 3101]
- type = S
- physics = N
- movetype= I
- anim = 3101
- ctrl = 0
-
- [State 3101, 1];friction
- type = Velmul
- trigger1 = 1
- x = .92
-
- [State 3101, 2]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - High
- [Statedef 3150]
- type = A
- physics = N
- movetype= A
- anim = 3150
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 3150, 1.1]
- type = SuperPause
- trigger1 = Time = 8
- trigger1 = var(10) = 0
- anim = -1
- time = 30
-
- [State 3150, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 8
- anim = 8650
- pos = 21,-130
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3150, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 8
- value = 0,36
- volume = -80
-
- [State 3150, 2]
- type = Hitdef
- trigger1 = animelem = 6
- attr = A, HA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 70, 0
- pausetime = 0, 0
- guard.pausetime = 0, 0
- sparkno = S8035
- guard.sparkno = S8060
- sparkxy = 0, -34
- hitsound = s(var(2)),27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -8
- sprpriority = 3
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- p2stateno = 3120
- p2getp1state = 1
- p2facing = 1
- hitonce = 1
- kill = 0
-
- [State 3150, 3.1]
- type = Nothitby
- trigger1 = time <= 8
- value = SCA
-
- [State 3150, 3.2]
- type = NotHitby
- trigger1 = time >= 12
- value = A, NT, ST, HT
- value2 = A, NA, SA, HA
-
- [State 3150, 4];Shadows
- type = Afterimage
- trigger1 = animelem = 8
- time = 15
- length = 8
- FrameGap = 2
-
- [State 3150, 5.1]
- type = Velset
- trigger1 = animelem = 6
- x = 12
- y = -6.3
-
- [State 3150, 5.2]
- type = gravity
- trigger1 = time >= 13
-
- [State 3150, 6]
- type = playerpush
- trigger1 = time >= 13
- value = 0
-
- [State 3150, 7.1]
- type = Playsnd
- trigger1 = animelem = 6
- value = 0,3
- volume = -80
-
- [State 3150, 7.2]
- type = Playsnd
- trigger1 = animelem = 1
- value = 0,38
- volume = 0
- channel = 0
-
- [State 3150, 8]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 3150, 9.1]
- type = ChangeState
- trigger1 = pos y >= 10
- trigger1 = vel y > 0
- trigger1 = time >= 15
- trigger2 = moveguarded
- trigger3 = movehit
- trigger3 = p2stateno != 3120
- value = 3151
-
- [State 3150, 9.2]
- type = Changestate
- trigger1 = movehit
- value = 3110
-
- ;--------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Reach ground
- [Statedef 3151]
- type = S
- physics = N
- movetype= I
- anim = 3151
- ctrl = 0
-
- [State 3151, 1.1]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3151, 1.2]
- type = Velset
- trigger1 = time = 0
- y = 0
-
- [State 3151, 1.3];friction
- type = Velmul
- trigger1 = 1
- x = .82
-
- [State 3151, 2];Play sound when landing
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 3151, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Succeed
- [Statedef 3110]
- type = S
- physics = N
- movetype= A
- anim = 3110
- ctrl = 0
- velset = 1,0
-
- [State 3110, 1]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 3110, 2]
- type = Varset
- trigger1 = time = 0
- var(1) = 3
-
- [State 3110, 3]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3110, 4]
- type = AfterImageTime
- trigger1 = time = 0
- time = 0
-
- [State 3110, 5]
- type = Changestate
- trigger1 = animtime = 0
- value = 3111
-
- ;----------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Slashing
- [Statedef 3111]
- type = S
- physics = N
- movetype= A
- anim = 3111
- ctrl = 0
- velset = 1,0
-
- [State 3111, 1]
- type = Width
- trigger1 = 1
- edge = 50,10
-
- [State 3111, 2]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 3111, 3.1];hit low
- type = Targetstate
- trigger1 = animelem = 4, = 1
- value = 3122
-
- [State 3111, 3.2];hit high
- type = Targetstate
- trigger1 = animelem = 11, = 1
- value = 3121
-
- [State 3111, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3111, 5]
- type = Varadd
- trigger1 = time = 0
- var(1) = -1
-
- [State 3111, 6.1]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 15
-
- [State 3111, 6.2]
- type = posadd
- trigger1 = animelem = 10
- trigger2 = animelem = 11
- x = 8
-
- [State 3111, 6.3]
- type = posadd
- trigger1 = var(1) != 2
- trigger1 = animelem = 1
- x = 15
-
- [State 3111, 7.1];Hit blood
- type = Explod
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 11, = 1
- anim = 8981
- pos = 46, -54
- vel = -.5
- facing = -1
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 3111, 7.2];Cross slash
- type = Explod
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 11, = 1
- anim = 8022
- pos = 46, -54
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 3111, 8]
- type = hitadd
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 11, = 1
- value = 1
-
- [State 3111, 9.1];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 2
- trigger1 = animelem = 4, = 2
- value = (floor(-30*fvar(12)))-30
- absolute = 1
- kill = 0
-
- [State 3111, 9.2];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 2
- trigger1 = animelem = 11, = 2
- value = (floor(-15*fvar(12)))-15
- absolute = 1
- kill = 0
-
- [State 3111, 9.3];Damage
- type = TargetLifeadd
- triggerall = var(1) != 2
- trigger1 = animelem = 4, = 2
- trigger2 = animelem = 11, = 2
- value = (floor(-10*fvar(12)))-10
- absolute = 1
- kill = 0
-
- [State 3111, 10.1]
- type = Playsnd
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 11, = 1
- value = var(2),27
- volume = 0
-
- [State 3111, 10.2]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 3111, 11]
- type = Targetbind
- trigger1 = p2dist x < 0.1
- trigger2 = p2bodydist y != 0
- pos = 30,0
-
- [State 3111, 12.1]
- type = Changestate
- trigger1 = animtime = 0
- trigger1 = var(1) = 0
- value = 3112
-
- [State 3111, 12.2]
- type = Changestate
- trigger1 = animtime = 0
- trigger1 = var(1) != 0
- value = 3111
-
- ;------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) - Riot blood
- [Statedef 3112]
- type = S
- physics = N
- movetype= A
- anim = 3112
- ctrl = 0
-
- [State 3111, 1.1]
- type = Width
- trigger1 = time <= 84
- edge = 60,10
-
- [State 3111, 1.2]
- type = Width
- trigger1 = time >= 85
- edge = 10,50
-
- [State 3112, 2.1]
- type = TargetBind
- trigger1 = time >= 5
- trigger1 = time <= 13
- pos = 42,0
-
- [State 3112, 2.2]
- type = TargetBind
- trigger1 = time >= 14
- trigger1 = time <= 18
- pos = 23,-127
-
- [State 3112, 2.3]
- type = TargetBind
- trigger1 = time >= 19
- trigger1 = time <= 84
- pos = 19,-133
-
- [State 3112, 2.4]
- type = TargetBind
- trigger1 = time >= 85
- trigger1 = time <= 87
- pos = -25,-112
-
- [State 3112, 2.5]
- type = TargetBind
- trigger1 = time >= 88
- trigger1 = time <= 91
- pos = -17,-113
-
- [State 3112, 2.6]
- type = TargetBind
- trigger1 = time >= 92
- trigger1 = time <= 96
- pos = -54,-33
-
- [State 3112, 2.7]
- type = TargetBind
- trigger1 = time >= 97
- trigger1 = time <= 104
- pos = -70,0
-
- [State 3112, 3]
- type = Targetstate
- trigger1 = time = 5
- value = 3123
-
- [State 3112, 4.1];grab spark
- type = Explod
- trigger1 = animelem = 5
- anim = 8200
- pos = 22,-123
- sprpriority = 2
- ownpal = 1
-
- [State 3112, 4.2];blood 1
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =8
- trigger3 = animelem = 5, =15
- trigger4 = animelem = 5, =22
- trigger5 = animelem = 5, =29
- trigger6 = animelem = 5, =36
- trigger7 = animelem = 5, =43
- trigger8 = animelem = 5, =50
- trigger9 = animelem = 5, =57
- trigger10 = animelem = 5, =64
- anim = 3160
- pos = 16,-128
- ontop = 1
- ownpal = 1
-
- [State 3112, 4.3];blood 2
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =8
- trigger3 = animelem = 5, =15
- trigger4 = animelem = 5, =22
- trigger5 = animelem = 5, =29
- trigger6 = animelem = 5, =36
- trigger7 = animelem = 5, =43
- trigger8 = animelem = 5, =50
- trigger9 = animelem = 5, =57
- trigger10 = animelem = 5, =64
- anim = 3161
- pos = 32,-95
- ontop = 1
- ownpal = 1
-
- [State 3112, 4.4];blood 3
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =13
- trigger3 = animelem = 5, =25
- trigger4 = animelem = 5, =37
- trigger5 = animelem = 5, =49
- trigger6 = animelem = 5, =61
- anim = 3162
- pos = 7,-110
- ontop = 1
- ownpal = 1
-
- [State 3112, 4.5];blood 4
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =9
- trigger3 = animelem = 5, =17
- trigger4 = animelem = 5, =25
- trigger5 = animelem = 5, =33
- trigger6 = animelem = 5, =41
- trigger7 = animelem = 5, =48
- trigger8 = animelem = 5, =56
- trigger9 = animelem = 5, =64
- anim = 3163
- pos = 33,-114
- ontop = 1
- ownpal = 1
-
- [State 3112, 4.6];smash ground wave
- type = Explod
- trigger1 = time = 97
- anim = 8120
- pos = 0,5
- postype = p2
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 3112, 5.1]
- type = sprpriority
- trigger1 = time <= 14
- trigger2 = time >= 44
- value = 2
-
- [State 3112, 5.2]
- type = sprpriority
- trigger1 = time >= 15
- trigger1 = time <= 43
- value = 3
-
- [State 3112, 6.1];friction
- type = Velmul
- trigger1 = time <= 4
- x = .82
-
- [State 3112, 6.2]
- type = Velset
- trigger1 = time = 5
- x = 0
-
- [State 3112, 7]
- type = turn
- trigger1 = animtime = 0
-
- [State 3112, 8];Damage
- type = TargetLifeadd
- trigger1 = time = 98
- value = (floor(-120*fvar(12)))-120
- absolute = 1
-
- [State 3112, 9.11]
- type = Playsnd
- trigger1 = animelem = 5, =1
- value = 0,39
- volume = 80
- channel = 1
-
- [State 3112, 9.12]
- type = Stopsnd
- trigger1 = animelem = 6
- channel = 1
-
- [State 3112, 9.2]
- type = Playsnd
- trigger1 = animelem = 8
- value = 0,17
- channel = 0
- volume = 0
-
- [State 3112, 9.3]
- type = Playsnd
- trigger1 = animelem = 9
- value = 0,40
- volume = 80
-
- [State 3112, 9.4]
- type = Playsnd
- trigger1 = animelem = 5
- value = 0,41
- volume = -80
-
- [State 3112, 10]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood)
- [Statedef 3120]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3120, 1.1]
- type = changestate
- trigger1 = ((p2stateno != 3100) && (p2stateno != 3110))
- trigger1 = time = 1
- value = 3126
-
- [State 3120, 1.2]
- type = changeanim2
- trigger1 = time = 0
- trigger2 = p2stateno = 3100
- value = 3120
-
- [State 3120, 2]
- type = posfreeze
- trigger1 = p2stateno = 3100
-
- [State 3120, 3];short flash(red)
- type = Envcolor
- trigger1 = time = 0
- value = 248,0,0
- time = 1
- under = 1
-
- [State 3120, 4]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3120, 5]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3120, 6]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3120, 7]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - High
- [Statedef 3121]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3121, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 3121
-
- [State 3121, 2];short flash(red)
- type = Envcolor
- trigger1 = time = 1
- value = 248,0,0
- time = 1
- under = 1
-
- [State 3121, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3121, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3121, 5]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - Low
- [Statedef 3122]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3122, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 3122
-
- [State 3122, 2];short flash(red)
- type = Envcolor
- trigger1 = time = 1
- value = 248,0,0
- time = 1
- under = 1
-
- [State 3122, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3122, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3122, 5]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - Being riot blood
- [Statedef 3123]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3123, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 3123
-
- [State 3123, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3123, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3123, 4];adjust the camera
- type = ScreenBound
- trigger1 = time <= 100
- value = 1
-
- [State 3123, 5.1]
- type = velset
- trigger1 = time = 100
- x = 4
- y = -7
-
- [State 3123, 5.2];gravity
- type = veladd
- trigger1 = time >= 100
- y = .52
-
- [State 3123, 5.3]
- type = Posadd
- trigger1 = time = 100
- y = -5
-
- [State 3123, 6];shaking effect
- type = Envshake
- trigger1 = time = 92
- time = 15
- freq = 80
- ampl = -7
-
- [State 3123, 7]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 100
- value = 3124
-
- ;-----------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - Bouncing
- [Statedef 3124]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 3,-4
-
- [State 3124, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3124
-
- [State 3124, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 3124, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 3124, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3124, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 3124, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 3124, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 3125
-
- ;-------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - lying down
- [Statedef 3125]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3125, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3125
-
- [State 3125, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3125, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 3125, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 3125, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 3125, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) - Error Hit
- [Statedef 3126]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 3126, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 3126
-
- [State 3126, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 3126, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 3126, 4.1]
- type = velset
- trigger1 = time = 0
- x = -4
- y = -7
-
- [State 3126, 4.2];gravity
- type = veladd
- trigger1 = time >= 0
- y = .52
-
- [State 3126, 4.3]
- type = posadd
- trigger1 = time = 0
- y = -50
-
- [State 3126, 5]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 10
- value = 3021
-
- ;---------------------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Low
- [Statedef 4100]
- type = S
- physics = N
- movetype= A
- anim = 4100
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 4100, 1.1]
- type = SuperPause
- trigger1 = Time = 8
- trigger1 = var(10) = 0
- anim = -1
- time = 30
-
- [State 4100, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 8
- anim = 8650
- pos = 21,-130
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4100, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 8
- value = 0,36
- volume = -80
-
- [State 4100, 2]
- type = Hitdef
- trigger1 = animelem = 7
- attr = S, HA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 130, 0
- pausetime = 0, 0
- guard.pausetime = 0, 0
- sparkno = S8035
- guard.sparkno = S8060
- sparkxy = 0, -34
- hitsound = s(var(2)),27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -8
- sprpriority = 3
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- p2stateno = 4120
- p2getp1state = 1
- p2facing = 1
- hitonce = 1
- kill = 0
-
- [State 4100, 3.1]
- type = Nothitby
- trigger1 = time <= 37
- value = SCA
-
- [State 4100, 3.2]
- type = NotHitby
- trigger1 = time >= 38
- value = A, NT, ST, HT
- value2 = A, NA, SA, HA
-
- [State 4100, 4];Shadows
- type = Afterimage
- trigger1 = animelem = 9
- time = 15
- length = 8
- FrameGap = 2
-
- [State 4100, 5]
- type = Velset
- trigger1 = animelem = 6, = 17
- x = 9
-
- [State 4100, 6.1]
- type = Playsnd
- trigger1 = animelem = 6, =17
- value = 0,5
- volume = -80
-
- [State 4100, 6.2]
- type = Playsnd
- trigger1 = animelem = 1
- value = 0,38
- volume = 0
- channel = 0
-
- [State 4100, 7]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 4100, 8];Wind animation
- type = Explod
- trigger1 = animelem = 6, =1
- anim = 1001
- pos = 90, 0
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 4100, 9.2]
- type = ChangeState
- trigger1 = animtime = 0
- trigger2 = moveguarded
- trigger3 = movehit
- trigger3 = p2stateno != 4120
- value = 4101
-
- [State 4100, 9.3]
- type = Changestate
- trigger1 = movehit
- value = 4110
-
- ;---------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood)(max) - Stopping
- [Statedef 4101]
- type = S
- physics = N
- movetype= I
- anim = 3101
- ctrl = 0
-
- [State 4101, 1];friction
- type = Velmul
- trigger1 = 1
- x = .92
-
- [State 4101, 2]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - High
- [Statedef 4150]
- type = A
- physics = N
- movetype= A
- anim = 4150
- poweradd = -1000
- ctrl = 0
- juggle = 15
- velset = 0,0
- facep2 = 1
-
- [State 4150, 1.1]
- type = SuperPause
- trigger1 = Time = 8
- trigger1 = var(10) = 0
- anim = -1
- time = 30
-
- [State 4150, 1.2];Kof 2000 superspark(Edit)
- type = Explod
- trigger1 = Time = 8
- anim = 8650
- pos = 21,-130
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4150, 1.3];chime snd
- type = playsnd
- trigger1 = Time = 8
- value = 0,36
- volume = -80
-
- [State 4150, 2]
- type = Hitdef
- trigger1 = animelem = 7
- attr = A, HA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- priority = 4,Hit
- damage = 130, 0
- pausetime = 0, 0
- guard.pausetime = 0, 0
- sparkno = S8035
- guard.sparkno = S8060
- sparkxy = 0, -34
- hitsound = s(var(2)),27
- guardsound = S0, 26
- ground.type = Low
- air.type = Low
- guard.slidetime = 18
- guard.hittime = 19
- guard.ctrltime = 15
- guard.velocity = -8
- sprpriority = 3
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- p2stateno = 4120
- p2getp1state = 1
- p2facing = 1
- hitonce = 1
- kill = 0
-
- [State 4150, 3.1]
- type = Nothitby
- trigger1 = time <= 37
- value = SCA
-
- [State 4150, 3.2]
- type = NotHitby
- trigger1 = time >= 38
- value = A, NT, ST, HT
- value2 = A, NA, SA, HA
-
- [State 4150, 4];Shadows
- type = Afterimage
- trigger1 = animelem = 9
- time = 15
- length = 8
- FrameGap = 2
-
- [State 4150, 5.1]
- type = Velset
- trigger1 = animelem = 6, =17
- x = 12
- y = -6
-
- [State 4150, 5.2]
- type = gravity
- trigger1 = time >= 30
-
- [State 4150, 6]
- type = playerpush
- trigger1 = time >= 38
- value = 0
-
- [State 4150, 7.1]
- type = Playsnd
- trigger1 = animelem = 6, =17
- value = 0,3
- volume = -80
-
- [State 4150, 7.2]
- type = Playsnd
- trigger1 = animelem = 1
- value = 0,38
- volume = 0
- channel = 0
-
- [State 4150, 8]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 4150, 9];Wind animation
- type = Explod
- trigger1 = animelem = 6, =1
- anim = 1001
- pos = 90, 0
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 4150, 10.1]
- type = ChangeState
- trigger1 = pos y >= 10
- trigger1 = vel y > 0
- trigger1 = time >= 15
- trigger2 = moveguarded
- trigger3 = movehit
- trigger3 = p2stateno != 4120
- value = 4151
-
- [State 4150, 10.2]
- type = Changestate
- trigger1 = movehit
- value = 4110
-
- ;--------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Reach ground
- [Statedef 4151]
- type = S
- physics = N
- movetype= I
- anim = 3151
- ctrl = 0
-
- [State 4151, 1.1]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 4151, 1.2]
- type = Velset
- trigger1 = time = 0
- y = 0
-
- [State 4151, 1.3];friction
- type = Velmul
- trigger1 = 1
- x = .82
-
- [State 4151, 2];Play sound when landing
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 4151, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Succeed
- [Statedef 4110]
- type = S
- physics = N
- movetype= A
- anim = 4110
- ctrl = 0
- velset = 1,0
-
- [State 4110, 1]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 4110, 2]
- type = Varset
- trigger1 = time = 0
- var(1) = 5
-
- [State 4110, 3]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 4110, 4]
- type = AfterImageTime
- trigger1 = time = 0
- time = 0
-
- [State 4110, 5]
- type = Changestate
- trigger1 = animtime = 0
- value = 4111
-
- ;----------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Slashing
- [Statedef 4111]
- type = S
- physics = N
- movetype= A
- anim = 4111
- ctrl = 0
- velset = 1,0
-
- [State 4111, 1]
- type = Width
- trigger1 = 1
- edge = 50,10
-
- [State 4111, 2]
- type = sprpriority
- trigger1 = 1
- value = 2
-
- [State 4111, 3.1];hit low
- type = Targetstate
- trigger1 = animelem = 5
- value = 4122
-
- [State 4111, 3.2];hit high
- type = Targetstate
- trigger1 = animelem = 11, = 2
- value = 4121
-
- [State 4111, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4111, 5]
- type = Varadd
- trigger1 = time = 0
- var(1) = -1
-
- [State 4111, 6.1]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 15
-
- [State 4111, 6.2]
- type = posadd
- trigger1 = animelem = 10
- trigger2 = animelem = 11
- x = 8
-
- [State 4111, 6.3]
- type = posadd
- trigger1 = var(1) != 2
- trigger1 = animelem = 1
- x = 15
-
- [State 4111, 6.4]
- type = Playsnd
- trigger1 = animelem = 4, =1
- trigger2 = animelem = 11, =1
- value = 0,29
- volume = 80
- channel = 19
-
- [State 4111, 7.1];Hit blood
- type = Explod
- trigger1 = animelem = 5
- trigger2 = animelem = 11, = 2
- anim = 8981
- pos = 46, -54
- vel = -.5
- facing = -1
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 4111, 7.2];Cross slash
- type = Explod
- trigger1 = animelem = 5
- trigger2 = animelem = 11, = 2
- anim = 8022
- pos = 46, -54
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
-
- [State 4111, 7.3];twister
- type = Explod
- trigger1 = animelem = 4, =1
- trigger2 = animelem = 11, =1
- anim = 4160
- pos = 46, 4
- sprpriority = 4
- ownpal = 1
-
- [State 4111, 8]
- type = hitadd
- trigger1 = animelem = 5
- trigger2 = animelem = 11, = 2
- value = 1
-
- [State 4111, 9.1];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 4
- trigger1 = animelem = 5
- value = (floor(-70*fvar(12)))-70
- absolute = 1
- kill = 0
-
- [State 4111, 9.2];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 4
- trigger1 = animelem = 11, =2
- value = (floor(-25*fvar(12)))-25
- absolute = 1
- kill = 0
-
- [State 4111, 9.3];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 3
- trigger1 = animelem = 5
- value = (floor(-15*fvar(12)))-15
- absolute = 1
- kill = 0
-
- [State 4111, 9.4];Damage
- type = TargetLifeadd
- trigger1 = var(1) = 3
- trigger1 = animelem = 11, =2
- trigger2 = var(1) >= 2
- trigger2 = animelem = 5
- trigger3 = var(1) >= 2
- trigger3 = animelem = 11, =2
- value = (floor(-10*fvar(12)))-10
- absolute = 1
- kill = 0
-
- [State 4111, 10.1]
- type = Playsnd
- trigger1 = animelem = 5
- trigger2 = animelem = 11, = 2
- value = var(2),27
- volume = 0
-
- [State 4111, 10.2]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 1
-
- [State 4111, 11]
- type = Targetbind
- trigger1 = p2dist x < 0.1
- trigger2 = p2bodydist y != 0
- pos = 30,0
-
- [State 4111, 12.1]
- type = Changestate
- trigger1 = animtime = 0
- trigger1 = var(1) = 0
- value = 4112
-
- [State 4111, 12.2]
- type = Changestate
- trigger1 = animtime = 0
- trigger1 = var(1) != 0
- value = 4111
-
- ;------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Riot blood
- [Statedef 4112]
- type = S
- physics = N
- movetype= A
- anim = 4112
- ctrl = 0
-
- [State 4112, 1.1]
- type = Width
- trigger1 = time <= 84
- edge = 60,10
-
- [State 4112, 1.2]
- type = Width
- trigger1 = time >= 85
- edge = 30,30
-
- [State 4112, 2.1]
- type = TargetBind
- trigger1 = time >= 5
- trigger1 = time <= 13
- pos = 42,0
-
- [State 4112, 2.2]
- type = TargetBind
- trigger1 = time >= 14
- trigger1 = time <= 18
- pos = 23,-127
-
- [State 4112, 2.3]
- type = TargetBind
- trigger1 = time >= 19
- trigger1 = time <= 84
- pos = 19,-133
-
- [State 4112, 2.4]
- type = TargetBind
- trigger1 = time >= 85
- trigger1 = time <= 92
- pos = 15,-112
-
- [State 4112, 2.5]
- type = TargetBind
- trigger1 = time >= 93
- pos = 16,-109
-
- [State 4112, 3]
- type = Targetstate
- trigger1 = time = 5
- value = 4123
-
- [State 4112, 4.1];grab spark
- type = Explod
- trigger1 = animelem = 5
- anim = 8200
- pos = 22,-123
- sprpriority = 2
- ownpal = 1
-
- [State 4112, 4.2];blood 1
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =8
- trigger3 = animelem = 5, =15
- trigger4 = animelem = 5, =22
- trigger5 = animelem = 5, =29
- trigger6 = animelem = 5, =36
- trigger7 = animelem = 5, =43
- trigger8 = animelem = 5, =50
- trigger9 = animelem = 5, =57
- trigger10 = animelem = 5, =64
- anim = 3160
- pos = 16,-128
- ontop = 1
- ownpal = 1
-
- [State 4112, 4.3];blood 2
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =8
- trigger3 = animelem = 5, =15
- trigger4 = animelem = 5, =22
- trigger5 = animelem = 5, =29
- trigger6 = animelem = 5, =36
- trigger7 = animelem = 5, =43
- trigger8 = animelem = 5, =50
- trigger9 = animelem = 5, =57
- trigger10 = animelem = 5, =64
- anim = 3161
- pos = 32,-95
- ontop = 1
- ownpal = 1
-
- [State 4112, 4.4];blood 3
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =13
- trigger3 = animelem = 5, =25
- trigger4 = animelem = 5, =37
- trigger5 = animelem = 5, =49
- trigger6 = animelem = 5, =61
- anim = 3162
- pos = 7,-110
- ontop = 1
- ownpal = 1
-
- [State 4112, 4.5];blood 4
- type = Explod
- trigger1 = animelem = 5, =1
- trigger2 = animelem = 5, =9
- trigger3 = animelem = 5, =17
- trigger4 = animelem = 5, =25
- trigger5 = animelem = 5, =33
- trigger6 = animelem = 5, =41
- trigger7 = animelem = 5, =48
- trigger8 = animelem = 5, =56
- trigger9 = animelem = 5, =64
- anim = 3163
- pos = 33,-114
- ontop = 1
- ownpal = 1
-
- [State 4112, 5.1]
- type = sprpriority
- trigger1 = time <= 14
- trigger2 = time >= 44
- value = 2
-
- [State 4112, 5.2]
- type = sprpriority
- trigger1 = time >= 15
- trigger1 = time <= 43
- value = 3
-
- [State 4112, 6.1];friction
- type = Velmul
- trigger1 = time <= 4
- x = .82
-
- [State 4112, 6.2]
- type = Velset
- trigger1 = time = 5
- x = 0
-
- [State 4112, 6.3]
- type = Velset
- trigger1 = time = 85
- y = -12.2
-
- [State 4112, 6.4]
- type = gravity
- trigger1 = time >= 85
-
- [State 4112, 8.11]
- type = Playsnd
- trigger1 = animelem = 5, =1
- value = 0,39
- volume = 80
- channel = 1
-
- [State 4112, 8.12]
- type = Stopsnd
- trigger1 = animelem = 6
- channel = 1
-
- [State 4112, 8.2]
- type = Playsnd
- trigger1 = time = 118
- value = 0,17
- channel = 0
- volume = 0
-
- [State 4112, 8.3]
- type = Playsnd
- trigger1 = time = 85
- value = 0,3
- volume = -80
-
- [State 4112, 8.4]
- type = Playsnd
- trigger1 = animelem = 5
- value = 0,41
- volume = -80
-
- [State 4112, 8.5]
- type = Stopsnd
- trigger1 = time = 0
- channel = 19
-
- [State 4112, 9];adjust the camera
- type = ScreenBound
- trigger1 = time >= 85
- value = 1
-
- [State 4112, 10]
- type = Targetstate
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 95
- value = 4127
-
- [State 4112, 11]
- type = Changestate
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 95
- value = 4113
-
- ;--------------------------------------------------------------
- ; Shinyaotome Mizumi (Slash of riot blood) (max) - Reach ground
- [Statedef 4113]
- type = S
- physics = N
- movetype= A
- anim = 4113
- ctrl = 0
- velset = 0,0
-
- [State 4113, 1]
- type = Width
- trigger1 = time <= 10
- edge = 0,50
-
- [State 4113, 2.1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4113, 2.1]
- type = posadd
- trigger1 = animelem = 5
- x = 31
-
- [State 4113, 3]
- type = TargetBind
- trigger1 = time = 0
- pos = -42,0
-
- [State 4113, 4]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4113, 5];smash ground wave
- type = Explod
- trigger1 = time = 0
- anim = 8120
- pos = 0,5
- postype = p2
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 4113, 6];Damage
- type = TargetLifeadd
- trigger1 = time = 0
- value = (floor(-180*fvar(12)))-180
- absolute = 1
-
- [State 4113, 7.1]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,40
- volume = 80
-
- [State 4113, 7.2];Play sound when landing
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 4113, 8]
- type = turn
- trigger1 = animtime = 0
-
- [State 4113, 9]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max)
- [Statedef 4120]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4120, 1.1]
- type = changestate
- trigger1 = p2stateno != 4111
- trigger1 = time = 1
- value = 4126
-
- [State 4120, 1.2]
- type = changeanim2
- trigger1 = time = 0
- value = 4120
-
- [State 4120, 2];short flash(red)
- type = Envcolor
- trigger1 = time = 0
- value = 248,0,0
- time = 1
- under = 1
-
- [State 4120, 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4120, 4]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4120, 5]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4120, 6]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - High
- [Statedef 4121]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4121, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 4121
-
- [State 4121, 2];short flash(red)
- type = Envcolor
- trigger1 = time = 1
- value = 248,0,0
- time = 1
- under = 1
-
- [State 4121, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4121, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4121, 5]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - Low
- [Statedef 4122]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4122, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 4122
-
- [State 4122, 2];short flash(red)
- type = Envcolor
- trigger1 = time = 1
- value = 248,0,0
- time = 1
- under = 1
-
- [State 4122, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4122, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4122, 5]
- type = selfstate
- trigger1 = time = 25
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - Being riot blood
- [Statedef 4123]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4123, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 4123
-
- [State 4123, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4123, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4123, 4];adjust the camera
- type = ScreenBound
- trigger1 = 1
- value = 1
-
- [State 4123, 5]
- type = Width
- trigger1 = time >= 85
- value = -30,-30
-
- ;---------------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - Being Thrown
- [Statedef 4127]
- type = S
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4127, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 4127
-
- [State 4127, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4127, 3]
- type = sprpriority
- trigger1 = 2
- value = 1
-
- [State 4127, 4.1]
- type = velset
- trigger1 = time = 8
- x = 4
- y = -7
-
- [State 4127, 4.2];gravity
- type = veladd
- trigger1 = time >= 8
- y = .52
-
- [State 4127, 4.3]
- type = Posadd
- trigger1 = time = 8
- y = -5
-
- [State 4127, 5];shaking effect
- type = Envshake
- trigger1 = time = 0
- time = 15
- freq = 80
- ampl = -8
-
- [State 4127, 6]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 10
- value = 4124
-
- ;-----------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - Bouncing
- [Statedef 4124]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 3,-4
-
- [State 4124, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3124
-
- [State 4124, 2]
- type = posfreeze
- trigger1 = time <= 1
-
- [State 4124, 3.1];gravity
- type = veladd
- trigger1 = time >= 2
- y = .5
-
- [State 4124, 3.2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4124, 4]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 4124, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 4124, 6]
- type = ChangeState
- trigger1 = pos y >= 0
- trigger1 = vel y > 0
- trigger1 = time >= 4
- value = 4125
-
- ;-------------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - lying down
- [Statedef 4125]
- type = L
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4125, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 3125
-
- [State 4125, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4125, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 61
- pos = 0, 0
- under = 1
-
- [State 4125, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7, 0 ;Hit ground
-
- [State 4125, 5.1] ;If just died
- type = SelfState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 4125, 5.2] ;If alive
- type = SelfState
- triggerall = alive
- trigger1 = Time = 25
- value = 5120
-
- ;------------------------------------------------------------------
- ; Hit by Shinyaotome Mizumi (Slash of riot blood) (max) - Error Hit
- [Statedef 4126]
- type = A
- physics = N
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 4126, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 3126
-
- [State 4126, 2]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 4126, 3]
- type = sprpriority
- trigger1 = 1
- value = 1
-
- [State 4126, 4.1]
- type = velset
- trigger1 = time = 0
- x = -4
- y = -7
-
- [State 4126, 4.2];gravity
- type = veladd
- trigger1 = time >= 0
- y = .52
-
- [State 4126, 4.3]
- type = posadd
- trigger1 = time = 0
- y = -50
-
- [State 4126, 5]
- type = Changestate
- trigger1 = pos y >= -10
- trigger1 = vel y > 0
- trigger1 = time >= 10
- value = 3021
-
- ;---------------------------------------------------------------------------
- ; Speical Mode Program Codes
- ;---------------------------------------------------------------------------
- ; Dizzy Mode
- [Statedef 5305]
- type = S
- physics = S
- anim = 5300
- ctrl = 0
-
- [State 5305, 1];back to normal
- type = ChangeState
- trigger1 = Time = 300
- trigger2 = Time >= 30;must stay at lease for 30 ticks for fast recovery
- trigger2 = var(1) >= 5
- value = 0
- ctrl = 1
-
- [State 5305, 2]
- type = Varset
- trigger1 = Time = 0
- var(1) = 0
-
- [State 5305, 3];press left right quickly to recover faster
- type = Varadd
- trigger1 = command = "dizzyrecover"
- var(1) = 1
-
- [State 5305, 4]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,11
- volume = -40
-
- ;--------------------
- ; Dizzy Mode(shaking)
- [Statedef 5300]
- type = A
- movetype= H
- physics = N
-
- [State 5300, 1]
- type = Varset
- trigger1 = time = 0
- var(7) = 0
-
- [State 5300, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5301
-
- [State 5300, 3]
- type = ForceFeedback
- trigger1 = time = 0
- time = 12
- waveform = sinesquare
- ampl = 140
-
- [State 5300, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- ;-----------------------------
- ; Dizzy Mode(fall through air)
- [Statedef 5301]
- type = A
- movetype= H
- physics = N
- anim = 5050
-
- [State 5301, 1]
- type = Veladd
- trigger1 = Time = 0
- trigger1 = vel y = 0
- y = -6
-
- [State 5301, 1];reduce speed if vel x is too large
- type = Velmul
- trigger1 = vel x < -5
- x = .95
-
- [State 5301, 2]
- type = Gravity
- trigger1 = 1
-
- [State 5301, 3] ;Hit ground
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5302
-
- [State 5301, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 5301, 5]
- type = pause
- trigger1 = timemod = 2,0
- trigger1 = time <= 10
- time = 1
-
- ;-------------------
- ; Dizzy Mode(Bounce)
- [Statedef 5302]
- type = L
- movetype= H
- physics = N
-
- [State 5302, 1.1]
- type = Velset
- trigger1 = time = 0
- y = -5.5
-
- [State 5302, 1.2]
- type = Velmul
- trigger1 = timemod = 2,3
- trigger1 = time > 3
- x = .98
-
- [State 5302, 2.1]
- type = Changeanim
- trigger1 = time < 3
- value = 5160
-
- [State 5302, 3.1]
- type = posset
- trigger1 = time = 0
- y = 20
-
- [State 5302, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7,0
-
- [State 5302, 5]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 60
- pos = 0, -20
- under = 1
-
- [State 5302, 6]
- type = posfreeze
- trigger1 = time < 3
-
- [State 5302, 7]
- type = Gravity
- trigger1 = time > 3
-
- [State 5302, 8]
- type = ChangeState
- trigger1 = time > 3
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5303
-
- ;---------------------
- ; Dizzy Mode(lie down)
- [Statedef 5303]
- type = L
- movetype= H
- physics = N
- velset = 0,0
- anim = 5110
-
- [State 5303, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 5303, 6]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7,0
-
- [State 5303, 7]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 60
- pos = 0, 0
- under = 1
-
- [State 5303, 3.1] ;If just died
- type = ChangeState
- triggerall = !alive
- trigger1 = Time = 0
- value = 5150
-
- [State 5303, 3.2] ;If alive
- type = ChangeState
- triggerall = alive
- trigger1 = Time = 25
- value = 5304
-
- [State 5303, 16]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- ;------------------
- ; Dizzy Mode(getup)
- [Statedef 5304]
- type = L
- movetype= I
- physics = N
- anim = 5120
- velset = 0,0
-
- [State 5304, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5304, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5305
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; Guard Crush Mode
- [Statedef 9100]
- type = S
- physics = S
- anim = 9100
- ctrl = 0
-
- [State 9100, 1]
- type = Pause
- trigger1 = Time = 0
- time = 3
- movetime = 3
- ignorehitpause = 1
-
- [State 9100, 2]
- type = Envcolor
- trigger1 = Time = 0
- value = 248,248,248
- time = 3
- under = 1
- ignorehitpause = 1
-
- [State 9100, 3]
- type = Varset
- trigger1 = time = 0
- var(6) = 0
- ignorehitpause = 1
-
- [State 9100, 4]
- type = Envshake
- trigger1 = time = 0
- time = 8
- ignorehitpause = 1
-
- [State 9100, 5]
- type = Velset
- trigger1 = time >= 3
- trigger1 = time <= 10
- x = -4
- ignorehitpause = 1
-
- [State 9100, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ignorehitpause = 1
-
- ;---------------------------------------------------------------------------
- ; Override common states (use same number to override) :
- ;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 5050]
- type = A
- movetype= H
- physics = N
-
- [State 5050, 1] ;Change anim when done with transition
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim = 5035
- trigger2 = Time = 0 ;If no transition anim
- trigger2 = Anim != 5035
- trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
- trigger2 = Anim != 5090 ;Not if hit off ground anim
- value = 5050
-
- [State 5050, 2] ;Coming down anim
- type = ChangeAnim
- trigger1 = anim = [5050,5059]
- trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
-
- [State 5050, 3] ;Gravity
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 4] ;Recover near ground
- type = ChangeState
- triggerall = Vel Y > 0
- triggerall = Pos Y >= -20
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "dodge";can recover near ground but not mid-air
- value = 5200 ;HITFALL_RECOVER
-
- ;recover in mid-air is disable for kof99 characters
- ;[State 5050, 5]; Recover in mid air
- ;type = null;ChangeState
- ;triggerall = Vel Y > -1
- ;triggerall = alive
- ;triggerall = CanRecover
- ;trigger1 = Command = "dodge"
- ;value = 5210 ;HITFALL_AIRRECOVER
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (still falling)
- [Statedef 5200]
- type = A
- movetype= H
- physics = N
-
- [State 5200, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5200, 3]
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5201
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- [Statedef 5201]
- type = S
- movetype= H
- physics = N
- anim = 5200
- ctrl = 0
- velset = 0,0
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = Time = 0
- trigger1 = p2dist X < -5
-
- [State 5201, 2.1]
- type = VelSet
- trigger1 = Time = 0
- x = -5
-
- [State 5201, 2]
- type = Velmul
- trigger1 = 1
- x = .92
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
- time = 1
-
- [State 5201, 5]
- type = Playsnd
- trigger1 = Time = 0
- value = 0,6
- volume = 0
- channel = 0
-
- [State 5201, 6]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Walk
- [Statedef 20]
- type = S
- physics = S
- sprpriority = 0
-
- [State 20, 1]
- type = VelSet
- trigger1 = var(9) = 0
- trigger1 = command = "holdfwd"
- trigger2 = var(9) = 1
- trigger2 = p2bodydist x >= 220
- x = const(velocity.walk.fwd.x)
-
- [State 20, 2]
- type = VelSet
- trigger1 = var(9) = 0
- trigger1 = command = "holdback"
- trigger2 = var(9) = 1
- trigger2 = p2bodydist x <= 100
- x = const(velocity.walk.back.x)
-
- [State 20, 3]
- type = ChangeAnim
- triggerall = vel x > 0
- trigger1 = Anim != 20 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 20
-
- [State 20, 4]
- type = ChangeAnim
- triggerall = vel x < 0
- trigger1 = Anim != 21 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 21
-
- [State 20, 5]
- type = ChangeState
- trigger1 = var(9) = 1
- trigger1 = vel x = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, AI];For AI to disable jump
- type = ChangeState
- trigger1 = var(9) = 1
- value = 0
- ctrl = 1
-
- [State 40, 0.0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 0.1]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 0.2]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 0.1b]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, 0.2b]
- type = VarSet
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- [State 40, 3]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 9000
-
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 9000]
- type = A
- physics = A
- velset = 0, -7.6
- ctrl = 1
-
- [State 9000, 1a] ; Play sound when jumping (Light)
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(8) != -2
- trigger1 = var(8) != 2
- value = 0,1
- volume = -40
-
- [State 9000, 1b] ; Play sound when jumping (Shadow)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 0,3
- volume = -80
-
- [State 9000, 2] ; Shadows
- type = Afterimage
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- time = 14
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 255,255,255
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
-
- [State 9000, 2] ; Shadows off
- type = Afterimage
- trigger1 = Time = 14
- time = 0
-
- [State 9000, -0.1] ;Holding up?
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -10
-
- [State 9000, 0.1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3
-
- [State 9000, 0.1b]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.1
-
- [State 9000, 0.2]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3
-
- [State 9000, 0.2b]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.1
-
- [State 9000, 1.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 9000, 1.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 9000
-
- [State 9000, 2.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 9000, 2.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 9000
-
- [State 9000, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command = "holdup"
- value = 43
-
- [State 9000, 3.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command != "holdup"
- value = 9000
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- anim = 47
- ctrl = 1
- facep2 = 1
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- ; Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,2
- volume = -80
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------
- ; Armor mode overwrite code
- ;--------------------------
- ; HITG_SHAKE
- [Statedef 5000]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5000, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5000, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 4] ;State type gets set to aerial if getting hit up
- type = StateTypeSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
- trigger2 = Pos Y != 0
- value = a
-
- [State 5000, Damage]
- type = lifeadd
- trigger1 = var(11) != 0
- value = -GetHitVar(damage)
- persistent = 0
- ignorehitpause = 1
-
- [State 5000, 5.1];no armor mode
- type = ChangeState
- trigger1 = GetHitVar(yvel) = 0
- trigger1 = HitShakeOver
- trigger1 = var(11) = 0
- value = 5001 ;HITG_SLIDE
-
- [State 5000, 5.2];with armor mode
- type = ChangeState
- trigger1 = var(11) != 0
- trigger1 = life != 0
- value = 0
- ctrl = 1
-
- [State 5000, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5000, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5000, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITC_SHAKE
- [Statedef 5010]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = 5020 + GetHitVar(animtype)
-
- [State 5010, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5010, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5010, Damage]
- type = lifeadd
- trigger1 = var(11) != 0
- value = -GetHitVar(damage)
- persistent = 0
- ignorehitpause = 1
-
- [State 5010, 5.1];no armor mode
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- trigger1 = var(11) = 0
- value = 5011 ;HITC_SLIDE
-
- [State 5010, 5.2];with armor mode
- type = ChangeState
- trigger1 = var(11) != 0
- trigger1 = life != 0
- value = 11
- ctrl = 1
-
- [State 5010, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5010, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5020
- persistent = 0
- time = 6
- waveform = square
-
- [State 5010, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5021
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5010, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5022
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 5020]
- type = A
- movetype= H
- physics = N
-
- [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5020, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5020, Damage]
- type = lifeadd
- trigger1 = var(11) != 0
- value = -GetHitVar(damage)
- persistent = 0
- ignorehitpause = 1
-
- [State 5020, 4.1] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 4.2]
- type = velset
- trigger1 = Time = 0
- trigger1 = var(11) = 0
- trigger2 = life = 0
- x = 0
- y = 0
-
- [State 5020, 5.1];with armor mode
- type = ChangeState
- trigger1 = var(11) != 0
- trigger1 = life != 0
- value = 50
- ctrl = 1
-
- [State 5020, 5.2];no armor mode
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5020, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5020, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5020, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- trigger4 = anim = [5051,5059]
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; AI Trigger
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 1]
- type = Turn
- trigger1 = facing != parent, facing
-
- [State 9999, 2]
- type = ParentVarSet
- triggerall = var(20) = 0
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "x"
- trigger2 = parent, command = "y"
- trigger3 = parent, command = "z"
- trigger4 = parent, command = "a"
- trigger5 = parent, command = "s"
- trigger6 = parent, command = "holdfwd"
- trigger7 = parent, command = "holdback"
- trigger8 = parent, command = "holdup"
- trigger9 = parent, command = "holddown"
- var(9) = 1
-
- [State 9999, 3]
- type = ParentVarSet
- triggerall = parent, var(9) = 1
- triggerall = parent, RoundState = 2
- trigger1 = (command = "x" && parent, command = "x")
- trigger2 = (command = "y" && parent, command = "y")
- trigger3 = (command = "z" && parent, command = "z")
- trigger4 = (command = "a" && parent, command = "a")
- trigger5 = (command = "s" && parent, command = "s")
- trigger6 = (command = "holdfwd" && parent, command = "holdfwd")
- trigger7 = (command = "holdback" && parent, command = "holdback")
- trigger8 = (command = "holdup" && parent, command = "holdup")
- trigger9 = (command = "holddown" && parent, command = "holddown")
- var(9) = 0
-
- [State 9999, 4]
- type = VarSet
- trigger1 = var(20) = 1
- var(20) = 0
-
- [State 9999, 5]
- type = VarSet
- triggerall = var(20) = 0
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "x"
- trigger2 = parent, command = "y"
- trigger3 = parent, command = "z"
- trigger4 = parent, command = "a"
- trigger5 = parent, command = "s"
- trigger6 = parent, command = "holdfwd"
- trigger7 = parent, command = "holdback"
- trigger8 = parent, command = "holdup"
- trigger9 = parent, command = "holddown"
- var(20) = 1
-
- [State 9999, 6]
- type = Destroyself
- trigger1 = parent, ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; States that are always checked when in self's rc (use -3) :
- ;---------------------------------------------------------------------------
-
- [Statedef -3]
-
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
- ; Play sound when jumping
- [State -3, 1.1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 50
- value = 0,1
- persistent = 0 ;make sure it play only once each time
- volume = -40
-
- ; Play sound when hit by light
- [State -3, 1.2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 600;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- value = 0,8
- channel = 0
- volume = 0
- ignorehitpause = 1
-
- ; Play sound when hit by medium
- [State -3, 1.3]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 600;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- value = 0,9
- channel = 0
- volume = 0
- ignorehitpause = 1
-
- ; Play sound when hit by hard
- [State -3, 1.4]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 600;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- value = 0,10
- channel = 0
- volume = -80
- ignorehitpause = 1
-
- ; Play sound when lying down
- [State -3, 1.5]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- trigger1 = stateno = 5100
- value = 0,10
- channel = 0
- volume = -80
- ignorehitpause = 1
-
- ; Get rid of trailing anims when hit
- [State -3, 1.6]
- type = AfterImageTime
- triggerall = Time = 1
- trigger1 = stateno = 5000
- trigger2 = stateno = 5010
- trigger3 = stateno = 5020
- trigger4 = stateno = 5070
- time = 0
-
- [State -3, 1.71];Check if AI is controlling
- type = Helper
- trigger1 = NumHelper(9999) = 0
- trigger1 = anim = 0
- trigger1 = movetype != H
- trigger1 = ctrl = 0
- trigger1 = RoundState = 2
- name = "AI Trigger"
- id = 9999
- pos = 1000, 1000
- stateno = 9999
- helpertype = normal
- keyctrl = 1
-
- [State -3, 1.72];access when fight is over
- type = Varset
- trigger1 = var(9) = 1
- trigger1 = RoundState = 3
- var(9) = 0
-
- [State -3, 1.8];kill the corner push bug
- type = Velset
- trigger1 = FrontEdgeDist < 10
- trigger1 = vel x > 0.1
- x = 0.1
-
- [State -3,1.9];Killer Touch(Striker Leona)
- type = ChangeState
- triggerall = NumHelper(9400) = 0
- triggerall = power >= 1000
- triggerall = statetype != A
- triggerall = ctrl
- triggerall = var(10) = 0
- triggerall = var(11) = 0
- trigger1 = var(9) = 0;AI cannot access
- trigger1 = command = "striker"
- value = 9400
-
- [State -3,1.10];Killer Touch(Striker Leona)
- type = helper
- triggerall = NumHelper(9400) = 0
- triggerall = movetype != H
- triggerall = (roundstate = 2 || roundstate = 3)
- triggerall = power >= 1000
- triggerall = var(10) = 0
- triggerall = var(11) = 0
- triggerall = stateno != 0
- trigger1 = var(9) = 0;AI cannot access
- trigger1 = command = "striker"
- name = "Leona"
- ID = 9400
- pos = -40,-40
- postype = back
- stateno = 9401
- ownpal = 1
-
- [State -3, 1.11]
- type = BGPalfx
- trigger1 = stateno = [3000,3999]
- invertall = 1
- time = 1
- mul = 100,100,100
- ignorehitpause = 1
-
- [State -3, 1.12]
- type = BGPalfx
- trigger1 = stateno = [4000,4999]
- invertall = 1
- time = 1
- mul = 150,88,0
- ignorehitpause = 1
-
- [State -3, 1.131]
- type = Varset
- trigger1 = var(9) = 0
- fvar(12) = .0
- ignorehitpause = 1
-
- [State -3, 1.132]
- type = Varset
- trigger1 = var(9) = 1
- fvar(12) = .25
- ignorehitpause = 1
-
- ;==================
- ; Dizzy mode system
- ;==================
- ; Var(7) for counting dizzy mode
- [State -3, 2.1]
- type = Varadd
- trigger1 = var(7) > 0
- var(7) = -1
- ignorehitpause = 1
-
- [State -3, 2.2]
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- var(7) = 30
- ignorehitpause = 1
-
- [State -3, 2.3];add for medium attacks
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- var(7) = 100
- ignorehitpause = 1
-
- [State -3, 2.4];add for heavy attacks
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- var(7) = 180
- ignorehitpause = 1
-
- [State -3, 2.5]
- type = ChangeState;change to dizzy when var(7) limits reached!
- trigger1 = var(7) >= 1000
- value = 5300
- ctrl = 0
- ignorehitpause = 1
-
- ;========================
- ; Guard Crush mode system
- ;========================
- ; Var(6) for counting Guard Crush mode
- [State -3, 3.1];subtract for light attack hits
- type = Varadd
- triggerall = var(6) > 0
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- persistent = 0
- var(6) = -1
- ignorehitpause = 1
-
- [State -3, 3.2];subtract for medium attack hits
- type = Varadd
- triggerall = var(6) > 0
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- persistent = 0
- var(6) = -3
- ignorehitpause = 1
-
- [State -3, 3.3];subtract for heavy attack hits
- type = Varadd
- triggerall = var(6) > 0
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- persistent = 0
- var(6) = -6
- ignorehitpause = 1
-
- [State -3, 3.4];subtract for fall
- type = Varadd
- trigger1 = var(6) > 0
- trigger1 = PrevStateNo = 5050
- persistent = 0
- var(6) = -10
- ignorehitpause = 1
-
- [State -3, 3.5]
- type = Varadd;add when hitshaketime had at lease 15 ticks;heavy guard
- triggerall = GetHitVar(hitshaketime) = 15
- trigger1 = stateno = 150
- trigger2 = stateno = 152
- var(6) = 3
- ignorehitpause = 1
-
- [State -3, 3.6]
- type = Varadd;add when hitshaketime had at lease 12 ticks;medium guard
- triggerall = GetHitVar(hitshaketime) = 12
- trigger1 = stateno = 150
- trigger2 = stateno = 152
- var(6) = 2
- ignorehitpause = 1
-
- [State -3, 3.7]
- type = Varadd;add when hitshaketime had at lease 8 ticks;light guard
- triggerall = GetHitVar(hitshaketime) = 8
- trigger1 = stateno = 150
- trigger2 = stateno = 152
- var(6) = 1
- ignorehitpause = 1
-
- [State -3, 3.8]
- type = ChangeState;change to guard crush when var(6) limits reached!
- trigger1 = var(6) >= 54
- value = 9100
- ctrl = 0
- ignorehitpause = 1
-
- [Statedef -2];must change to -2 for it to check all time
- ;============================
- ; Counter & Armor mode system
- ;============================
- [State -2, 4.11]
- type = Varadd
- trigger1 = var(10) > 0
- var(10) = -1
- ignorehitpause = 1
-
- [State -2, 4.12]
- type = Varadd
- trigger1 = var(11) > 0
- var(11) = -1
- ignorehitpause = 1
-
- [State -2, 4.211];Damage increase
- type = AttackMulSet
- triggerall = var(9) = 0
- trigger1 = Var(10) != 0
- trigger2 = Var(11) != 0
- value = 1.2+fvar(12)
-
- [State -2, 4.22];Back to normal
- type = AttackMulSet
- triggerall = var(9) = 0
- trigger1 = Var(10) = 0
- trigger1 = Var(11) = 0
- trigger2 = stateno = [3000,4999];doing supers will not increase damage
- value = 1+fvar(12)
-
- [State -2, 4.3]
- type = Powerset
- trigger1 = Var(10) != 0
- trigger2 = Var(11) != 0
- value = 0
-
- [State -2, 4.4];Defence increase;For Boss AI
- type = DefenceMulSet
- trigger1 = var(9) = 1
- value = 0.75
-
- [State -2, 5.1]
- type = PalFX
- trigger1 = (GameTime%2)=0;for blinking
- trigger1 = Var(10) != 0
- time = 1
- add = 220,72,40
- ignorehitpause = 1
-
- [State -2, 5.2]
- type = PalFX
- trigger1 = (GameTime%2)=0;for blinking
- trigger1 = Var(11) != 0
- time = 1
- add = 200,152,32
- ignorehitpause = 1
-
- [State -2, 6.1];Hit blood
- type = Explod
- trigger1 = ProjHittime(800) = 1
- trigger2 = ProjHittime(1102) = 1
- anim = 8981
- pos = 0, floor(p2bodydist y + 65)
- postype = p2
- vel = .5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State -2, 6.2];Cross slash
- type = Explod
- trigger1 = ProjHittime(800) = 1
- trigger2 = ProjHittime(1102) = 1
- anim = 8022
- pos = 0, floor(p2bodydist y + 65)
- postype = p2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State -2, 6.3]
- type = Targetlifeadd
- trigger1 = ProjHittime(800) = 1
- trigger2 = ProjHittime(1102) = 1
- value = floor(-100*fvar(12))
- ignorehitpause = 1
- persistent = 0
-
- [State -2, 6.2];Guarded blood
- type = Explod
- trigger1 = Projguardedtime(800) = 5
- trigger2 = Projguardedtime(1102) = 1
- anim = 8982
- pos = -20, -88
- postype = p2
- vel = 2,-2
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State -2, 7];slow down after Yonokaze (Twister) hit
- type = Pause
- triggerall = (gametime%2) = 0
- trigger1 = ProjHitTime(800) != -1 && ProjHitTime(800) < 20
- trigger2 = ProjHitTime(1102) != -1 && ProjHitTime(1102) < 20
- time = 1
- movetime = 0
-
- [State -2, 8]
- type = Stopsnd
- trigger1 = ((NumProjID(800)) = 0 && (NumProjID(1102) = 0))
- channel = 20
-
- ;[State -2, 9]
- ;type = DisplayToClipboard
- ;trigger1 = 1
- ;text = "AI switch is %d.Vel X = %.2f.Vel Y = %.2f.\n Helper = %d.P2dist = %.0f"
- ;params = var(9),vel x,vel y,NumHelper,p2dist x
-