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Text File | 2004-01-12 | 111.6 KB | 6,787 lines |
- ;---------------------------------------------------------------------------
- ; v=2 â_âbâLâôâO
- ; v=3 âVâââhâE
- ; v=4 âVâââhâE
- ; v=5 âQü[âWÄgùpÆå
- ; v=6 âKü[âhâLâââôâZâï
- ; v=7 âKü[âhâLâââôâZâï
- ; v=8 âWâââôâv
- ; v=9 'âéü[âh
- ; v=10 ûGéªûGéª
- ;---------------------------------------------------------------------------
- ; Format:
- ; [Statedef STATENO]
- ; type = ? S/C/A/L stand/crouch/air/liedown
- ; movetype = ? I/A/H idle/attack/gethit
- ; physics = ? S/C/A/N stand/crouch/air/none
- ; juggle = ? air juggle points move requires
- ;
- ; [State STATENO, ?] ? - any number you choose
- ; type = ?
- ; ...
- ;---------------------------------------------------------------------------
- ; Lose by Time Over
- ; CNS difficulty: basic
- ; CNS âîâxâï: èεû{
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; WIN
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = 1
- v = 1
- range = 0,100
-
- [State 180, 2]
- type = VarSet
- trigger1 = Command = "holdx"
- var(1) = 0
-
- [State 180, 3]
- type = VarSet
- trigger1 = Command = "holdy"
- var(1) = 25
-
- [State 180, 4]
- type = VarSet
- trigger1 = Command = "holda"
- var(1) = 50
-
- [State 180, 4]
- type = VarSet
- trigger1 = Command = "holdb"
- var(1) = 75
-
- [State 180, 2]
- type = ChangeState
- trigger1 = Var(1) < 25
- value = 181
-
- [State 180, 3]
- type = ChangeState
- trigger1 = Var(1) = [25,49]
- value = 182
-
- [State 180, 3]
- type = ChangeState
- trigger1 = Var(1) = [50,74]
- value = 183
-
- [State 180, 4]
- type = ChangeState
- trigger1 = 1;var(1) >= 75
- value = 184
-
- ;---------------------------------------------------------------------------
- ;Win1
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 186, 0
- volume = 10
- channel = 0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = AnimElem = 13
- value = 186, 1
- volume = 10
- channel = 0
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ;Win2
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0
-
- [State 182, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 180, 0
- volume = 10
- channel = 0
-
- [State 182, 0]
- type = PlaySnd
- trigger1 = AnimElem = 18
- value = 180, 1
- volume = 10
- channel = 0
-
- [State 182, 0]
- type = PlaySnd
- trigger1 = AnimElem = 23
- value = 180, 2
- volume = 10
- channel = 0
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ;Win3
- [Statedef 183]
- type = S
- ctrl = 0
- anim = 183
- velset = 0,0
-
- [State 183, 0]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 188, 0
- channel = 0
-
- [State 183,fuku]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 185
- postype = p1
- pos = 10, -120
- velocity = -3, -5
- accel = 0, .3
- removetime = 38
-
-
- [State 183, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ;Win4
- [Statedef 184]
- type = S
- ctrl = 0
- anim = 184
- velset = 0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Time = 22
- value = 184, 0
- channel = 0
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ;âCâôâgâì
- [Statedef 191]
- type = S
- ctrl = 0
- anim = 190
- velset = 0,0
-
- [State 191, 1]
- type = Changestate
- triggerall = 1
- trigger1 = palno > 6
- value = 196
- ctrl = 0
-
- [State 191, 1] ; vsâAâüâèâJâô
- type = Changestate
- triggerall = 1
- trigger1 = P2Name = "Lucky"
- trigger2 = P4Name = "Lucky"
- trigger3 = P2Name = "Brian"
- trigger4 = P4Name = "Brian"
- trigger5 = P2Name = "K'"
- trigger6 = P4Name = "K'"
- value = 194
- ctrl = 0
-
- [State 191, 1]
- type = Changestate
- trigger1 = Random < 500
- trigger1 = time = 0
- value = 192
- ctrl = 0
-
- [State 191, 2] ;Freeze animation until PreIntro is over
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 190
-
- [State 191, 3] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = AnimElemTime(10) < 0
- flag = Intro
-
- [State 191, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;--------------------------------
- ;âCâôâgâìéQ
- [Statedef 192]
- type = A
- physics = N
- ctrl = 0
- anim = 191
- velset = 5,-6
-
- [State 192, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 192, 2]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 0,0
-
- [State 192, 3]
- type = PosAdd
- trigger1 = Time = 0
- persistent = 0
- x = -160
- y = -40
-
- [State 192, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .45
-
- [State 192, 5]
- type = ChangeState
- trigger1 = Pos y >= -10
- value = 193
-
- ;----------------------------------
- ;âCâôâgâìéQü@ÆàÆn
- [Statedef 193]
- type = S
- physics = S
- ctrl = 0
- anim = 192
- velset = 0,0
-
- [State 193, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 193, 2]
- type = ChangeAnim
- trigger1 = RoundState = 0
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- value = 192
- elem = 2
-
- [State 193, 3] ;Intro not yet over
- type = AssertSpecial
- trigger1 = AnimElemTime(12) < 0
- flag = Intro
-
- [State 193, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = 100,0
-
- [State 193, 5]
- type = Playsnd
- trigger1 = AnimElem = 8
- value = 194,0
- volume = 80
- channel = 0
-
- [State 193, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;----------------------------------
- ;âCâôâgâìéR
- [Statedef 194]
- type = S
- physics = S
- ctrl = 0
- anim = 193
- velset = 0,0
-
- [State 194, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = Time = [0,110]
- flag = Intro
-
- [State 194, 2]
- type = Playsnd
- trigger1 = AnimElem = 9
- value = 192,0
- volume = 80
- channel = 0
-
- [State 194, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;----------------------------------
- ;âCâôâgâì'
- [Statedef 196]
- type = S
- physics = S
- ctrl = 0
- anim = 196
- velset = 0,0
-
- [State 196, 1] ;Intro not yet over
- type = AssertSpecial
- trigger1 = Time = [0,110]
- flag = Intro
-
- [State 196, 2]
- type = Playsnd
- trigger1 = AnimElem = 2
- value = 1700,0
-
- [State 196, 3]
- type = Explod
- trigger1 = Time = 1
- trigger2 = Time = 9
- trigger3 = Time = 17
- trigger4 = Time = 25
- trigger5 = Time = 33
- anim = 197
- pos = 11,-68
- postype = p1
- supermove = 1
- bindtime = 8
- ontop = 1
- ownpal = 1
-
- [State 196, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 198
- pos = 10,-66
- postype = p1
- supermove = 1
- bindtime = 8
- ontop = 1
- ownpal = 1
-
- [State 196, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Taunt
- ; CNS difficulty: easy
- [Statedef 195]
- type = S
- ctrl = 0
- anim = 195
- velset = 0,0
- movetype = I
- physics = S
-
- [State 185, 0]
- type = PlaySnd
- trigger1 = Time = 6
- value = 195, 0
- channel = 0
-
- [State 195, 1]
- type = CtrlSet
- trigger1 = Time = 40
- value = 1
-
- [State 195, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;---------------------------------------------------------------------------
- ; Stand Light Punch
- ; CNS difficulty: easy
- [Statedef 200]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 200 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
-
- [State 200, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23, 0 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5, -90
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 6 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing strong punch
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 210
-
- [State 210, Width]
- type = Width
- trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
- value = 15,0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 2
-
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 57
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-80
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5.5
- air.velocity = -2.5,-4
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing light kick
- ; CNS difficulty: easy
- [Statedef 220]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 220
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 220, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 26
- guardflag = MA
- pausetime = 12,12
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5,-80
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 220, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing strong kick
- ; CNS difficulty: easy
- [Statedef 230]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 230
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 230, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 63
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-95
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;===========================================================================
- ;---------------------------------------------------------------------------
- ; Stand Light Punch cl
- ; CNS difficulty: easy
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 240
- poweradd = 20
-
- [State 240, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 0
-
- [State 240, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 23, 0
- animtype = Light
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 8, 8
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5, -90
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 12
- ground.velocity = -4
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 240, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing strong punch cl
- [Statedef 250]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 250
-
- [State 250, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 2
-
- [State 250, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 57
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-80
- hitsound = 5,2
- guardsound = 6,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 15
- ground.velocity = -5.5
- air.velocity = -2.5,-4
-
- [State 250, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; æOî¥
- [Statedef 265]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 265
-
- [State 265, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 210, 0
- channel = 0
-
- [State 265, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 0, 1
-
- [State 265, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 26
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-46
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 265, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing light kick cl
- ; CNS difficulty: easy
- [Statedef 260]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 260
-
- [State 260, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 260, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 26
- guardflag = MA
- pausetime = 10,10
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5,-80
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 12
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 260, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Standing strong kick cl
- ; CNS difficulty: easy
- [Statedef 270]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 270
-
- [State 270, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 270, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 20
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-95
- ground.type = Low
- ground.slidetime = 3
- ground.hittime = 15
- ground.velocity = -1.5
- air.velocity = -2.2,-3.2
-
- [State 270, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Medium
- damage = 43
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-95
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 270, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; æOî¥
- [Statedef 280]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 280
-
- [State 280, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 210, 0
- channel = 0
-
- [State 280, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 0, 1
-
- [State 280, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 26
- guardflag = HA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-46
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 280, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Éüé┴ö≥é╬é╡
- [Statedef 290]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 290
-
- [State 290, 0]
- type = PosAdd
- trigger1 = AnimElem = 6
- x = 20
-
- [State 290, 1]
- type = PlaySnd
- trigger1 = AnimElem = 6,-1
- value = 210, 0
- channel = 0
-
- [State 290, 1]
- type = PlaySnd
- trigger1 = AnimElem = 6,-1
- value = 0, 2
-
- [State 290, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Heavy
- damage = 90
- guardflag = M
- hitflag = MAF
- pausetime = 8,4
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-85
- hitsound = 5,2
- guardsound = 6,0
- ground.type = High
- air.animtype = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -3.4,-7
- air.velocity = -3.5,-6
- fall = 1
-
- [State 290, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------
- ;âKü[âhâLâââôâZâïÉüé┴ö≥é╬é╡
- [Statedef 295]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 295
- velset = 0, 0
- poweradd = -1000
-
- [State 295,0]
- type = SuperPause
- trigger1 = Time = 0
- time = 10
- movetime = 2
- anim = -1
-
- [State 295,1]
- type = Explod
- trigger1 = Time = 0
- anim = 3510
- pos = 0,-70
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
-
- [State 295,2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
-
- [State 295,3]
- type = AfterImage
- trigger1 = Time = 0
- time = 20
- length = 20
- timegap = 2
- framegap = 4
- palbright = 80,80,80
- palcontrast = 150,100,150
- paladd = 20,20,20
- palmul = .25,.25,.25
- trans = add
-
- [State 295, 4]
- type = PosAdd
- trigger1 = AnimElem = 6
- x = 20
-
- [State 295, 5]
- type = PlaySnd
- trigger1 = AnimElem = 6,-1
- value = 210, 0
- channel = 0
-
- [State 295, 6]
- type = PlaySnd
- trigger1 = AnimElem = 6,-1
- value = 0, 2
-
- [State 295, 7]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Heavy
- damage = 90
- guardflag = M
- hitflag = MAF
- pausetime = 8,4
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-85
- hitsound = 5,2
- ground.type = High
- air.animtype = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -3.4,-7
- air.velocity = -3.5,-6
- fall = 1
-
- [State 295, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;ï┘ï}ë±ö≡üiæOüj
- [Statedef 300]
- type = S
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 300
-
- [State 300, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 200, 0
- channel = 0
-
- [State 300, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 9, < 0
- value = SCA, AT
-
- [State 300, 3] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- time = 13
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 255,255,255
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 5
- Trans = Add1
-
- [State 300, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 300, 3]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 7, < 0
- value = 0
-
- [State 300, 4]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = 5
-
- [State 300, 5]
- type = VelSet
- trigger1 = AnimElem = 9
- x = 0
-
- [State 300, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------
- ;âKü[âhâLâââôâZâïï┘ï}ë±ö≡üiæOüj
- [Statedef 305]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 300
- velset = 0, 0
- poweradd = -1000
-
- [State 305,set]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 305,1]
- type = SuperPause
- trigger1 = Time = 0
- time = 10
- movetime = 2
- anim = -1
-
- [State 305,2]
- type = Explod
- trigger1 = Time = 0
- anim = 3510
- pos = 0,-70
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
-
- [State 305,3]
- type = PlaySnd
- trigger1 = Time = 4
- value = 200, 0
- channel = 0
-
- [State 305, 4]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 9, < 0
- value = SCA, AT
-
- [State 305, 5] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- time = 13
- length = 9
- PalBright = 50, 50, 50
- PalContrast = 150, 80,150
- PalAdd = 50, 50, 50
- PalMul = .5,.5,.5
- FrameGap = 5
- Trans = Add1
-
- [State 305, 6]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 305, 7]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 7, < 0
- value = 0
-
- [State 305, 8]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = 6
-
- [State 305, 9]
- type = VelSet
- trigger1 = AnimElem = 9
- x = 0
-
- [State 305, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;ï┘ï}ë±ö≡üiîπüj
- [Statedef 310]
- type = S
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 310
-
- [State 310, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 200, 0
- channel = 0
-
- [State 310, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 8, < 0
- value = SCA, AT
-
- [State 310, 3] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- time = 15
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 255,255,255
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 5
- Trans = Add1
-
- [State 310, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 310, 5]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 6, < 0
- value = 0
-
- [State 310, 7]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = -5
-
- [State 310, 7]
- type = VelSet
- trigger1 = AnimElem = 8
- x = 0
-
- [State 310, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------
- ; âKü[âhâLâââôâZâïï┘ï}ë±ö≡ô«ì∞üiîπüj
- [Statedef 315]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 310
- velset = 0, 0
- poweradd = -1000
-
- [State 315,set]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 315,0]
- type = SuperPause
- trigger1 = Time = 0
- time = 10
- movetime = 2
- anim = -1
-
- [State 315,1]
- type = Explod
- trigger1 = Time = 0
- anim = 3510
- pos = 0,-70
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
-
- [State 315, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 200, 0
- channel = 0
-
- [State 315, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 8, < 0
- value = SCA, AT
-
- [State 315, 3] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- time = 15
- length = 9
- PalBright = 50, 50, 50
- PalContrast = 150, 80,150
- PalAdd = 50, 50, 50
- PalMul = .5,.5,.5
- FrameGap = 5
- Trans = Add1
-
- [State 315, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 315, 5]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 6, < 0
- value = 0
-
- [State 315, 7]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = -5
-
- [State 315, 7]
- type = VelSet
- trigger1 = AnimElem = 8
- x = 0
-
- [State 315, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;ï┘ï}ë±ö≡
- [Statedef 320]
- type = S
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 320
-
- [State 320, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 200, 0
- channel = 0
-
- [State 320, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = Time < 35
- value = SCA, AT
-
- [State 320, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 320, 5]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 320, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;ï┘ï}ë±ö≡ìUîé
- [Statedef 266]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 330
-
- [State 330, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 210, 0
- channel = 0
-
- [State 330, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 26
- guardflag = MAF
- pausetime = 12,12
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -10,-60
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 330, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 15
- ctrl = 0
- anim = 400
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 400, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 23
- priority = 3
- animtype = Light
- hitflag = MAF
- guardflag = L
- pausetime = 10,11
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5,-42
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 12
- ground.velocity = -4
- air.velocity = -1.5,-3
-
- [State 400, 3]
- type = CtrlSet
- trigger1 = Time = 5
- value = 1
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ;Crouching strong punch
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 6
- poweradd= 50
- ctrl = 0
- anim = 410
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 2
-
- [State 410, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 37
- animtype = Medium
- hitflag = MAF
- guardflag = MA
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-70
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -4
- air.velocity = -3,-4
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Crouching light kick
- [Statedef 420]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 22
- ctrl = 0
- anim = 420
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 2
-
- [State 420, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 28
- animtype = Light
- hitflag = MAF
- guardflag = L
- pausetime = 12,12
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5,-25
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 12
- ground.velocity = -5
- air.velocity = -2,-3
- down.velocity = -5,0
- down.hittime = 20
-
- [State 420, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Crouch Strong Kick
- [Statedef 430]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 430
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 430, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 72
- hitflag = MAF
- guardflag = L
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -5,-20
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
-
- [State 430, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Jump Light Punch
- ; CNS difficulty: easy
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 600
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 600, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 20
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -10,-45
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump Light Punch up
- ; CNS difficulty: easy
- [Statedef 640]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 640
-
- [State 640, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 640, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 20
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -10,-45
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump Strong Punch
- ; CNS difficulty: easy
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 610
-
- [State 610, 1]
- type = PosAdd
- trigger1 = AnimElem = 5
- y = -30
-
- [State 610, 1]
- type = PosAdd
- trigger1 = AnimElem = 9
- y = 30
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 2
-
- [State 610, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 30
- guardflag = HA
- priority = 4
- pausetime = 12,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-45
- animtype = Med
- ground.type = Low
- ground.slidetime = 3
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 610, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = A, NA
- damage = 30
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkxy = -10,-35
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- animtype = Med
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- ;---------------------------------------------------------------------------
- ;Jump Light Kick
- ; CNS difficulty: easy
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 20
- ctrl = 0
- anim = 620
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 620, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 26
- guardflag = HA
- priority = 3
- pausetime = 8,12
- sparkno = S2990
- guard.sparkno = S2980
- hitsound = S10, 3
- guardsound = S20, 0
- sparkxy = -5,-40
- animtype = Med
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 6
- ground.velocity = -4
- air.velocity = -2,-3
-
- ;---------------------------------------------------------------------------
- ;Jump Strong Kick
- ; CNS difficulty: easy
- [Statedef 630]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 630
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 630, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = -10,-40
- animtype = Med
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- ;---------------------------------------------------------------------------
- ;âWâââôâvÉüé┴ö≥é╬é╡
- [Statedef 650]
- type = A
- movetype= A
- physics = A
- juggle = 8
- poweradd= 65
- ctrl = 0
- anim = 650
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 210, 0
- channel = 0
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 0, 3
-
- [State 650, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- damage = 90
- guardflag = M
- hitflag = MAF
- priority = 4
- pausetime = 8,8
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-30
- animtype = Heavy
- air.animtype = Low
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -4, -7
- air.velocity = -4,-6
- fall = 1
-
- ;---------------------------------------------------------------------------
- ;ïCìçé╜é▀
- [Statedef 700]
- type = S
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 700
-
- [State 700, 1]
- type = PowerAdd
- trigger1 = Time >= 8
- value = 5
-
- [State 700, 2]
- type = ChangeState
- triggerall = Time >= 2
- trigger1 = Command != "holdx"
- trigger2 = Command != "holdy"
- trigger3 = Command != "holda"
- trigger4 = power >= 3000
- value = 710
- ctrl = 1
-
- [State 700, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 10,0
- channel = 0
-
- [State 700, 4]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
- channel = 1
-
- [State 700, 5]
- type = explod
- trigger1 = Time >= 8
- trigger1 = TimeMod = 8, 0
- postype = p1
- pos = 0,0
- bindtime = -1
- sprpriority = 3
- anim = 710
- ID = 1
-
- ;---------------------------------------------------------------------------
- ;ïCìçé╜é▀
- [Statedef 705]
- type = S
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 700
-
- [State 705, 1]
- type = PowerAdd
- trigger1 = Time >= 8
- value = 5
-
- [State 705, 2]
- type = ChangeState
- triggerall = Time >= 2
- trigger1 = Command != "holdy"
- trigger2 = Command != "holdz"
- trigger3 = power >= 3000
- value = 710
- ctrl = 1
-
- [State 705, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 10,0
- channel = 0
-
- [State 705, 4]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
- channel = 1
-
- [State 705, 5]
- type = explod
- trigger1 = Time >= 8
- trigger1 = TimeMod = 8, 0
- postype = p1
- pos = 0,0
- bindtime = -1
- sprpriority = 3
- anim = 710
- ID = 1
-
- ;---------------------------------------------------------------------------
- ;ïCìçé╜é▀ü@üiÅIéΦüj
- [Statedef 710]
- type = S
- physics = S
- anim = 0
-
- [State 710, 0]
- type = StopSnd
- trigger1 = Time = 0
- channel = 0
-
- [State 710, 1]
- type = StopSnd
- trigger1 = Time = 0
- channel = 1
-
- [State 700,2]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 1
-
- [State 710, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ;ïCìç ö¡ô«
- [Statedef 720]
- type = S
- physics = S
- movetype= I
- anim = 720
- ctrl = 0
- velset = 0,0
- poweradd = -1000
- facep2 = 1
-
- [State 720, 1]
- type = Explod
- trigger1 = Time = 1
- anim = 730
- pos = 0,0
- postype = p1
- bindtime = -1
- sprpriority = 3
- ontop = 0
- ownpal = 1
-
- [State 720, 2]
- type = Playsnd
- trigger1 = time = 1
- value = 210,0
-
- [State 720, 2]
- type = Playsnd
- trigger1 = time = 1
- value = 10,1
-
- [State 720, 3]
- type = Nothitby
- trigger1 = 1
- Value = SCA
-
- [State 1120, 3]
- type = EnvShake
- trigger1 = time = 1
- persistent = 0
- time = 8
- ampl = -5
- freq = 85
- phase = 8
-
- [State 720, 4]
- type = Varset
- trigger1 = time = 2
- var(5) = 720
-
- [State 9300, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------------------
- ;âXâgâ}âbâNâoâXâ^ü[
- [Statedef 900]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 900
- velset = 0, 0
-
- [State 900, 0]
- type = VarSet
- trigger1 = Time = 0
- var(1) = 0
-
- [State 900, 0]
- type = VarSet
- triggerall = Time = 0
- trigger1 = command = "fwd_b"
- trigger2 = command = "back_b"
- var(1) = 1
-
- [State 900,1]
- type = Hitdef
- trigger1 = Time = 0
- attr = S, NT
- getpower = 75
- givepower = 7
- hitflag = M-
- numhits = 0
- sparkno = s999
- sparkxy = -10,-82
- p1facing = 1
- p2facing = 1
- p1stateno = 910
- p2stateno = 930
- p2getp1state = 1
- hitsound = S10, 2
- ;fall = 1
- ;fall.recover = 0
-
- [State 900,2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------------------
- ;âXâgâ}âbâNâoâXâ^ü[üiɼî≈üj
- [Statedef 910]
- type = S
- movetype = A
- physics = S
- anim = 910
- velset = 0, 0
- poweradd = 32
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 1
- pos = 60,-100
- time = 3
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 2
- pos = 40,-105
- time = 3
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 8
- pos = 35,-105
- time = 10
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- pos = 35,-110
- time = 6
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 10
- pos = 35,-120
- time = 3
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 11
- pos = 35,-115
- time = 6
-
- [State 910,0]
- type = TargetBind
- trigger1 = AnimElem = 7
- pos = 35,-105
- time = 3
-
- [State 910,8]
- type = SprPriority
- trigger1 = Time = 0
- value = 1
-
- [State 910,1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- value = 200, 0
- channel = 0
-
- [State 910,1]
- type = PlaySnd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 10
- value = 0, 4
-
- [State 910, 4]
- type = Explod
- trigger1 = animelem = 5
- trigger2 = animelem = 10
- anim = 2991
- pos = 35, -85
- postype = p1
- sprpriority = 3
- ontop = 0
- ownpal = 1
-
- [State 910,11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 10
- value = -30
-
- [State 910, 7]
- type = ChangeState
- trigger1 = (var(1) = 1) && (AnimTime = 0)
- value = 950
-
- [State 910,4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 920
-
- ;----------------------------------------
- ;âXâgâ}âbâNâoâXâ^ü[ Éüé½ö≥é╬é╡
- [Statedef 920]
- type = S
- movetype = A
- physics = S
- anim = 920
- velset = 0, 0
- poweradd = 32
-
- [State 920,1]
- type = TargetBind
- trigger1 = AnimElem = 1
- pos = 30,-15
- time = 15
-
- [State 920,2]
- type = TargetBind
- trigger1 = AnimElem = 2
- pos = 35,-1
- time = 3
-
- [State 920,3]
- type = SprPriority
- trigger1 = AnimElem = 3
- value = -1
-
- [State 920, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2991
- pos = 40, -80
- postype = p1
- sprpriority = 3
- ontop = 0
- ownpal = 1
-
- [State 920,5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 210, 0
- channel = 0
-
- [State 920,6]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 10, 4
-
- [State 920,7]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -50
-
- [State 920,8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------
- ;âèâoü[âX âXâgâ}âbâNâoâXâ^ü[
- [Statedef 950]
- type = S
- movetype = A
- physics = S
- anim = 950
- velset = 0, 0
- poweradd = 32
-
- [State 920,0]
- type = TargetBind
- trigger1 = AnimElem = 1
- pos = 10,0
- time = 12
-
- [State 920,0]
- type = TargetBind
- trigger1 = AnimElem = 2
- pos = -20,0
- time = 3
-
- [State 920,0]
- type = TargetBind
- trigger1 = AnimElem = 3
- pos = 30,0
- time = 3
-
- [State 960,12]
- type = Turn
- trigger1 = animelem = 3
-
- [State 920,8]
- type = SprPriority
- trigger1 = AnimElem = 2
- value = -1
-
- [State 910,1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 210, 0
- channel = 0
-
- [State 910,1]
- type = PlaySnd
- trigger1 = Time = 8
- value = 0, 13
-
- [State 810, Hurt 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 3
- value = -50
-
- [State 920,4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-------------------------------------------------------------------------------
- ;âXâgâ}âbâNâoâXâ^ü[üiï≥éτéóæñüj
- [Statedef 930]
- type = S
- movetype = H
- physics = S
- ctrl = 0
-
- [State 930,1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 930
-
- [State 930, 2]
- type = HitBy
- Trigger1 = 1
- value = SCA
- time = 1
-
- [State 930, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 931
-
- ;------------------------------------
- ;Éüö≥é╤ üiÅÇö⌡üj
- [Statedef 931]
- type = A
- movetype= H
- physics = N
- poweradd = 40
-
- [State 931,1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 940
-
- [State 931, 2]
- type = ChangeState
- trigger1 = Time = 1
- trigger1 = Pos Y >= 0
- value = 960
-
- [State 931, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 940
-
- ;------------------------------------
- ;Éüö≥é╤
- [Statedef 940]
- type = A
- movetype= H
- physics = N
-
- [State 980,4]
- type = VelSet
- trigger1 = Time = 0
- x = -5.5
- y = -4.5
-
- [State 911, 1]
- type = ChangeAnim
- Trigger1 = Time = 0
- value = 5050
-
- [State 911, 2] ;Gravity
- type = VelAdd
- Trigger1 = 1
- y = .3
-
- [State 911, 4] ;Hit ground
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5100 ;Hit ground
-
- ;------------------------------------
- ;ô]ô|
- [Statedef 960]
- type = A
- movetype= H
- physics = N
-
- [State 930,1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 960
-
- [State 980,4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 10
-
- [State 911, 2]
- type = VelAdd
- trigger1 = Time >= 13
- trigger1 = Time <= 25
- x = -.7
-
- [State 980,4]
- type = VelSet
- trigger1 = AnimElem = 5
- x = 0
-
- [State 980,1]
- type = AssertSpecial
- trigger1 = Time >= 0
- flag = NoAutoTurn
-
- [State 960,12]
- type = Turn
- trigger1 = AnimTime = 0
-
- [State 911, 4]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 5120
-
- ;---------------------------------------------------------------------------
- ;éqéréc Äπ
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1000
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1000, 0
- channel = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 6
- value = 0, 16
-
- [State 1000,2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 75,10
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0
- air.velocity = -3,-4
-
- [State 1000, 3]
- type = explod
- trigger1 = AnimElem = 5
- postype = p1
- pos = 40,-45
- bindtime = -1
- sprpriority = 3
- anim = 1050
- ID = 1
-
- [State 1000,4]
- type = RemoveExplod
- trigger1 = animelem = 8
- ID = 1
-
- [State 1000, 5]
- type = explod
- trigger1 = animelem = 8
- postype = p1
- pos = 40,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
- persistent = 0
-
- [State 1000, 6]
- type = posadd
- trigger1 = animelem = 5
- x = 20
-
- [State 1000, 7]
- type = posadd
- trigger1 = animelem = 12
- x = -12
-
- [State 1000, 8]
- type = Veladd
- trigger1 = AnimElem = 4
- x = 10
-
- [State 1000, 9]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 1000, 7]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 10)
- Trigger1 = movecontact = 1
- value = 1020
- ctrl = 0
-
- [State 1000, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1000, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1000, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;éqéréc ï¡
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1010
-
- [State 1010, 0]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1000, 0
- channel = 0
-
- [State 1010, 1]
- type = PlaySnd
- trigger1 = Time = 6
- value = 0, 16
-
- [State 1010,2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 35,5
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 1010,2]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- damage = 35,5
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 1010,2]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, SA
- damage = 50,7
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5
- air.velocity = -3,-4
-
- [State 1010, 3]
- type = explod
- trigger1 = AnimElem = 5
- postype = p1
- pos = 40,-45
- bindtime = -1
- sprpriority = 3
- anim = 1050
- ID = 1
-
- [State 1010,4]
- type = RemoveExplod
- trigger1 = animelem = 14
- ID = 1
-
- [State 1010, 5]
- type = explod
- trigger1 = animelem = 14
- postype = p1
- pos = 40,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
-
- [State 1010, 6]
- type = posadd
- trigger1 = animelem = 5
- x = 20
-
- [State 1010, 7]
- type = posadd
- trigger1 = animelem = 18
- x = -12
-
- [State 1010, 8]
- type = Veladd
- trigger1 = AnimElem = 4, 1
- x = 15
-
- [State 1010, 9]
- type = VelSet
- trigger1 = AnimElem = 6, 1
- x = 0
-
- [State 1010, 10]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 10)
- Trigger1 = movecontact = 1
- value = 1030
- ctrl = 0
-
- [State 1010, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1010, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1000, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1010, 11]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;éqéréc Äπü@(âVâââhâE)
- [Statedef 1020]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1020
-
- [State 1020, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1500, 0
- channel = 0
-
- [State 1020, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 16
-
- [State 1020,2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 30,3
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 8,8
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 1020,2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 30,3
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 12,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5
- air.velocity = -3,-4
-
- [State 1020, 3]
- type = explod
- trigger1 = AnimElem = 5
- postype = p1
- pos = 50,-50
- bindtime = -1
- sprpriority = 3
- anim = 1050
- ID = 1
-
- [State 1020,4]
- type = RemoveExplod
- trigger1 = animelem = 8
- ID = 1
-
- [State 1020, 5]
- type = explod
- trigger1 = animelem = 8
- postype = p1
- pos = 50,-60
- bindtime = 1
- sprpriority = 3
- anim = 1060
- persistent = 0
-
- [State 1020, 6]
- type = posadd
- trigger1 = animelem = 4
- x = 20
-
- [State 1020, 6]
- type = posadd
- trigger1 = animelem = 9
- x = -18
-
- [State 1020, 8]
- type = Veladd
- trigger1 = AnimElem = 3, 1
- x = 10
-
- [State 1020, 9]
- type = VelSet
- trigger1 = AnimElem = 5, 1
- x = 0
-
- [State 1020, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;éqéréc ï¡ü@(âVâââhâE)
- [Statedef 1030]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 30
- ctrl = 0
- velset = 0,0
- anim = 1030
-
- [State 1030, 0]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1500, 0
- channel = 0
-
- [State 1030, 1]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 0, 16
-
- [State 1030,2]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- damage = 30,3
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,4
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 1030,2.1]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, SA
- damage = 30,3
- getpower = 50
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,4
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-4
-
- [State 1030, 2.2]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 60,3
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 6,20
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5,-6
- air.velocity = -4,-5
- fall = 1
- fall.recover = 0
-
- [State 1030, 5]
- type = explod
- trigger1 = animelem = 2
- postype = p1
- pos = 40,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
- persistent = 0
-
- [State 1030, 5]
- type = explod
- trigger1 = animelem = 17
- postype = p1
- pos = 50,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
- persistent = 0
-
- [State 1030, 5]
- type = explod
- trigger1 = animelem = 8
- postype = p1
- pos = 50,-50
- bindtime = -1
- sprpriority = 3
- anim = 1050
- persistent = 0
- ID = 1
-
- [State 1030,5]
- type = RemoveExplod
- trigger1 = animelem = 2
- trigger2 = animelem = 17
- ID = 1
-
- [State 1030, 6]
- type = posadd
- trigger1 = animelem = 8
- x = 20
-
- [State 1030, 6]
- type = posadd
- trigger1 = animelem = 19
- x = -18
-
- [State 1030, 8]
- type = Veladd
- trigger1 = AnimElem = 7, 1
- x = 10
-
- [State 1030, 9]
- type = VelSet
- trigger1 = AnimElem = 9, 1
- x = 0
-
- [State 1030, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â\âEâïâtâëâÅü[ü@Äπ
- [Statedef 1100]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 110
- velset = 0,0
- anim = 1100
- ctrl = 0
-
- [State 1100, 0]
- type = PlaySnd
- trigger1 = Time = 8
- value = 0, 15
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1100, 0
- channel = 0
-
- [State 1100, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 90,10
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 3,15
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -1.5,-8
- air.velocity = -2,-7
- fall = 1
- fall.recover = 0
-
- [State 1100, 3]
- type = EnvShake
- trigger1 = animelem = 8
- persistent = 0
- time = 5
- ampl = -5
- freq = 85
- phase = 5
-
- [State 1000, 7]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 16)
- value = 1120
- ctrl = 0
-
- [State 1000, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1000, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1000, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1100, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â\âEâïâtâëâÅü[ü@Äπ (âVâââhâE)
- [Statedef 1120]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 80
- velset = 0,0
- anim = 1120
- ctrl = 0
-
- [State 1120, 0]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 15
-
- [State 1120, 2]
- type = HitDef
- trigger1 = animelem = 2
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 40,4
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 3,15
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -1.5,-8
- air.velocity = -2,-7
- fall = 1
- fall.recover = 0
-
- [State 1120, 3]
- type = EnvShake
- trigger1 = animelem = 2
- persistent = 0
- time = 8
- ampl = -5
- freq = 85
- phase = 8
-
- [State 1120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â\âEâïâtâëâÅü[ü@ï¡
- [Statedef 1110]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 110
- velset = 0,0
- anim = 1110
- ctrl = 0
-
- [State 1100, 0]
- type = PlaySnd
- trigger1 = Time = 8
- value = 0, 15
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1100, 0
- channel = 0
-
- [State 1100, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 120,12
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 3,15
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -1.5,-8.5
- air.velocity = -2,-7.5
- fall = 1
- fall.recover = 0
-
- [State 1110, 3]
- type = EnvShake
- trigger1 = animelem = 8
- persistent = 0
- time = 6
- ampl = -6
- freq = 100
- phase = 6
-
- [State 1110, 7]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 16)
- value = 1130
- ctrl = 0
-
- [State 1110, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1110, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1110, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1110, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â\âEâïâtâëâÅü[ü@ï¡ (âVâââhâE)
- [Statedef 1130]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 110
- velset = 0,0
- anim = 1130
- ctrl = 0
-
- [State 1100, 0]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 15
-
- [State 1100, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 50,5
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 3,15
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -1.5,-8.5
- air.velocity = -2,-7.5
- fall = 1
- fall.recover = 0
-
- [State 1100, 3]
- type = EnvShake
- trigger1 = animelem = 2
- persistent = 0
- time = 7
- ampl = -6
- freq = 100
- phase = 6
-
- [State 1100, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;âuâëâXâgâAâbâpü[ü@Äπ
- [Statedef 1200]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 110
- velset = 0,0
- anim = 1200
- ctrl = 0
-
- [State 1200, 0]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 0, 14
-
- [State 1200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1200, 0
- channel = 0
-
- [State 1200,2]
- type = Projectile
- trigger1 = AnimElem = 6
- trigger1 = var(4) = 0
- projanim = 1250
- projhitanim = 1250
- projremovetime = 12
- projpriority = 1
- projshadow = 68,68,68
- offset = 35, 0
- attr = S, SP
- damage = 90,12
- getpower = 50
- givepower = 15
- animtype = Back
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 30,-20
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0,-5.0
- fall = 1
- air.animtype = Back
- air.velocity = -4.5,-5
- air.juggle = 6
- air.fall = 1
-
- [State 1200,2]
- type = Projectile
- trigger1 = AnimElem = 6
- trigger1 = var(4) = 1
- projanim = 1250
- projhitanim = 1250
- projremovetime = 12
- projpriority = 1
- projshadow = 68,68,68
- offset = 35, 0
- attr = S, SP
- damage = 90,12
- getpower = 50
- givepower = 15
- animtype = Back
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 20,-30
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = 0
- air.animtype = Back
- air.velocity = -4.5,-5
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 10)
- value = 1220
- ctrl = 0
-
- [State 1200, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1200, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1200, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;âuâëâXâgâAâbâpü[ü@ï¡
- [Statedef 1210]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 110
- velset = 0,0
- anim = 1210
- ctrl = 0
-
- [State 1210, 0]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 0, 14
-
- [State 1210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1200, 0
- channel = 0
-
- [State 1210,2]
- type = Projectile
- trigger1 = AnimElem = 6
- trigger1 = var(4) = 0
- projanim = 1250
- projhitanim = 1250
- projremovetime = 12
- projpriority = 1
- projshadow = 68,68,68
- offset = 35, 0
- attr = S, SP
- damage = 90,12
- getpower = 50
- givepower = 15
- animtype = Back
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 20,-30
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0,-5.0
- fall = 1
- air.animtype = Back
- air.velocity = -4.5,-5
- air.juggle = 6
- air.fall = 1
-
- [State 1210,2]
- type = Projectile
- trigger1 = AnimElem = 6
- trigger1 = var(4) = 1
- projanim = 1250
- projhitanim = 1250
- projremovetime = 12
- projpriority = 1
- projshadow = 68,68,68
- offset = 35, 0
- attr = S, SP
- damage = 90,12
- getpower = 50
- givepower = 15
- animtype = Back
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 20,-30
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = 0
- air.animtype = Back
- air.velocity = -4.5,-5
-
- [State 1210, 6]
- type = Posadd
- trigger1 = animelem = 5
- x = 20
-
- [State 1210, 7]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 10)
- value = 1220
- ctrl = 0
-
- [State 1210, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1210, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1210, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;âuâëâXâgâAâbâpü[ (âVâââhâE)
- [Statedef 1220]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 60
- velset = 0,0
- anim = 1220
- ctrl = 0
-
- [State 1220, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 0, 14
-
- [State 1220,2]
- type = Projectile
- trigger1 = AnimElem = 4
- projanim = 1250
- projhitanim = 1250
- projremovetime = 12
- projpriority = 1
- projshadow = 68,68,68
- offset = 35, 0
- attr = S, SP
- damage = 60,6
- getpower = 50
- givepower = 15
- animtype = Back
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,10
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0,-5.0
- fall = 1
- air.animtype = Back
- air.velocity = -4.5,-5
- air.juggle = 6
- air.fall = 1
-
- [State 1220, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âbâLâôâO Äπ
- [Statedef 1300]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1300
-
- [State 1300, set]
- type = varset
- trigger1 = time = 0
- v = 2
- value = 0
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 200, 0
- channel = 0
-
- [State 1300, 1]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 0, 12
-
- [State 1300, 2]
- type = Helper
- trigger1 = Time = 0
- ID = 1450
- pos = 0,0
- postype = p1
- stateno = 1450
- helpertype = normal
- name = "da"
- keyctrl = 0
- ownpal = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- animtype = Heavy
- damage = 40,5
- guardflag = MAF
- pausetime = 12,12
- sparkxy = -10,-53
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 1300, 6]
- type = Posadd
- trigger1 = Time = 0
- x = 7
-
- [State 1300, 5]
- type = Veladd
- trigger1 = AnimElem = 1, 1
- x = 8.5
-
- [State 1300, 6]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 1300, 7]
- type = ChangeState
- trigger1 = (var(2) = 1) && (AnimElem = 12)
- value = 1350
- ctrl = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = (var(2) = 2) && (AnimElem = 11)
- value = 1400
- ctrl = 0
-
- [State 1300, 9]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 12)
- value = 1460
- ctrl = 0
-
- [State 1300, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1300, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1300, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1300, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âbâLâôâO ï¡
- [Statedef 1310]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1310
-
- [State 1310, set]
- type = varset
- trigger1 = time = 0
- v = 2
- value = 0
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 200, 0
- channel = 0
-
- [State 1300, 1]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 0, 12
-
- [State 1300, 2]
- type = Helper
- trigger1 = Time = 0
- ID = 1450
- pos = 0,0
- postype = p1
- stateno = 1450
- helpertype = normal
- name = "da"
- keyctrl = 0
- ownpal = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- animtype = Heavy
- damage = 50,6
- guardflag = MAF
- pausetime = 12,12
- sparkxy = -10,-53
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5
- air.velocity = -2.5,-3.5
-
- [State 1300, 6]
- type = Posadd
- trigger1 = Time = 0
- x = 7
-
- [State 1300, 5]
- type = Veladd
- trigger1 = AnimElem = 1, 1
- x = 10
-
- [State 1300, 6]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 1300, 7]
- type = ChangeState
- trigger1 = (var(2) = 1) && (AnimElem = 13)
- value = 1350
- ctrl = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = (var(2) = 2) && (AnimElem = 12)
- value = 1400
- ctrl = 0
-
- [State 1300, 9]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 13)
- value = 1460
- ctrl = 0
-
- [State 1300, set]
- type = varset
- trigger1 = Time = 0
- v = 4
- value = 0
-
- [State 1300, set]
- type = varset
- trigger1 = var(3) = 1
- v = 4
- value = 1
-
- [State 1300, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1300, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âbâLâôâOü@Æ╟ë┴ü@Äπ
- [Statedef 1350]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 1350
-
- [State 1350, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 1
-
- [State 1350, 2]
- type = HitDef
- trigger1 = Time = 0
- trigger1 = var(4) = 0
- attr = S, SA
- animtype = Heavy
- damage = 50,6
- guardflag = HA
- pausetime = 12,12
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 0
- ground.velocity = 0,6
- air.velocity = -2,6
- fall.damage = 5
- fall = 1
-
- [State 1350, 2.5]
- type = HitDef
- trigger1 = Time = 0
- trigger1 = var(4) = 1
- attr = S, SA
- animtype = Heavy
- damage = 50,6
- guardflag = HA
- pausetime = 12,12
- sparkxy = -10,-60
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 30
- ground.velocity = -5
- air.velocity = -2,6
-
- [State 1350, 3]
- type = posadd
- trigger1 = animelem = 2
- x = 30
-
- [State 1350, 3]
- type = EnvShake
- trigger1 = P2StateNo = 5100
- persistent = 0
- time = 8
- ampl = -5
- freq = 85
- phase = 8
-
- [State 1350, 9]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 8)
- value = 1010
- ctrl = 0
-
- [State 1350, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âbâLâôâOü@Æ╟ë┴ü@ï¡
- [Statedef 1400]
- type = C
- movetype= A
- physics = C
- juggle = 4
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 1400
-
- [State 1400, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 1
-
- [State 1400, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, SA
- animtype = Medium
- damage = 40,4
- guardflag = LA
- pausetime = 10,10
- sparkxy = -10,-30
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Trip
- ground.slidetime = 12
- ground.hittime = 10
- ground.velocity = -1.5,-4.5
- air.velocity = -1.2,-2.5
- fall = 1
-
- [State 1400, 3]
- type = posadd
- trigger1 = animelem = 2
- x = 8
-
- [State 1300, set]
- type = ChangeState
- trigger1 = (var(4) = 1) && (AnimElem = 9)
- value = 1200
- ctrl = 0
-
- [State 1400, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ;â_âbâLâôâOü@ëe
- [Statedef 1450]
- type = S
- movetype= A
- physics = N
- velset = 0,0
- anim = 1450
-
- [State 1450,0]
- type = sprpriority
- Trigger1 = Time = 0
- value = 7
-
- [State 1450, 1]
- type = HitDef
- trigger1 = time = 0
-
- [State 1450, 2]
- type = PosFreeze
- trigger1 = time >= 0
-
- [State 1450, 3]
- type = DestroySelf
- trigger1 = AnimTime = 0
-
- ;---------------------------------------------------------------------------
- ;â_âbâLâôâO (âVâââhâE)
- [Statedef 1460]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 30
- ctrl = 0
- velset = 0,0
- anim = 1460
-
- [State 1460, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 1460, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 20
- guardflag = MA
- pausetime = 12,12
- sparkxy = -10,-95
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = Low
- ground.slidetime = 3
- ground.hittime = 15
- ground.velocity = -1.5
- air.velocity = -2.2,-3.2
-
- [State 1460, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 43
- guardflag = MA
- pausetime = 12,12
- sparkxy = -10,-95
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -4,-6
- air.velocity = -2.2,-4.2
- fall = 1
-
- [State 1460, 4]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- x = 10
-
- [State 1460, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;âVâââhâE
- [Statedef 1500]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 1500
-
- [State 1500, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2000, 0
-
- [State 1500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 13
- value = 0, 0
-
- [State 1500, 3]
- type = HitDef
- trigger1 = Time = 0
-
- [State 1500, set]
- type = varset
- trigger1 = AnimTime = 0
- v = 3
- value = 1
-
- [State 1500, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;âVâââhâE (âVâââhâE)
- [Statedef 1550]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1550
-
- [State 1500, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1550, 0]
- type = PlaySnd
- trigger1 = Time = 3
- value = 2000, 0
-
- [State 1550, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 12
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 21
- value = 0, 0
-
- [State 1550,2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- hitflag = MAF
- guardflag = -;MA
- pausetime = 2,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-90
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = 0
- air.velocity = -3,-4
-
- [State 1550,2]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 2,8
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-76
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = 0
- air.velocity = -3,-4
-
- [State 1550,2]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 2,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-83
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = 0
- air.velocity = -3,-4
-
- [State 1550,2]
- type = HitDef
- trigger1 = AnimElem = 20
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 2,15
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 7,-63
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = 0
- air.velocity = -3,-4
-
- [State 1550,2]
- type = HitDef
- trigger1 = AnimElem = 25
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 2,6
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-75
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0,-5.0
- fall = 1
- air.animtype = Back
- air.velocity = -4.5,-5
- air.fall = 1
-
- [State 1550, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âôâVâôâO
- [Statedef 1600]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 1600
-
- [State 1600, 0]
- type = PlaySnd
- trigger1 = Time = 3
- value = 2200, 0
-
- [State 1600, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 12
- value = 0, 0
-
- [State 1600,2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Heavy
- hitflag = MAF
- guardflag = -;MA
- pausetime = 10,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-90
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-4
-
- [State 1600,2]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 6,8
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-76
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-4
-
- [State 1600,2]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 10,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-83
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -3.0
- air.velocity = -3,-4
-
- [State 1600,2]
- type = HitDef
- trigger1 = AnimElem = 20
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 12,15
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 7,-63
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-4
-
- [State 1600,2]
- type = HitDef
- trigger1 = AnimElem = 29
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,6
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-75
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5.0,-5.0
- fall = 1
- air.animtype = Back
- air.velocity = -4.5,-5
- air.juggle = 6
- air.fall = 1
-
- [State 1000, 8]
- type = posadd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 10
- trigger3 = AnimElem = 14
- trigger4 = AnimElem = 20
- trigger5 = AnimElem = 25
- trigger6 = AnimElem = 26
- trigger7 = AnimElem = 27
- trigger8 = AnimElem = 28
- trigger9 = AnimElem = 29
- x = 7
-
- [State 1000, 7]
- type = posadd
- trigger1 = AnimTime = 0
- x = -12
-
- [State 1000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;â_âôâVâôâO (âVâââhâE)
- [Statedef 1650]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 30
- ctrl = 0
- velset = 0,0
- anim = 1650
-
- [State 1650, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 1650, 1]
- type = PlaySnd
- trigger1 = Time = 3
- value = 2200, 0
-
- [State 1650, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 8
- value = 0, 0
-
- [State 1650, 3]
- type = PlaySnd
- trigger1 = AnimElem = 12
- trigger2 = AnimElem = 17
- trigger3 = AnimElem = 25
- value = 0, 1
-
- [State 1650, 4]
- type = PlaySnd
- trigger1 = AnimElem = 31
- value = 0, 3
-
- [State 1650,5]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Heavy
- hitflag = MAF
- guardflag = MA
- pausetime = 10,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-90
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-4
-
- [State 1650,6]
- type = HitDef
- trigger1 = AnimElem = 10
- trigger2 = AnimElem = 20
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Medium
- guardflag = MA
- hitflag = MAF
- pausetime = 6,8
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 10,-76
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -2.5
- air.velocity = -3,-4
-
- [State 1650,7]
- type = HitDef
- trigger1 = AnimElem = 14
- trigger2 = AnimElem = 27
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Medium
- guardflag = MA
- hitflag = MAF
- pausetime = 10,12
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 4
- guardsound = S20, 0
- sparkxy = 0,-60
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -2.5
- air.velocity = -3,-4
-
- [State 1650,8]
- type = HitDef
- trigger1 = AnimElem = 35
- attr = S, SA
- damage = 25,2
- getpower = 20
- givepower = 5
- animtype = Hard
- air.animtype = DiagUp
- damage = 30,3
- priority = 6
- guardflag = MA
- hitflag = MAF
- pausetime = 3,10
- sparkxy = -10,-75
- sparkno = S2991
- guard.sparkno = S2981
- hitsound = S10, 5
- guardsound = S20, 0
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = 0,-8.5
- air.velocity = -2,-7.5
- fall = 1
- fall.recover = 0
-
- [State 1650, 9]
- type = ChangeAnim
- trigger1 = AnimElemTime(10) > 0 && AnimElemTime(11) <= 0
- trigger1 = movecontact
- ignorehitpause = 1
- persistent = 0
- value = 1650
- elem = 11
-
- [State 1650, 10]
- type = posadd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 10
- trigger3 = AnimElem = 14
- trigger4 = AnimElem = 20
- trigger5 = AnimElem = 27
- trigger6 = AnimElem = 35
- x = 10
-
- [State 1650, 11]
- type = posadd
- trigger1 = AnimTime = 0
- x = -12
-
- [State 1650, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;================================================
- ;écâNâîâCâWü[ ö¡ô«
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3000
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3000, 0
- channel = 0
-
- [State 3000, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 6
-
- [State 3000,3]
- type = SuperPause
- trigger1 = Time = 10
- movetime = 32
- time = 32
- anim = -1
-
- [State 3000,4]
- type = EnvColor
- trigger1 = Time = 10
- value = 0, 0, 0
- time = 20
- under = 1
-
- [State 3000,5]
- type = Explod
- trigger1 = Time = 10
- anim = 3520
- ID = 3520
- pos = -20,-100
- postype = P1
- sprpriority = -2
- supermove = 1
- ownpal = 1
- removetime = 13
- bindtime = -1
-
- [State 3000,6]
- type = Explod
- trigger1 = Time = 17
- anim = 3500
- ID = 3500
- pos = -20,-100
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3000,7]
- type = Explod
- trigger1 = Time = 26
- anim = 3510
- ID = 3510
- pos = -20,-100
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3000,8]
- type = NotHitBy
- trigger1 = Time > 0
- value = SCA
-
- [State 3000, 9]
- type = PowerAdd
- trigger1 = Life > 200
- trigger1 = Time = 1
- value = -1000
-
- [State 3000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3010
- ctrl = 0
-
- ;-------------------------------------
- ;écâNâîâCâWü[ ìUîé
- [Statedef 3010]
- type = S
- movetype= A
- physics = N
- juggle = 10
- velset = 0,0
- anim = 3010
-
- [State 2999, moe]
- type = varset
- trigger1 = AnimElem = 36
- trigger1 = var(9) = 1
- trigger1 = movehit = 1
- var(10) = 120
-
- [State 3010,1]
- type = VelSet
- trigger1 = Time = 0
- x = 6
-
- [State 3010,2]
- type = NotHitBy
- trigger1 = var(9) = 0
- trigger1 = Time = [0,7]
- value = SCA
-
- [State 3010,3]
- type = AfterImage
- trigger1 = Time = 0
- time = 999
- timegap = 2
- framegap = 3
- length = 9
- PalBright = 0, 0, 0
- PalContrast =100, 100,255
- PalAdd = 0, 0, 0
-
- [State 3010,4]
- type = AfterImageTime
- trigger1 = AnimTime = 0
- time = 0
-
- [State 3010, 5]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 11
- trigger3 = AnimElem = 18
- trigger4 = AnimElem = 25
- value = 0, 0
-
- [State 3010, 6]
- type = PlaySnd
- trigger1 = AnimElem = 35
- value = 1100, 0
-
- [State 3010, 7]
- type = HitDef
- trigger1 = Time = 0
- attr = S, HA
- damage = 40,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- hitflag = MF
- guardflag = MA
- pausetime = 8,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-90
- ground.type = High
- ground.slidetime = 2
- ground.hittime = 20
- ground.velocity = -3.0,0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 8]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, SA
- damage = 40,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 4,-76
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 9]
- type = HitDef
- trigger1 = AnimElem = 13
- attr = S, SA
- damage = 40,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,12
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-83
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 10]
- type = HitDef
- trigger1 = AnimElem = 19
- attr = S, SA
- damage = 40,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 7,-63
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 11]
- type = HitDef
- trigger1 = AnimElem = 20
- attr = S, SA
- damage = 40,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 8,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-80
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 12]
- type = HitDef
- trigger1 = AnimElem = 27
- attr = S, SA
- damage = 50,5
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-53
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3010, 13]
- type = HitDef
- trigger1 = var(9) = 0
- trigger1 = AnimElem = 36
- attr = S, SA
- damage = 70,7
- getpower = 0
- givepower = 20
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 20,20
- hitsound = s0, 9
- sparkno = S2992
- guard.sparkno = S2982
- guardsound = S20, 1
- sparkxy = 7,-95
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -2.0,-9.0
- fall = 1
- air.animtype = Back
- air.velocity = -2.5,-7
- air.fall = 1
-
- [State 3010, 14]
- type = HitDef
- trigger1 = var(9) = 1
- trigger1 = AnimElem = 36
- attr = S, SA
- animtype = Heavy
- getpower = 0
- givepower = 7
- damage = 70,7
- guardflag = MA
- pausetime = 20,20
- sparkxy = -10,-80
- hitsound = s0, 9
- sparkno = S2992
- guard.sparkno = S2982
- guardsound = S20, 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -2,-11
- air.animtype = Back
- air.velocity = -2.5,-7
- fall = 1
- fall.recover = 0
- palfx.time = 120
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3010, 15]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 22
- trigger3 = animelem = 23
- trigger4 = animelem = 32
- trigger5 = animelem = 33
- trigger6 = animelem = 34
- x = 15
-
- [State 3010, 16]
- type = VelSet
- trigger1 = animelem = 5
- x = 3
-
- [State 3010, 17]
- type = VelSet
- trigger1 = animelem = 32
- x = 0
-
- [State 3010, 18]
- type = EnvShake
- Triggerall = movehit = 1
- trigger1 = P2MoveType = H
- trigger1 = animelem = 36
- persistent = 0
- time = 20
-
- [State 3010, 19]
- type = EnvColor
- Triggerall = movehit = 1
- Triggerall = P2MoveType = H
- trigger1 = animelem = 5 ,<0
- trigger2 = animelem = 12
- trigger3 = animelem = 13
- trigger4 = animelem = 19
- trigger5 = animelem = 20
- trigger6 = animelem = 27
- trigger7 = animelem = 36
- value = 255,255,255
- time = 2
- under = 1
-
- [State 3010, 20]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3010, width]
- type = Width
- trigger1 = time >= 0
- edge = 40, 0
-
- [State 3010, 21]
- type = changestate
- trigger1 = var(9) = 1
- trigger1 = animelem = 3
- Trigger1 = movehit = 0
- value = 3820
- ctrl = 0
-
- [State 3010, 22]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;================================================
- ;écâNâîâCâWü[ élé`éw ö¡ô«
- [Statedef 3100]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- ctrl = 0
- velset = 0,0
- anim = 3000
-
- [State 3100, set]
- type = varset
- trigger1 = Time = 0
- v = 5
- value = 0
-
- [State 3100, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3000, 0
- channel = 0
-
- [State 3100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 6
-
- [State 3100,3]
- type = SuperPause
- trigger1 = Time = 10
- movetime = 32
- time = 32
- anim = -1
-
- [State 3100,5]
- type = EnvColor
- trigger1 = Time = 10
- value = 0, 0, 0
- time = 20
- under = 1
-
- [State 3100,6]
- type = Explod
- trigger1 = Time = 10
- anim = 3570
- ID = 3570
- pos = -20,-100
- postype = P1
- sprpriority = -2
- supermove = 1
- ownpal = 1
- removetime = 13
- bindtime = -1
-
- [State 3100,7]
- type = Explod
- trigger1 = Time = 17
- anim = 3550
- ID = 3550
- pos = -20,-100
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3100,8]
- type = Explod
- trigger1 = Time = 26
- anim = 3560
- ID = 3560
- pos = -20,-100
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3100,1]
- type = NotHitBy
- trigger1 = Time > 0
- value = SCA
-
- [State 3100, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3110
- ctrl = 0
-
- ;------------------------------------
- ;écâNâîâCâWü[ élé`éw ìUîé
- [Statedef 3110]
- type = S
- movetype= A
- physics = N
- juggle = 10
- velset = 0,0
- anim = 3100
-
- [State 3110,0]
- type = VelSet
- trigger1 = Time = 0
- x = 6
-
- [State 3110,1]
- type = NotHitBy
- trigger1 = Time = [0,8]
- value = SCA
-
- [State 3110,1]
- type = AfterImage
- trigger1 = Time = 0
- time = 999
- timegap = 2
- framegap = 3
- length = 9
- PalBright = 0, 0, 0
- PalContrast =100, 100,255
- PalAdd = 0, 0, 0
-
- [State 3110,26]
- type = AfterImageTime
- trigger1 = AnimTime = 0
- time = 0
-
- [State 3110, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 11
- trigger3 = AnimElem = 18
- trigger4 = AnimElem = 24
- trigger5 = AnimElem = 30
- trigger6 = AnimElem = 37
- trigger7 = AnimElem = 44
- trigger8 = AnimElem = 53
- value = 0, 0
-
- [State 3110, 0]
- type = PlaySnd
- trigger1 = AnimElem = 66
- value = 0, 2
-
- [State 3110,2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, HA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- hitflag = MF
- guardflag = MA
- pausetime = 8,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-90
- ground.type = High
- ground.slidetime = 2
- ground.hittime = 20
- ground.velocity = -3.0,0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 5,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 4,-76
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 16
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 5,12
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-90
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 19
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 5,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 4,-95
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 25
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Light
- guardflag = MA
- hitflag = MAF
- pausetime = 5,12
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-83
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -3.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 31
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 7,-63
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 32
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-80
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 38
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 7,-70
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 39
- attr = S, SA
- damage = 25,4
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 0,-85
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 10
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 45
- attr = S, SA
- damage = 25,5
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 54
- attr = S, SA
- damage = 25,5
- getpower = 0
- givepower = 5
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 9,15
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-60
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = -5.0
- air.velocity = -3,-1
- kill = 0
-
- [State 3110,2]
- type = HitDef
- trigger1 = AnimElem = 68
- attr = S, SA
- damage = 25,7
- getpower = 0
- givepower = 7
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 20,20
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 7,-95
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -2.0,-8.0
- fall = 1
- fall.recover = 0
- air.animtype = Back
- air.velocity = -3,-5
- air.fall = 1
- kill = 0
-
- [State 3110, 6]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 41
- trigger3 = animelem = 42
- trigger4 = animelem = 50
- trigger5 = animelem = 51
- trigger6 = animelem = 62
- x = 15
-
- [State 3110,0]
- type = VelSet
- trigger1 = animelem = 5
- x = 3
-
- [State 3110,0]
- type = VelSet
- trigger1 = animelem = 62
- x = 0
-
- [State 3110,25]
- type = EnvColor
- Triggerall = movehit = 1
- Triggerall = P2MoveType = H
- trigger1 = animelem = 5 ,<0
- trigger2 = animelem = 12
- trigger3 = animelem = 16
- trigger4 = animelem = 19
- trigger5 = animelem = 25
- trigger6 = animelem = 31
- trigger7 = animelem = 32
- trigger8 = animelem = 38
- trigger9 = animelem = 39
- trigger10 = animelem = 45
- trigger11 = animelem = 54
- trigger12 = animelem = 68
- value = 255,255,255
- time = 2
- under = 1
-
- [State 3110, 10]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3110, width]
- type = Width
- trigger1 = time >= 0
- edge = 40, 0
-
- [State 3110, 21]
- type = changestate
- trigger1 = var(9) = 1
- trigger1 = animelem = 3
- Trigger1 = movehit = 0
- value = 3820
- ctrl = 0
-
- [State 3110, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3120
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;écâNâîâCâWü[ élé`éw ìUîé éqéréc
- [Statedef 3120]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3120
-
- [State 2999, moe]
- type = varset
- trigger1 = AnimElem = 29
- trigger1 = var(9) = 1
- trigger1 = movehit = 1
- var(10) = 90
-
- [State 3120, 0]
- type = PlaySnd
- trigger1 = AnimElem = 18
- value = 1100, 0
- channel = 0
-
- [State 3120, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 20
- value = 0, 16
-
- [State 3120,2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 25,5
- getpower = 0
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 6,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-1
- kill = 0
-
- [State 3120,2]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- damage = 25,5
- getpower = 0
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-3
- fall = 1
- fall.recover = 0
- kill = 0
-
- [State 3120,2]
- type = HitDef
- trigger1 = AnimElem = 18
- attr = S, SA
- damage = 30,3
- getpower = 0
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-1
- kill = 0
-
- [State 3120,2.1]
- type = HitDef
- trigger1 = AnimElem = 22
- attr = S, SA
- damage = 35,3
- getpower = 0
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-1
-
- [State 3120,2.1]
- type = HitDef
- trigger1 = AnimElem = 25
- attr = S, SA
- damage = 35,3
- getpower = 0
- givepower = 15
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- pausetime = 4,10
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = S10, 4
- guardsound = S20, 1
- sparkxy = 10,-70
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -1
- air.velocity = -3,-1
- kill = 0
-
- [State 3120, 2.2]
- type = HitDef
- trigger1 = var(9) = 0
- trigger1 = AnimElem = 29
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 60,3
- getpower = 0
- givepower = 15
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 6,20
- sparkxy = -20,-60
- hitsound = s0, 10
- sparkno = S2992
- guard.sparkno = S2982
- guardsound = S20, 1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 15
- ground.velocity = -6,-5
- air.velocity = -5,-4.5
- fall = 1
- fall.recover = 0
-
- [State 3120, 2.3]
- type = HitDef
- trigger1 = var(9) = 1
- trigger1 = AnimElem = 29
- attr = S, SA
- animtype = Hard
- air.animtype = DiagUp
- damage = 60,3
- getpower = 0
- givepower = 15
- priority = 6
- guardflag = MAF
- hitflag = MAFD
- pausetime = 6,20
- sparkxy = -20,-60
- hitsound = s0, 10
- sparkno = S2992
- guard.sparkno = S2982
- guardsound = S20, 1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 15
- ground.velocity = -6,-5
- air.velocity = -5,-4.5
- fall = 1
- fall.recover = 0
- palfx.time = 90
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3120, 3]
- type = explod
- trigger1 = AnimElem = 5
- postype = p1
- pos = 40,-45
- bindtime = -1
- sprpriority = 3
- anim = 1050
- ID = 1
-
- [State 3120, 5]
- type = explod
- trigger1 = animelem = 19
- postype = p1
- pos = 50,-50
- bindtime = -1
- sprpriority = 3
- anim = 1050
- persistent = 0
- ID = 1
-
- [State 3120,4]
- type = RemoveExplod
- trigger1 = animelem = 10
- trigger2 = animelem = 33
- ID = 1
-
- [State 3120, 5]
- type = explod
- trigger1 = animelem = 10
- postype = p1
- pos = 40,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
-
- [State 3120, 5]
- type = explod
- trigger1 = animelem = 33
- postype = p1
- pos = 50,-55
- bindtime = 1
- sprpriority = 3
- anim = 1060
- persistent = 0
-
- [State 3120, 6]
- type = posadd
- trigger1 = animelem = 5
- x = 20
-
- [State 3120, 8]
- type = Veladd
- trigger1 = AnimElem = 4, 1
- x = 15
-
- [State 3120, 6]
- type = posadd
- trigger1 = animelem = 15
- x = 20
-
- [State 3120, 6]
- type = posadd
- trigger1 = animelem = 33
- x = -18
-
- [State 3120, 8]
- type = Veladd
- trigger1 = AnimElem = 18, 1
- x = 10
-
- [State 3120, 9]
- type = VelSet
- trigger1 = AnimElem = 20, 1
- x = 0
-
- [State 3120, width]
- type = Width
- trigger1 = time >= 0
- edge = 5, 0
-
- [State 3120,25]
- type = EnvColor
- Triggerall = movehit = 1
- Triggerall = P2MoveType = H
- trigger1 = animelem = 5 ,<0
- trigger2 = animelem = 8
- trigger3 = animelem = 18
- trigger4 = animelem = 22
- trigger5 = animelem = 25
- trigger6 = animelem = 29
- value = 255,255,255
- time = 2
- under = 1
-
- [State 3120, 11]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=======================================
- ;écâ}âOâiâÇ ö¡ô«
- [Statedef 3400]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- anim = 3400
- ctrl = 0
-
- [State 3400, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3200, 0
- channel = 0
-
- [State 3400, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 6
-
- [State 3400,3]
- type = SuperPause
- trigger1 = Time = 10
- movetime = 32
- time = 32
- anim = -1
-
- [State 3400,4]
- type = PosFreeze
- trigger1 = Time >= 10
-
- [State 3400,5]
- type = EnvColor
- trigger1 = Time = 10
- value = 0, 0, 0
- time = 20
- under = 1
-
- [State 3400,6]
- type = Explod
- trigger1 = Time = 10
- anim = 3520
- ID = 3520
- pos = 5,-153
- postype = P1
- sprpriority = -2
- supermove = 1
- ownpal = 1
- removetime = 13
- bindtime = -1
-
- [State 3400,7]
- type = Explod
- trigger1 = Time = 17
- anim = 3500
- ID = 3500
- pos = 5,-153
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3400,8]
- type = Explod
- trigger1 = Time = 26
- anim = 3510
- ID = 3510
- pos = 5,-153
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3400, 9]
- type = ChangeState
- triggerall = Time = 42
- trigger1 = command = "holdx"
- trigger2 = command = "holdy"
- value = 3410
- ctrl = 0
-
- [State 3400,10]
- type = NotHitBy
- trigger1 = Time > 0
- value = SCA
-
- [State 3400, 11]
- type = PowerAdd
- trigger1 = Life > 200
- trigger1 = Time = 1
- value = -1000
-
- [State 3400, 12]
- type = ChangeState
- trigger1 = Time = 42
- value = 3420
- ctrl = 0
-
- ;------------------------------------------
- ;écâ}âOâiâÇ é╜é▀
- [Statedef 3410]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- anim = 3410
- ctrl = 0
-
- [State 3400,4]
- type = PosFreeze
- trigger1 = Time >= 1
-
- [State 3400, 9]
- type = ChangeState
- trigger1 = Time = 25
- trigger2 = command != "holdx"
- trigger2 = command != "holdy"
- value = 3420
- ctrl = 0
-
- ;---------------------------------------
- ;écâ}âOâiâÇ ö¡Ä╦
- [Statedef 3420]
- type = S
- movetype= A
- physics = S
- juggle = 10
- velset = 0,0
- anim = 3420
- ctrl = 0
-
- [State 3420, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3200, 1
- channel = 0
-
- [State 3420, 1]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 0, 17
-
- [State 3420,2]
- type = Projectile
- trigger1 = AnimElem = 9
- projanim = 3200
- projhitanim = 3200
- projremovetime = 26
- projpriority = 1
- projshadow = 68,68,68
- offset = 75, -88
- attr = S, SP
- damage = 260,30
- getpower = 0
- givepower = 20
- animtype = Hard
- air.animtype = DiagUp
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,20
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = s0, 9
- guardsound = S20, 1
- sparkxy = 50,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -4.5,-6.0
- fall = 1
- air.animtype = Back
- air.velocity = -4,-5
- air.juggle = 6
- air.fall = 1
-
- [State 3420, 6]
- type = Posadd
- trigger1 = animelem = 2
- x = 5
-
- [State 3420, 6]
- type = Posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 20
-
- [State 3420, 6]
- type = Posadd
- trigger1 = animelem = 14
- trigger2 = animelem = 15
- trigger3 = animelem = 16
- x = -10
-
- [State 3420, 6]
- type = Posadd
- trigger1 = animelem = 17
- x = -30
-
- [State 3420, 3]
- type = EnvShake
- trigger1 = ProjHit = 1
- persistent = 0
- time = 12
-
- [State 3420,F]
- type = EnvColor
- trigger1 = Time >= 0
- trigger1 = ProjHit = 1
- value = 255,255,255
- time = 1
- under = 1
-
- [State 3420, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------
- ;écâ}âOâiâÇ élé`éw ö¡ô«
- [Statedef 3450]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- velset = 0,0
- anim = 3400
- ctrl = 0
-
- [State 3450, set]
- type = varset
- trigger1 = Time = 0
- v = 5
- value = 0
-
- [State 3450, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3200, 0
- channel = 0
-
- [State 3450, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 6
-
- [State 3450,3]
- type = SuperPause
- trigger1 = Time = 10
- movetime = 32
- time = 32
- anim = -1
-
- [State 3450,4]
- type = PosFreeze
- trigger1 = Time >= 10
-
- [State 3450,5]
- type = EnvColor
- trigger1 = Time = 10
- value = 0, 0, 0
- time = 20
- under = 1
-
- [State 3450,6]
- type = Explod
- trigger1 = Time = 10
- anim = 3570
- ID = 3570
- pos = 5,-153
- postype = P1
- sprpriority = -2
- supermove = 1
- ownpal = 1
- removetime = 13
- bindtime = -1
-
- [State 3450,7]
- type = Explod
- trigger1 = Time = 17
- anim = 3550
- ID = 3550
- pos = 5,-153
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3450,8]
- type = Explod
- trigger1 = Time = 26
- anim = 3560
- ID = 3560
- pos = 5,-153
- postype = P1
- sprpriority = 3
- supermove = 1
- ownpal = 1
- removetime = 8
- bindtime = -1
-
- [State 3450, 9]
- type = ChangeState
- triggerall = Time = 42
- trigger1 = command = "holdx"
- trigger2 = command = "holdy"
- value = 3460
- ctrl = 0
-
- [State 3450,10]
- type = NotHitBy
- trigger1 = Time > 0
- value = SCA
-
- [State 3450, 11]
- type = ChangeState
- trigger1 = Time = 42
- value = 3470
- ctrl = 0
-
- ;------------------------------------------
- ;écâ}âOâiâÇ élé`éw é╜é▀
- [Statedef 3460]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- anim = 3410
- ctrl = 0
-
- [State 3460,4]
- type = PosFreeze
- trigger1 = Time >= 1
-
- [State 3460, 9]
- type = ChangeState
- trigger1 = Time = 40
- trigger2 = command != "holdx"
- trigger2 = command != "holdy"
- value = 3470
- ctrl = 0
-
- ;---------------------------------------
- ;écâ}âOâiâÇ élé`éw ö¡Ä╦
- [Statedef 3470]
- type = S
- movetype= A
- physics = S
- juggle = 10
- velset = 0,0
- anim = 3420
- ctrl = 0
-
- [State 3470, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3200, 1
- channel = 0
-
- [State 3470, 1]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 0, 17
-
- [State 3470,2]
- type = Projectile
- trigger1 = AnimElem = 9
- projanim = 3300
- projhitanim = 3300
- projremovetime = 26
- projpriority = 1
- projshadow = 68,68,68
- offset = 75, -88
- attr = S, SP
- damage = 460,40
- getpower = 0
- givepower = 20
- animtype = Hard
- air.animtype = DiagUp
- guardflag = MA
- hitflag = MAFP
- pausetime = 0,20
- sparkno = S2992
- guard.sparkno = S2982
- hitsound = s0, 10
- guardsound = S20, 1
- sparkxy = 50,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -4.5,-6.0
- fall = 1
- air.animtype = Back
- air.velocity = -4,-5
- air.juggle = 6
- air.fall = 1
-
- [State 3470, 6]
- type = Posadd
- trigger1 = animelem = 2
- x = 5
-
- [State 3470, 6]
- type = Posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 20
-
- [State 3470, 6]
- type = Posadd
- trigger1 = animelem = 14
- trigger2 = animelem = 15
- trigger3 = animelem = 16
- x = -10
-
- [State 3470, 6]
- type = Posadd
- trigger1 = animelem = 17
- x = -30
-
- [State 3470, 3]
- type = EnvShake
- trigger1 = ProjHit = 1
- persistent = 0
- time = 12
-
- [State 3470, set]
- type = varset
- trigger1 = Time = 0
- v = 3
- value = 0
-
- [State 3470,F]
- type = EnvColor
- trigger1 = Time >= 0
- trigger1 = ProjHit = 1
- value = 255,255,255
- time = 1
- under = 1
-
- [State 3470, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Override common states (use same number to override) :
- ;---------------------------------------------------------------------------
- ;jump
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 1]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 3]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "hjump"
- trigger2 = prevstateno = 100
- var(8) = 2
-
- [State 40, 4]
- type = VarSet
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "hjump"
- var(8) = -2
-
- [State 40, 5]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 1941
-
- [State 40, 6]
- 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, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 1941]
- type = A
- physics = A
- velset = 0, -6.4
- ctrl = 1
-
- [State 1941, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(8) != -2
- trigger1 = var(8) != 2
- value = 0, 7
-
- [State 1941, 2]
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 0, 8
-
- [State 1941, 3] ; Shadows
- type = Afterimage
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- time = 17
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1;.9, .9, .9
- FrameGap = 3
- Trans = Add1
-
- [State 1941, 4] ; Shadows off
- type = Afterimage
- trigger1 = Time = 14
- time = 0
-
- [State 1941, 5] ;Holding up?
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -8.2
-
- [State 1941, 6]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3.4
-
- [State 1941, 7]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.6
-
- [State 1941, 8]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3.4
-
- [State 1941, 9]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.6
-
- [State 1941, 10]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 1941, 11] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 1941
-
- [State 1941, 12]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 1941, 13] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 1942
-
- [State 1941, 14]
- type = veladd
- trigger1 = Time >= 25
- y = 0.3
-
- [State 1941, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- ;---------------------------------------------------------------------------
- ; Jump Up for gravity
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 1.5]
- type = veladd
- trigger1 = Time >= 22
- y = 0.3
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;--------------
- ; Jump Landing
- [Statedef 52]
- type = S
- physics = S
- ctrl = 1
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 52, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 1
- value = 1
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ;ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 4]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK
- [Statedef 105]
- type = A
- physics = A
- ctrl = 0
- anim = 105
-
- [State 105, 1]
- type = VelSet
- trigger1 = Time = 0
- x = const(velocity.run.back.x)
- y = const(velocity.run.back.y)
-
- [State 105, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0,5
-
- [State 105 , 3]
- type = VelSet
- trigger1 = Time = 8
- X = -4
-
- [State 105 , 4]
- type = VelSet
- trigger1 = Time = 9
- X = -2
-
- [State 105 , 5]
- type = VelSet
- trigger1 = Time = 10
- X = -1
-
- [State 105, 10]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 106
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK2 (land)
- [Statedef 106]
- type = S
- physics = S
- ctrl = 0
- anim = 0
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time = 2
- pos = 25,-2
- spacing = 1
-
- [State 106, 5]
- type = ChangeState
- trigger1 = Time = 2
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------
- ; â_âEâôë±ö≡
- [Statedef 5201]
- type = S
- movetype = I
- physics = N
- anim = 5200
- ctrl = 0
-
- [State 5201,0]
- type = VelSet
- trigger1 = Time = 0
- x = -3.0
- y = 0
-
- [State 5201,2]
- type = VelSet
- trigger1 = AnimTime = 0
- x = 0
- y = 0
-
- [State 5201,3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201,4]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
-
- [State 5201,5]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200, 0
-
- [State 5201,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;===================================================
- [Statedef -2]
-
- ;â_âüü[âWÄ≤é»é╜é╞é½É║é≡Åoé╖ ÄπìUîé
- [State -2, HitAttack]
- type = PlaySnd
- triggerall = Random < 300
- triggerall = Time = 2
- triggerall = alive
- triggerall = StateNo = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- value = 5000, 0
- channel = 2
-
- ;â_âüü[âWÄ≤é»é╜é╞é½É║é≡Åoé╖ ÆåìUîé
- [State -2, HitAttack]
- type = PlaySnd
- triggerall = Random < 300
- triggerall = Time = 2
- triggerall = alive
- trigger1 = StateNo = 5000
- trigger1 = anim = 5001
- trigger2 = StateNo = 5000
- trigger2 = anim = 5011
- trigger3 = StateNo = 5010
- trigger3 = anim = 5021
- value = 5000, 1
- channel = 2
-
- ;â_âüü[âWÄ≤é»é╜é╞é½É║é≡Åoé╖ ï¡ìUîé
- [State -2, HitAttack]
- type = PlaySnd
- triggerall = Random < 400
- triggerall = Time = 1
- trigger1 = StateNo = 5000
- trigger1 = Anim = 5002
- trigger2 = StateNo = 5000
- trigger2 = Anim = 5012
- trigger3 = StateNO = 5010
- trigger3 = Anim = 5022
- value = 5000, 2
- channel = 2
-
- [State -2,1]
- type = RemoveExplod
- triggerall = Time = 0
- trigger1 = Movetype = H
- ID = 1
-
- [State -2, 1]
- type = AfterImageTime
- triggerall = Time = 0
- trigger1 = Movetype = H
- Time = 0
-
- [State -2, 1]
- type = StopSnd
- triggerall = Time = 0
- trigger1 = Movetype = H
- channel = 0
-
- [State -2, 1]
- type = StopSnd
- triggerall = Time = 0
- trigger1 = Movetype = H
- channel = 1
-
- [State -2, 1]
- type = envcolor
- trigger1 = projhit3999 = 1
- time = 1
- under = 1
- value = 255,255,255
-
- ;---------------------------------
- ; âKü[âhâLâââôâZâï
- [State -2, 1]
- type = VarSet
- triggerall = Time = 0
- trigger1 = StateNo = 150
- trigger2 = StateNo = 152
- trigger3 = StateNo = 154
- v = 6
- value = 1
-
- [State -2, 1]
- type = VarSet
- trigger1 = Var(7) = 1
- trigger1 = Time = 17
- v = 6
- value = 0
-
- ;============================
- ;ïCìçâVâXâeâÇ
- [State -2, 1]
- type = Varadd
- trigger1 = var(5) > 0
- var(5) = -1
- ignorehitpause = 1
-
- [State -2, 1]
- type = AttackMulSet
- trigger1 = Var(5) != 0
- value = 1.25
-
- [State -2, 1]
- type = AttackMulSet
- trigger1 = Var(5) = 0
- value = 1
-
- [State -2, 1]
- type = PalFX
- trigger1 = (GameTime%2)=0
- trigger1 = Var(5) != 0
- time = 1
- add = 128,128,128
- ignorehitpause = 1
-
- ;------------------------------------------
- ;ûGéªûGéª
- [State -2, 1a]
- type = Varadd
- trigger1 = var(10) > 0
- var(10) = -1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2999) < 7) && (Random < 100) && (var(10) != 0)
- anim = 2999
- ID = 2999
- bindtime = 1
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 80,80
- ignorehitpause = 1
-
- ;==========================================
- [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 running
- [State -3, 1]
- type = PlaySnd
- triggerall = stateno = 100
- trigger1 = AnimElem = 3, -1
- value = 100,0
-
- ; Play sound when running
- [State -3, 1]
- type = PlaySnd
- triggerall = stateno = 100
- trigger1 = AnimElem = 6, -1
- value = 100,1
-
- ; Play sound when landing
- [State -3, 1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52
- trigger2 = stateno = 106
- value = 100,0
-
- ; Play sound when jumping
- [State -3, 1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 50
- trigger2 = stateno = 2040
- value = 0,7
-
- ;syu
- [State -3, Attack]
- type = PlaySnd
- triggerall = (Time = 2) && (random < 300)
- trigger1 = anim = 200
- trigger2 = anim = 220
- trigger3 = anim = 240
- trigger4 = anim = 260
- trigger5 = anim = 400
- trigger6 = anim = 420
- trigger7 = anim = 600
- trigger8 = anim = 620
- trigger9 = anim = 640
- value = 200, 0
-
- ;hun
- [State -3, Attack]
- type = PlaySnd
- triggerall = (Time = 2) && (random < 300)
- trigger1 = anim = 210
- trigger2 = anim = 230
- trigger3 = anim = 250
- trigger4 = anim = 270
- trigger5 = anim = 410
- trigger6 = anim = 430
- trigger7 = anim = 610
- trigger8 = anim = 630
- value = 210, 0
-
- [State -3,']
- type = VarSet
- triggerall = Time = 0
- trigger1 = palno > 6
- var(9) = 1
-
-