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Text File | 2004-01-12 | 192.6 KB | 11,524 lines |
- ; this CNS file is copyright kaku and gogo 2001
- ;===========================================================
- ;CNS for K'
- ;===========================================================
- ;
- ; Var(0) - 1,facing right(1P) 2,facing left(2P) detect in beginning
- ; Var(1) - Winning random selections, Temporarily vars (crawbite A hit)
- ; Var(2) - Command changing vars
- ; Var(3) - Flaming effect vars
- ; Var(4) - Slow motion ON!
- ; Var(5) - Slow motion details
- ; Var(8) - Kof Jumping system
- ; Var(11) - 2nd shell juggle var -> testing
- ; Var(12) - eine trigger, 2nd shot/shell juggle
- ; Var(13) - enemy falling juggle -> new and testing
- ; Var(35) - KOF counter hit variable
- ; Var(50) - Var(58) - AI memory control Vars
- ; Var(59) - main AI trigger Vars
- ;
- ;===========================================================
-
- [Data]
- life = 1001
- power = 3000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 36
- airjuggle = 10
- sparkno = 2
- guard.sparkno = 0,20
- KO.echo = 0
- volume = 20
- IntPersistIndex = 55
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 16
- ground.front = 16
- stand.height = 70
- head.pos = -5,-90
- mid.pos = -10,-60
- air.back = 15
- air.front = 15
- z.width = 3
- attack.width = 0
- attack.dist = 160
- proj.attack.dist = 90
-
- [Velocity]
- walk.fwd = 3.082352941
- walk.back = -3.082352941
- run.fwd = 6, 0
- jump.neu = 0,-10.258823529
- jump.fwd = 3.082352941
- jump.back = -3.082352941
- ;runjump.fwd= 4,-8
-
- [Movement]
- airjump.num = 0
- airjump.height = 35
- yaccel = 0.619607843
- crouch.friction = 0.80
- stand.friction = 0.80
-
-
- ;=================================================================
- trigger1 = abs(vel x) < 2
- trigger2 = Time = 4
- x = 0; Standing animation
-
- [Statedef 0]
- type = S
- physics = S
- velset = 0,0,0
-
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5 && Anim != 5300
- trigger2 = Anim = 5 && AnimTime = 0
- value = IfElse ((Var(9) != 0),5300,0)
-
- [State 0, 3]
- type = VelSet
- trigger1 = abs(vel x) < 2
- trigger2 = Time = 4
- x = 0
-
- ;=================================================================
- ; 99 jumping system
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, turn]
- type = turn
- trigger1 = time = 0 && P2dist X < 0
-
- [State 40, Disable AI jump]
- type = ChangeState
- trigger1 = Var(58)
- trigger1 = time = 0
- trigger1 = Pos Y = 0
- value = 105 + (BackEdgeDist < 50)*9939; hop back
- ctrl = 1
-
- [State 40, AI jump]
- type = VarSet
- trigger1 = stateno = 40
- trigger1 = var(59)
- trigger1 = p2bodydist x <= 55
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, AI long jump]
- type = VarSet
- triggerall = stateno = 40
- trigger1 = var(59)
- trigger1 = p2bodydist x > 55
- trigger2 = PrevStateNo = 100
- var(8) = 2
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 1]
- type = VarSet
- triggerall = !var(59)
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 2]
- type = VarSet
- triggerall = !var(59)
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 3]
- type = VarSet
- triggerall = !var(59)
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, 4]
- type = VarSet
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- [State 40, 5]
- type = Afterimage
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- time = 15
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 40, 6]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 2041
-
- [State 40, 7]
- 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, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50 + (var(59) = 1)*1991
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 2041]
- type = A
- physics = A
- velset = 0, -7.5
- ctrl = 1
-
- [State 2041, AI anim]
- type = ChangeAnim
- triggerall = var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- value = 2041
-
- [State 2041, AI anim]
- type = ChangeAnim
- triggerall = var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- value = 2042
-
- ;[State 2041, 1] ; Play sound when jumping (normal)
- ;type = PlaySnd
- ;trigger1 = Time = 0
- ;trigger1 = var(8) != -2
- ;trigger1 = var(8) != 2
- ;value = 40,0
-
- [State 2041, 2] ; Play sound when jumping (long)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 2041,0
-
- [State 2041, 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 2041, 4] ; Shadows off
- type = Afterimage
- trigger1 = Time = 14
- time = 0
-
- [State 2041, 5] ;Holding up?
- type = VelSet
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -10
-
- [State 2041, 6]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3
-
- [State 2041, 7]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 5
-
- [State 2041, 8]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3
-
- [State 2041, 9]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -5
-
- [State 2041, 10]
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 11] ;Short
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 2041
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 2042
- trigger1 = animelemtime(4) = 3
- x = 3
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 42
- trigger1 = animelemtime(4) = 3
- x = 5
-
- [State 2041, 12]
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 13] ;Short
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 2042
-
- [State 2041, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 2043
- trigger1 = animelemtime(4) = 3
- x = -3
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 43
- trigger1 = animelemtime(4) = 3
- x = -5
-
- [State 2041, 1.5]
- type = null;veladd
- trigger1 = anim = [2041,2043]
- trigger1 = Time >= 2
- y = 0.02
-
- [State 2041, 1.5]
- type = null;veladd
- trigger1 = Time >= 4
- y = 0.14
-
- ;---------------------------------------------------------------------------
- ; Jump Up for gravity
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 42
- trigger1 = animelemtime(4) = 2
- x = 3
-
- [State 50, 1]
- type = posadd
- trigger1 = anim = 43
- trigger1 = animelemtime(4) = 2
- x = -3
-
- [State 50, 1.5]
- type = null;veladd
- trigger1 = Time >= 4
- y = 0.14
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 52, 4]
- type = ChangeState
- trigger1 = pos y >= -16 && vel Y > 0
- value = 52
- ctrl = 1
-
- ;--------------
- ; Jump Landing
- [Statedef 52]
- type = S
- physics = S
- ctrl = 1
- velset = 0,0
- anim = 47
-
- [State 52, 1]
- type = Playsnd
- trigger1 = Time = 0
- value = 47,0
-
- [State 52, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- ; 100 running
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, AI run]
- type = ChangeState
- trigger1 = var(59)
- trigger1 = PrevStateNo != 10044 && PrevStateNo != 100
- value = 10044 ; AI temp run state
-
- [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 100,3]
- type = playsnd
- trigger1 = time = 0
- trigger1 = !var(59) ; prevent double run sound for AI
- value = 100,0
- volume = 20
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = (command != "holdfwd") && (time >= 12)
- channel = 4
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command != "holdfwd") && (time >= 12)
- value = 101
- ctrl = 0
-
- ;---------------------------------------------------------------------------
-
- ; 10044 AI run state
- ; can only access if var(59) is activated
- [Statedef 10044]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 10044, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 10044, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 10044,3]
- type = playsnd
- trigger1 = time = 0
- value = 100,0
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = (p2bodydist X <= 85) && (time >= 12)
- channel = 4
-
- [State 10044, 3]
- type = ChangeState
- trigger1 = (p2bodydist X <= 85) && (time >= 12)
- value = 101 ; run friction
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; 101 slide
- [Statedef 101]
- type = S
- physics = S
- anim = 101
-
- [State 101, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 2
-
- [State 101, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ; hopback - start
- [Statedef 105]
- type = S
- movetype = I
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 105,0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; hopback in air
- [Statedef 106]
- type = A
- movetype = I
- physics = N
- anim = 106
- velset = -6,-2.4
-
- [State 106, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.4
-
- [State 106, 3]
- type = ChangeState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 107
-
- ; hopback landing
- [Statedef 107]
- type = S
- movetype = I
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------
- ; Dodge forward
- [Statedef 110]
- type = S
- movetype= I
- physics = S
- velset = 0,0,0
- ctrl = 0
- anim = 350
- sprpriority = -1
-
- [State 110, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 110, 1]
- type = Afterimage
- trigger1 = Time = 3
- time = 10
- length = 5
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 110, Vel Y]
- type = VelSet
- trigger1 = Time >= 6
- x = 6
-
- [State 355, 1]
- type = HitBy
- trigger1 = Time = 1
- value = SCA, NT,ST,HT
- ; nohitby
- ;value = SCA, NA,SA,HA
- time = 24 ; total 28 ticks
-
- ;[State 355, 2]
- ;type = HitBy
- ;trigger1 = Time = 1
- ;value = SCA, NT,ST,HT
- ;time = 28
-
- [State 110, 3]
- type = VelSet
- trigger1 = Time >= 23
- x = 0
-
- [State 110, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 110, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------
- ; 112 dodge forward during guard
- [Statedef 112]
- type = S
- movetype= I
- physics = N
- velset = 0,0,0
- ctrl = 0
- anim = 352
- power = -1000
-
- [State 112, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 112, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 3
-
- [State 112, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 112, afterimage]
- type = AfterImage
- trigger1 = time = 17
- time = 16
- Trans = Add1
- length = 14
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelemtime(4) >= 1
- trigger1 = animelemtime(7) <= 1
- x = 6
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelem = 8
- x = 0
-
- [State 112, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 112, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 112, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;--------------------------------------------------------
- ; 113 dodge backward during guard
- [Statedef 113]
- type = S
- movetype= I
- physics = N
- velset = 0,0,0
- ctrl = 0
- anim = 353
- poweradd = -1000
-
- [State 113, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 113, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 3
-
- [State 113, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 113, afterimage]
- type = AfterImage
- trigger1 = time = 10
- time = 16
- Trans = Add1
- length = 14
-
- [State 113, Vel Y]
- type = VelSet
- trigger1 = animelemtime(4) >= 1
- trigger1 = animelemtime(7) <= 5
- x = -6
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelem = 8
- x = 0
-
- [State 113, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 113, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 113, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------
- ;Dodge backward
- [Statedef 355]
- type = S
- movetype = I
- physics = N
- anim = 360
- velset = 0
- ctrl = 0
-
- [State 355, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 355, 1]
- type = AfterImage
- trigger1 = Time = 3
- time = 8
- FrameGap = 2
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- Trans = Add1
-
- [State 355, 2]
- type = VelSet
- trigger1 = AnimElem = 3
- x = -6
-
- [State 355, 3]
- type = VelAdd
- trigger1 = AnimElem = 3, >= 0
- trigger1 = AnimElem = 7, < 0
- x = .1
-
- [State 355, 4]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 355, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- STAND GUARD (guarding)
- [Statedef 130]
- type = S
- physics = S
-
- [State 120, 5]
- type = ChangeAnim
- triggerall = Anim != 135
- triggerall = time >= 0
- trigger1 = P2stateno != [400,410]
- trigger1 = P2stateno = (210,999)
- trigger1 = P2dist X < 35
- trigger2 = p2stateno >= 1000
- value = 135 ; hard guard
-
- [State 130, 1]
- type = ChangeAnim
- trigger1 = Anim != 130
- trigger1 = Anim != 135
- value = 130
-
- ;------------------------------------------------------------------
- ; Time over
- [Statedef 170]
- type = S
- anim = 170
-
- [State 170, 1]
- type = AssertSpecial
- trigger1 = Time = [0,110]
- flag = RoundNotOver
-
- ;---------------
- ; winning pose
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 1,3
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_A"
- var(1) = 1
-
- [State 180, 3] ;Choose win2
- type = VarSet
- trigger1 = Command = "hold_B"
- var(1) = 2
-
- [State 180, 5] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_C"
- var(1) = 3
-
- [State 180, 8]
- type = ChangeState
- trigger1 = Var(1) = 1
- value = 181
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 2
- value = 182
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 3
- value = 183
-
- ;-----------------
- ; Win pose A
- [Statedef 181]
- type = S
- physics = S
- velset = 0
- anim = 181
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 181, 2]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 181, 2]
- type = Explod
- trigger1 = animelemtime(4) = 2
- anim = 2001
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 5
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 5
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 4
- shadow = 64,64,64
- ownpal = 1
-
- [State 181,5]
- type = Helper
- trigger1 = animelem = 7
- name = "flame2"
- pos = 0, 0
- postype = p1
- stateno = 2018
- helpertype = normal
- sprpriority = 4
- keyctrl = 0
- ownpal = 1
-
- [State 181, 6]
- type = AssertSpecial
- trigger1 = Time = [0,200]
- flag = RoundNotOver
-
- [State 181, 7]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;------------
- ; Win pose B
- [Statedef 182]
- type = S
- physics = S
- velset = 0
- anim = 182
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 182, 2]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 182,0
-
- [State 182, 3]
- type = AssertSpecial
- trigger1 = Time = [0,170]
- flag = RoundNotOver
-
- [State 182, 4]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;-----------------
- ; Win pose C
- [Statedef 183]
- type = S
- physics = S
- velset = 0
- anim = 183
-
- [State 183, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 183,0
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = RoundNotOver
-
- [State 183, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 183, 3]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;============================
- ; intro
- [Statedef 191]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 191
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = p2name = "Krizalid"
- trigger2 = p4name = "Krizalid"
- value = 192
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = (p2name = "Kyo Kusanagi") || (p4name = "Kyo Kusanagi")
- trigger2 = (p2name = "KYO KUSANAGI") || (p4name = "KYO KUSANAGI")
- trigger3 = (p2name = "Kyo-G") || (p4name = "Kyo-G")
- value = 193
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,100]
- flag = Intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 191,0
-
- [State 191, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ; Pre-fight intro (vs. Krizalid)
- [Statedef 192]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 192
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = Intro
-
- [State 192, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 192,0
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;--------------
- ; Pre-fight intro (vs. Kyo)
- [Statedef 193]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 193
-
- [State 193, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = Intro
-
- [State 193,3]
- type = Helper
- trigger1 = animelemtime(3) = 3
- name = "flame"
- pos = 8, 4
- postype = p1
- stateno = 2000
- helpertype = normal
- keyctrl = 0
- ownpal = 1
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;--------------------------
- ; helper flame 2000
- [Statedef 2000]
- type = A
- movetype = I
- physics = N
- anim = 2001
- velset = 0
- ctrl = 0
- sprpriority = 3
-
- [State 2000, 3]
- type = Changeanim
- trigger1 = Time = 51
- value = 2002
-
- [State 2000, 3]
- type = destroyself
- trigger1 = anim = 2002 && animtime = 0
-
-
- ;--------------
- ; helper flame 2018
- [Statedef 2018]
- type = S
- movetype = I
- physics = N
- anim = 2001
- velset = 0
- ctrl = 0
-
- [State 2018, 1]
- type = posadd
- trigger1 = time = 6
- trigger2 = time = 18
- trigger3 = time = 30
- trigger4 = time = 42
- trigger5 = time = 54
- trigger6 = time = 66
- trigger7 = time = 78
- trigger8 = time = 90
- trigger9 = time = 102
- trigger10 = time = 114
- y = 2
-
- [State 2000, 1]
- type = posadd
- trigger1 = time = 12
- trigger2 = time = 24
- trigger3 = time = 36
- trigger4 = time = 48
- trigger5 = time = 60
- trigger6 = time = 72
- trigger7 = time = 84
- trigger8 = time = 96
- trigger9 = time = 108
- trigger10 = time = 120
- y = -2
-
- [State 2000, 3]
- type = Changestate
- trigger1 = Time = 120
- value = 2019
- ctrl = 0
-
- ;--------------
- [Statedef 2019]
- type = S
- movetype = I
- physics = N
- anim = 2002
- velset = 0
- ctrl = 0
- sprpriority = 2
-
- [State 110, 1]
- type = PlaySnd
- trigger1 = Time = 5
- value = 2300,0
-
- [State 2000, 3]
- type = destroyself
- trigger1 = Time = 5
-
- ;=============================
- ; Taunt
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 195,0
- channel = 3
-
- [State 195, 2]
- type = CtrlSet
- trigger1 = time >= 30
- value = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;============================================================
- ; ñp╡┤⌐█ eine trigger
- ;============================================================
- ; 1000 iron trigger
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- poweradd = 63
- anim = 1000
- velset = 0,0,0
- juggle = 9
-
- [State 1000, spark]
- type = Explod
- trigger1 = animelem = 3, = 1
- anim = 1530
- postype = p1
- pos = -16,-19
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 1000, 0] ; voice
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,1
-
- [State 1000, 0] ;flame burst
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 1000,0
- volume = 40
-
- [State 1000, 1]
- type = Projectile
- trigger1 = AnimElem = 3, = 1
- ProjAnim = 1001
- ProjID = 1001
- ProjHitAnim = 1001
- ProjRemoveTime = 14
- offset = 4,-45
- accel = 0, 0
- hitflag = MA
- guardflag = M
- attr = S, SP
- projshadow = 68,68,68
- damage = 70,10
- animtype = Hard
- getpower = 104
- givepower = 50
- pausetime = 0,3
- sparkno = 0
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -4.5,-5
- guard.velocity = -10.9
- airguard.velocity = -4.0,-3.0
- air.velocity = -4,-5
- fall = 1
- air.recover = 0
- fall.recover = 0
- air.animtype = Back
- palfx.time = 23
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1000, 3] ;shell
- type = ChangeState
- trigger1 = (var(2) = 1) && (Animtime = 0)
- value = 1040
- ctrl = 0
-
- [State 1000, 3] ;second shoot
- type = ChangeState
- trigger1 = (var(2) = 2) && (Animtime = 0)
- value = 1010
-
- [State 1000, 3] ;blackout B
- type = ChangeState
- trigger1 = (var(2) = 3) && (Animtime = 0)
- value = 1720
- ctrl = 0
-
- [State 1000, 3] ;blackout D
- type = ChangeState
- trigger1 = (var(2) = 4) && (Animtime = 0)
- value = 1730
- ctrl = 0
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1005
- ctrl = 0
-
- ;---------------
- ; end of eine trigger A
- [Statedef 1005]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- anim = 1005
- velset = 0,0,0
- juggle = 9
-
- [State 1005, 1]
- type = Explod
- trigger1 = time = 0
- anim = 1002 ;fire end
- bindtime = 1
- postype = P1
- pos = 4,-45
- sprpriority = 2
-
- [State 1005 , 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ; 1006 Eine Trigger C
- [Statedef 1006]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1004
- poweradd = 63
- velset = 0,0,0
- juggle = 9
-
- [State 1006, spark]
- type = Explod
- trigger1 = animelem = 3, = 1
- anim = 1530
- postype = p1
- pos = -16,-19
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- ;[State 1006, var-reset]
- ;type = varset
- ;trigger1 = time = 60
- ;var(2) = 0
-
- [State 1006, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,1
-
- [State 1006, 0] ;flame burst
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 1000,0
- volume = 40
-
- [State 1006, 1]
- type = Projectile
- trigger1 = AnimElem = 3, = 1
- ProjAnim = 1001
- ProjID = 1001
- ProjHitAnim = 1001
- ProjRemoveTime = 14
- offset = 4,-45
- accel = 0, 0
- hitflag = MA
- guardflag = M
- attr = S, SP
- projshadow = 68,68,68
- damage = 75,10
- animtype = Hard
- getpower = 104
- givepower = 50
- pausetime = 0,3
- sparkno = 0
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 23
- ground.hittime = 23
- ground.velocity = -11
- guard.velocity = -11
- airguard.velocity = -4.0,-3.0
- air.velocity = -4,-5
- air.fall = 1
- air.animtype = Back
- air.recover = 0
- fall.recover = 0
- palfx.time = 23
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- ; AI use Shell
- [State 1006, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = P2statetype != C
- trigger2 = p2bodydist X < 60
- value = 1040
- ctrl = 0
-
- [State 1006, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = P2statetype = C
- trigger2 = p2bodydist X >= 60
- value = 1011
- ctrl = 0
-
- [State 1006, 2] ;second shoot fast type
- type = ChangeState
- trigger1 = (var(2) = 2) && (Animtime = 0)
- value = 1011
-
- [State 1006, 3] ;shell
- type = ChangeState
- trigger1 = (var(2) = 1) && (Animtime = 0)
- value = 1040
- ctrl = 0
-
- [State 1006, 3] ;blackout B
- type = ChangeState
- trigger1 = (var(2) = 3) && (Animtime = 0)
- value = 1720
- ctrl = 0
-
- [State 1006, 3] ;blackout D
- type = ChangeState
- trigger1 = (var(2) = 4) && (Animtime = 0)
- value = 1730
- ctrl = 0
-
- [State 1006, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1007
- ctrl = 0
-
- ;---------------
- ; end of eine trigger C
- [Statedef 1007]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- anim = 1006
- velset = 0,0,0
-
- [State 1007, 1]
- type = Explod
- trigger1 = time = 0
- anim = 1002 ;fire end
- bindtime = 1
- postype = P1
- pos = 4,-45
- sprpriority = 2
-
- [State 1007 , 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;----------------------
- ; fwd Kick_B second shoot
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- anim = 1010
- poweradd = 42
- velset = 0,0,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = animelemtime(3) = 3
- value = 1020,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElemTime(4) = 3
- value = 1010,0
-
- [State 1010, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1010, 2]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- x = 8
-
- [State 1010, 3]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- x = -8
-
- [State 1010, 4]
- type = Explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 7
- Bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1010, 5]
- type = Projectile
- trigger1 = AnimElemTime(4) = 3
- ProjAnim = 1020
- ProjID = 1020
- offset = 80,-65
- velocity = 5,0
- accel = 0, 0
- attr = S, SP
- projshadow = 68,68,68
- damage = 65,10
- animtype = Hard
- getpower = 42
- givepower = 50
- guardflag = MA,L
- pausetime = 0,8
- guard.pausetime = 0,7
- sparkno = 2
- sparkxy = -1
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -11
- guard.velocity = -11
- ;airguard.velocity = -4.0,-3.0
- air.velocity = -4,-6
- air.juggle = 1 ;+ var(12)
- air.animtype = Back
- fall.recover = 0
- palfx.time = 20
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1010, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 312
- ctrl = 0
-
- ;------------------------
- ; fwd Kick_B second shoot (hard)
- [Statedef 1011]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- anim = 1010
- poweradd = 42
- velset = 0,0,0
-
- [State 1011, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = animelemtime(3) = 3
- value = 1020,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElemTime(4) = 3
- value = 1010,0
-
- [State 1011, 2]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- x = 8
-
- [State 1011, 3]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- x = -8
-
- [State 1011, 4]
- type = Explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 7
- Bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1011 , 5]
- type = Projectile
- trigger1 = AnimElemTime(4) = 3
- ProjAnim = 1020
- ProjID = 1020
- offset = 80,-65
- velocity = 7,0
- accel = 0, 0
- attr = S, SP
- projshadow = 68,68,68
- damage = 62,10
- animtype = Hard
- getpower = 42
- givepower = 50
- guardflag = MA,L
- pausetime = 0,8
- guard.pausetime = 0,7
- sparkno = 2
- sparkxy = -1 = 0,5
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -9
- guard.velocity = -8 ; -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5,-5.5
- air.juggle = 1 ;+ var(12)
- air.animtype = Back
- air.recover = 0
- fall.recover = 0
- palfx.time = 20
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1011, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 312
- ctrl = 0
-
- ;---------------------
- ; 1040 fwd_D shell
- [Statedef 1040]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1040
- poweradd = 42
- velset = 0,0,0
-
- [State 1040, 0]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1040,1
-
- [State 1040, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1040,0
-
- [State 1040, Nothitby]
- type = NotHitBy
- trigger1 = Time = 5
- value = SA
- time = 3
-
- [State 1040, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1040, 2]
- type = explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 4
- bindtime = 1
- pos = 4, -45
- sprpriority = 2
- shadow = 68,68,68
-
- [State 1040, 4]
- type = Projectile
- trigger1 = AnimElem = 3, =1
- ProjRemoveTime = 13
- ProjAnim = 1030
- ProjHitAnim = 1030
- ProjID = 1030
- offset = 63,-109
- velocity = 0,0
- accel = 0, 0
- attr = S, SP
- hitflag = MAF
- guardflag = M
- projshadow = 68,68,68
- damage = 50,10
- animtype = Hard
- getpower = 42
- givepower = 50
- pausetime = 0,12
- guard.pausetime = 0,8
- sparkno = 0
- yaccel = .7
- hitsound = 5,3
- guardsound = 6,0
- ground.type = Low
- ground.slidetime = 14
- ground.hittime = 16
- ground.velocity = -1.3, -14
- air.velocity = -1.3, -14
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 6000
-
- ; auto AI use
- ; heat drive combo, if not enough power, see def 2999
- [State 1040, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = animtime = 0
- triggerall = p2statetype = A
- triggerall = stateno != 2999
- trigger1 = projhit1030 = 1
- trigger2 = P2dist Y = (-170,-30)
- trigger2 = p2statetype = A
- value = 2999
- ctrl = 0
-
- [State 1040, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------
- ;been hit by 2nd shell
- [Statedef 1041]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1041, 0]
- type = ChangeAnim2
- trigger1 = hitshakeover = 0
- value = 1041
-
- [State 1041, 0]
- type = ForceFeedBack
- trigger1 = hitshakeover = 0
- time = 1
- waveform = square
-
- [State 1041, 0]
- type = ChangeState
- trigger1 = hitshakeover = 1
- value = 1042
-
- ;part2
- [Statedef 1042]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 1042, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 1041
-
- [State 1042, 2]
- type = ChangeAnim
- trigger1 = anim = 1041
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5030
-
- [State 1042, 2]
- type = ChangeAnim
- trigger1 = anim = 5030
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5035
-
- [State 1042, 2]
- type = ChangeAnim
- triggerall = Anim = 5030 || Anim = 5035
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5050)
- value = 5050
-
- [State 1042, 2]
- type = ChangeAnim
- triggerall = Anim = 5050
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5060)
- value = 5060
-
- [State 1042, 0]
- type = HitVelSet
- trigger1 = time = 0
- x = 1
- y = 1
-
- [State 1042, 1]
- type = VelAdd
- trigger1 = 1
- y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)
-
- [State 1042, 10]
- type = selfstate
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 5100
-
- ;-----------;----------------------
- ; Narrow Cut -Edition
- [Statedef 900]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0
- ctrl = 0
- anim = 351
-
- ;[State 111, 1]
- ;type = PlaySnd
- ;trigger1 = Time = 1
- ;value = 400,0
-
- [State 111, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 111, 1]
- type = VelSet
- trigger1 = animelem = 4
- x = 12
-
- [State 300, 2]
- type = posadd
- trigger1 = animelem = 4
- x = 10
-
- [State 900, 3]
- type = HitDef
- trigger1 = animelem = 4
- attr = S, NA
- damage = 50
- guardflag = MA
- pausetime = 12,16
- sparkno = 2
- sparkxy = -10,-60
- hitsound = S220,0
- guardsound = S150,0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- air.animtype = Back
- air.velocity = -3,-4
-
- [State 900, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ------------------------------------------------
- ; 1500 uppercut craw bite A
- [Statedef 1500]
- type = S
- movetype= A
- physics = S
- poweradd = 125
- ctrl = 0
- velset = 0,0,0
- anim = 1500
- juggle = 4
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1500,1
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7 ; 10
-
- [State 1500, 2]
- type = PosAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- x = 8
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 2, = 0
- anim = 1530
- postype = p1
- pos = -10,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1500, 6]
- type = Explod
- trigger1 = animelem = 4, = 2
- anim = 1520
- postype = p1
- pos = -20,-34
- ID = 1500
- sprpriority = 3
- ignorehitpause = 0
- bindtime = 1
- ownpal = 1
-
- [State 1500, 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, SA
- animtype = Medium
- damage = 85,10
- getpower = 63
- sparkno = 1
- priority = 6
- guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 11,12
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -4,-8
- guard.velocity = -3.5
- air.velocity = -2,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 50
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1500, 4]
- type = HitDef
- trigger1 = animelem = 6
- attr = S, SA
- animtype = Medium
- damage = 40,12
- getpower = 42
- sparkno = 1
- priority = 6
- guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 7,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -3.0 + (movehit)*1,-10
- guard.velocity = -4.0
- air.velocity = -2.0,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 50
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 6, = 1
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 12
- ownpal = 1
-
- [State 1500, 4]
- type = varset
- trigger1 = movecontact = 1
- var(1) = 1
-
- [State 1500, AI]
- type = ChangeState
- trigger1 = command = "heatdriver"
- trigger1 = var(59) = 1
- value = 3400
- ctrl = 0
-
- [State 1500, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1501
-
- ;------------------In Air
- [Statedef 1501]
- type = A
- movetype = A
- physics = N
- juggle = 7
- anim = 1501
- velset = 0,-5
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1501, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.48
-
- [State 1501, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1501, 6]
- type = HitDef
- trigger1 = animelem = 1
- trigger1 = var(1) = 0 ; first hit miss contact
- ;trigger2 = var(35) = 2 ; not in this state
- attr = A, SA
- animtype = Hard
- damage = 100,12
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- hitflag = MAF
- guardflag = MA
- yaccel = 0.5
- pausetime = 7,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -1.5,-10
- air.velocity = -1.5,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 40
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1501, 7]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- [State 1501, 8]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;===========================================================
- ; 1503 uppercut_C crow bite C
- [Statedef 1503]
- type = S
- movetype= A
- physics = S
- poweradd = 125
- ctrl = 0
- velset = 0,0,0
- anim = 1503
- juggle = 4
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1500,1
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1503, 1]
- type = HitBy
- trigger1 = Time = 3
- value = SCA, SA,HA,AP
- time = 13
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(4) = 0
- trigger2 = AnimElemtime(5) = 0
- x = 8
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(5) = 1
- x = 7
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(6) = 0
- trigger2 = AnimElemtime(6) = 1
- x = 5
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5 && movecontact = 0
- attr = S, SA
- animtype = Medium
- damage = 35,10
- getpower = 63
- guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 11,12
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -11 ;-6 no Y velocity on firsrt hit
- guard.velocity = -11
- air.velocity = -3,-8
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
- palfx.time = 20
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Medium
- damage = 30,9
- getpower = 63
- guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 7,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 13
- ground.velocity = -3,-10 ; X -4 Y -6
- air.velocity = -3,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- yaccel = .42
-
- [State 1503, 4]
- type = Explod
- trigger1 = time = 0
- anim = 1530
- postype = p1
- pos = -16,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1503, 5]
- type = explod
- trigger1 = animelem = 4, = 2
- Anim = 1520
- pos = -20,-34
- sprpriority = 3
- postype = p1
- ID = 1500
- bindtime = 18
- ownpal = 1
-
- [State 1503, 5]
- type = Explod
- trigger1 = animelem = 6, = 1
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 10
- ownpal = 1
-
- [State 1503, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1504
-
- ;------------------In Air
- [Statedef 1504]
- type = A
- movetype = A
- physics = N
- anim = 1504
- velset = 5, -9
-
- [State 1504, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.45
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1504, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 2000,0
- persistent = 0
-
- [State 1504, var-reset]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1504, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 25,5
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 7,8
- guardflag = MA
- hitsound = S220,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3,-8
- air.velocity = -4,-8
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1504, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = AnimElem = 3, = 4
- trigger1 = movecontact = 1
- value = 1505
- ctrl = 0
-
- [State 1504, 5]
- type = ChangeState
- trigger1 = (var(2) = 1) && (AnimElem = 3, = 4)
- value = 1505
-
- [State 1504, 5]
- type = ChangeState
- trigger1 = (var(2) = 2) && (AnimElem = 3, = 4)
- value = 1505
-
- [State 1504,AI]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = AnimElem = 3, = 4
- trigger1 = movecontact = 1
- value = 1505
- ctrl = 0
-
- [State 1504, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= -4)
- value = 312
- ctrl = 0
-
- ;--------------------
- ;1505 fwd_D in air
- [Statedef 1505]
- type = A
- movetype = A
- physics = N
- anim = 1505
- poweradd = 42
- juggle = 0+ var(13)
-
- [State 1505 , 4]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.45
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 400,1
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 2000,0
- persistent = 0
-
- [State 1505 , 5]
- type = explod
- trigger1 = animelem = 3, = 1
- Anim = 1540
- pos = 20,-80
- sprpriority = 2
- shadow = 64,64,64
- postype = p1
- bindtime = 13
- ownpal = 1
-
- [State 1505 , 6]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- trigger3 = (AnimElem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = Hard
- damage = 35,10
- getpower = 42
- sparkno = 2
- guardflag = MA
- sparkxy = 0,-60
- pausetime = 11,12
- hitsound = S220,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = 0,7
- air.velocity = -7,1
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 36
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 1505, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = AnimElem = 3, = 4
- trigger1 = movecontact = 1
- value = 1302
- ctrl = 0
-
- [State 1505,AI]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = AnimElem = 3, = 4
- trigger1 = movecontact = 1
- value = 1307
- ctrl = 0
-
- [State 1505, 5]
- type = ChangeState
- trigger1 = command = "Minute_spike_B" && (AnimElem = 3, = 4)
- value = 1302
-
- [State 1505, 5]
- type = ChangeState
- trigger1 = command = "Minute_spike_D" && (AnimElem = 3, = 4)
- value = 1307
-
- [State 1505 , 10]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ; 1400 Narrow spike
- [Statedef 1400]
- type = S
- movetype= A
- physics = N
- anim = 1400
- velset = 0,0
- ctrl = 0
- juggle = 6
-
- [State 1400, 1]
- type = VelSet
- trigger1 = AnimElem= 1
- x = 0
- y = 0
-
- [State 1400,0]
- type = Posset
- trigger1 = animelem = 1
- y = 0
-
- [State 1400, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1400, 0]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 5
- x = 4
-
- [State 1400, 1]
- type = VelSet
- trigger1 = AnimElem = 4
- x = 8
-
- [State 1400, 1]
- type = VelSet
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 5
- x = 6
-
- [State 1400, 1]
- type = VelSet
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- x = 0
-
- [State 1400, 4]
- type = HitDef
- trigger1 = time = 0
- attr = A, SA
- animtype = High
- damage = 125,20
- getpower = 63
- guardflag = L
- pausetime = 12,12
- sparkxy = -10,-10
- hitsound = S240,0
- guardsound = S150,1
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -3 ,-8
- guard.velocity = -4
- air.velocity = -4,-5
- airguard.velocity = -3,-2
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- fall = 1
- fall.recover = 0
- yaccel = .46
- p2stateno = 5070
-
- [State 1400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===========================
- ; 1300 shala! minute bike B startup
- [Statedef 1300]
- type = S
- movetype= I
- physics = S
- poweradd = 146
- ctrl = 0
- velset = 0,0,0
- anim = 1300
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA ; SCA,NA,SA
- numhits = 0
- pausetime = 12,11
- sparkno = 40
- hitsound = 6,0
-
- [State 1300, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- x = 8
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1300,AI]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 1400
- ctrl = 0
-
- [State 1300, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1301
-
- ; 1301 minute spike B attack
- [Statedef 1301]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1301
- juggle = 9
- velset = 6,-1.2
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1301, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- x = 8
-
- [State 1301, 2]
- type = VelAdd
- trigger1 = Time > 7
- y = .55
-
- [State 1301, 3]
- type = velset
- trigger1 = time = 14
- x = 3
-
- [State 1301, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- damage = 110,10
- getpower = 63
- guardflag = MA ; MA
- pausetime = 11,12
- sparkxy = -10,-70
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -6 ,-7
- air.velocity = -5,-7
- airguard.velocity = -3,-2
- fall = 1
- fall.recover = 0
- air.juggle = 15
-
- [State 1301, 5]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;----------------------------
- ; 1302 Air Minute Spike B
- [Statedef 1302]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1302
- poweradd = 146
- juggle = 2
- velset = 0,0,0
-
- [State 1302, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1302, 0]
- type = PlaySnd
- trigger1 = Time = 5
- value = 1300,1
-
- [State 1302, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1302, 2]
- type = Velset
- trigger1 = animelem = 3
- x = 6
- y = -1.2
-
- [State 1302, 3]
- type = Veladd
- trigger1 = Time > 11
- y = 0.55
-
- [State 1302, 4]
- type = velset
- trigger1 = time > 14
- x = 3
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,11
- sparkno = 40
- hitsound = 6,0
-
- [State 1302, 5]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = Diagup
- damage = 95,10
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 11,12
- guardflag = MA
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -6,-7
- air.velocity = -6,-7
- fall = 1
- fall.recover = 0
-
- [State 1302, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;===========================================================
- ; 1305 shala! Minute Bike D startup
- [Statedef 1305]
- type = S
- movetype= I
- physics = S
- poweradd = 146
- ctrl = 0
- velset = 0,0,0
- anim = 1305
- juggle = 9
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,11
- sparkno = 40
- hitsound = 6,0
-
- [State 1305, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- x = 8
-
- [State 1305, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1305, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1306
-
- ; 1306 shala! Minute Spike D attack
- [Statedef 1306]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1306
- velset = 8,-2
- juggle = 9
-
- [State 1305, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1306, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1306, 2]
- type = VelAdd
- trigger1 = Time > 7
- y = .55
-
- [State 1306, 3]
- type = velset
- trigger1 = time = 15
- x = 3
-
- [State 1306, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- guardflag = MA
- damage = 120,10
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- yaccel = 0.45
- pausetime = 11,12
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -6 ,-7
- air.velocity = -7,-7
- fall = 1
- fall.recover = 0
-
- [State 1306,AI]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 1400
- ctrl = 0
-
- [State 1306, 5]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;----------------------------
- ; 1307 Air Minute Spike D
- [Statedef 1307]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1307
- poweradd = 146
- juggle = 2
- velset = 0,0,0
-
- [State 1307,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,11
- sparkno = 40
- hitsound = 6,0
-
- [State 1307, 1]
- type = Velset
- trigger1 = animelem = 3
- x = 8
- y = -2
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 6
- value = 1300,1
-
- [State 1307, 2]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1307, 3]
- type = Veladd
- trigger1 = Time > 11
- y = 0.52
-
- [State 1307, 3]
- type = Veladd
- trigger1 = Time > 15
- x = -0.3
-
- [State 1307, 5]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = DiagUp
- damage = 100,10
- getpower = 63
- sparkno = 2
- guardflag = MA
- sparkxy = 0,-60
- pausetime = 11,12
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -7,-7 ;
- air.velocity = -7,-7
- fall = 1
- fall.recover = 0
-
- [State 1307, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ; Round Spike
- [Statedef 1800]
- type = S
- movetype= I
- physics = S
- poweradd = -1000
- ctrl = 0
- velset = 0,0,0
- anim = 1800
-
- [State 3000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 15,-80
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 15,-80
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 1800, 1]
- type = PosAdd
- trigger1 = AnimElem = 1
-
- [State 1800, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1800, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1801
-
- [Statedef 1801]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1801
- juggle = 6
- velset = 4,-1.2
-
- [State 1800, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1801, 1]
- type = PosAdd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- x = 8
-
- [State 1801, 2]
- type = VelAdd
- trigger1 = time > 2
- y = .52
-
- [State 1801, 2]
- type = VelAdd
- trigger1 = time > 8
- x = 1
-
- [State 1801, 3]
- type = velset
- trigger1 = animelem =1
- y = -4
-
- [State 1801, 3]
- type = velset
- trigger1 = animelem =2
- y = -4
-
- [State 1801, 3]
- type = velset
- trigger1 = time = 14
- x = 2
-
- [State 1801, 4]
- type = HitDef
- trigger1 = AnimElem = 3
- ;trigger2 = (animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- damage = 200,20
- getpower = 60
- guardflag = M ; MA
- pausetime = 18,18
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -7 ,-6
- air.velocity = -7,-5
- airguard.velocity = -3,-2
- fall = 1
- fall.recover = 0
- yaccel = 0.45
-
- [State 1801, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1802
- ctrl = 0
-
- [Statedef 1802]
- type = S
- movetype= A
- physics = N
- anim = 1802
- velset = 0,0
- ctrl = 0
- juggle = 0
-
- [State 1802,0]
- type = Velset
- trigger1 = animelem = 1
- x =1
-
- [State 1802,0]
- type = Posset
- trigger1 = animelem = 1
- y = 0
-
- [State 1802, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1810]
- type = S
- movetype= I
- physics = S
- poweradd = -1000
- ctrl = 0
- velset = 0,0,0
- anim = 1810
-
- [State 3000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 15,-80
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 15,-80
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 1810, 1]
- type = PosAdd
- trigger1 = AnimElem = 1
-
- [State 1810, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1810, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1811
-
- [Statedef 1811]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1801
- juggle = 6
- velset = 6,-1.2
-
- [State 1800, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1811, 1]
- type = PosAdd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- x = 8
-
- [State 1811, 2]
- type = VelAdd
- trigger1 = time > 2
- y = .52
-
- [State 1811, 2]
- type = VelAdd
- trigger1 = time > 8
- x = 1
-
- [State 1811, 3]
- type = velset
- trigger1 = animelem =1
- y = -4
-
- [State 1811, 3]
- type = velset
- trigger1 = animelem =2
- y = -4
-
- [State 1811, 3]
- type = velset
- trigger1 = time = 14
- x = 8
-
- [State 1811, 4]
- type = HitDef
- trigger1 = AnimElem = 3
- ;trigger2 = (animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- damage = 210,20
- getpower = 60
- guardflag = M ; MA
- pausetime = 18,18
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -7 ,-6
- air.velocity = -7,-5
- airguard.velocity = -3,-2
- fall = 1
- fall.recover = 0
- yaccel = 0.45
-
- [State 1811, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1802
- ctrl = 0
-
- ;---------------------------------------
- ; 1700 blackout B Normal
- [Statedef 1700]
- type = S
- movetype = I
- physics = N
- anim = 1700
- poweradd = 83
- velset = 0
- ctrl = 0
-
- [State 1700, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1700, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (12) = 1
- trigger2 = animelemtime (12) = 2
- trigger3 = animelemtime (13) = 1
- x = 4
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (13) = 0
- trigger2 = animelemtime (13) = 2
- trigger3 = animelemtime (13) = 3
- trigger4 = animtime = 0
- x = 3
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (3) = 3
- trigger2 = animelemtime (11) = 1
- x = 5
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (11) = 2
- x = 9
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (4) = 0
- trigger2 = animelemtime (9) = 0
- trigger3 = animelemtime (12) = 0
- x = 21
-
- [State 1700, 1]
- type = VelSet
- trigger1 = AnimElemtime (4) >= 1
- trigger1 = AnimElemTime (8) <= 0
- x = 5
-
- [State 1700, 1]
- type = VelSet
- trigger1 = AnimElemTime (8) = 1
- x = 0
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (10) = 0
- trigger2 = animelemtime (11) = 0
- x = 13
-
- [State 1700, 3]
- type = PlayerPush
- trigger1 = Time <= 26
- value = 0
-
- [State 1700, 4]
- type = AfterImage
- trigger1 = AnimElem = 5, = 0
- time = 12
- length = 5
- framegap = 3
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1700, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1700, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; --------------------------------------------
- ; 1710 blackout D Normal
- [Statedef 1710]
- type = S
- movetype = I
- physics = N
- anim = 1710
- velset = 0
- poweradd = 83
- ctrl = 0
-
- [State 1710, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1710, velset]
- type = velset
- trigger1 = animelemtime(9) = 0
- x = 0
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(3) = 4
- trigger2 = animelemtime(4) = 1
- trigger3 = animelemtime(9) = 1
- x = 8
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(4) = 0
- trigger2 = animelemtime(9) = 0
- x = 23
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(10) = 0
- x = 15
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(12) = 0
- x = 9
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(13) = 1
- trigger2 = animelemtime(13) = 2
- x = 4
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(13) = 3
- trigger2 = animelemtime(13) = 4
- x = 3
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(12) = 1
- trigger2 = animelemtime(12) = 2
- trigger3 = animelemtime(13) = 0
- x = 4
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(11) = 0
- x = 15
-
- [State 1710, velset]
- type = velset
- trigger1 = animelemtime(5) >= 0
- trigger1 = animelemtime(8) <= 1
- x = 9
-
- [State 1710, 3]
- type = PlayerPush
- trigger1 = Time <= 36
- value = 0
-
- [State 1710, 4]
- type = AfterImage
- trigger1 = AnimElem = 4, = 1
- time = 10
- framegap = 4
- length = 6
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1710, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------
- ; 1720 blackoutB after eine / iron trigger
- [Statedef 1720]
- type = S
- movetype = I
- physics = N
- anim = 1720
- poweradd = 42
- velset = 0,0
- ctrl = 0
-
- [State 1720, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1720, 1]
- type = explod
- triggerall = time = 0
- trigger1 = (prevstateno = 1000) || (prevstateno = 1006)
- Anim = 1002
- bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1720, shadow]
- type = AfterImage
- trigger1 = AnimElem = 4, = 0
- time = 10
- length = 5
- framegap = 4
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1720, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,2
-
- [State 1720, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1720, 0]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1720, 1]
- type = VelSet
- trigger1 = AnimElem = 3, = 2
- x = 12
-
- [State 1720, 2]
- type = Veladd
- trigger1 = AnimElem = 3, > 2
- x = -0.4
-
- [State 1720, 3]
- type = PlayerPush
- trigger1 = Time <= 24
- value = 0
-
- [State 1720, 5]
- type = VelSet
- trigger1 = AnimElem = 13, = 0
- x = 0
-
- [State 1720, AIkoko]
- type= changestate
- trigger1 = var(59) = 1
- trigger1 = AnimTime = 0 && statetype != A
- trigger1 = P2bodydist X = (8,35)
- trigger1 = P2movetype != A && P2statetype != L && P2statetype != C
- trigger1 = stateno != 409 || stateno != 410
- value = 409 ; stand to crouch temporay state
-
- [State 1720, AIkoko]
- type= changestate
- trigger1 = var(59) = 1
- trigger1 = AnimTime = 0 && statetype != A
- trigger1 = P2bodydist X = (5,8)
- trigger1 = P2movetype != A && P2statetype != L && P2statetype = C
- value = 420 ; crouch HP
-
- [State 1720, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;---------------------------------
- ; 1730 blackout D after iron trigger
- [Statedef 1730]
- type = S
- movetype = I
- physics = N
- anim = 1730
- velset = 0
- poweradd = 42
- ctrl = 0
-
- [State 1730, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1730,0]
- type = explod
- triggerall = time = 0
- trigger1 = (prevstateno = 1000) || (prevstateno = 1006)
- Anim = 1002
- bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = AnimElem = 4, = 0
- time = 14
- length = 7
- framegap = 4
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1730, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,2
-
- [State 1730, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1730, 0]
- type = varset
- trigger1 = animtime = 0
- var(2) = 0
-
- [State 1730, 1]
- type = VelSet
- trigger1 = AnimElem = 3, = 3
- x = 15
-
- [State 1730, 2]
- type = VelAdd
- trigger1 = AnimElem = 3, > 3
- x = -0.42
-
- [State 1730, 3]
- type = PlayerPush
- trigger1 = Time <= 26
- value = 0
-
- [State 1730, 5]
- type = VelSet
- trigger1 = AnimElem = 13, = 0
- x = 0
-
- [State 1730, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================
- ;===========================================================
- ; Standing light punch
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- velset = 0
- ctrl = 0
- juggle = 9 + var(33)
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 400)
- value = 400,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 1
- ;trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 63
- guardflag = M
- pausetime = 11,12
- sparkno = 1
- sparkxy = -15,-86
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- ground.cornerpush = 1
- air.velocity = -4,-5
- air.cornerpush = 1
- air.animtype = Back
- ;air.fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 200, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X < 28
- value = 301
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; standing light kick
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- velset = 0,0
- ctrl = 0
- juggle = 9
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 400)
- value = 400,0
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 210, 3]
- type = HitDef
- trigger1 = AnimElem = 1
- ;trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 63
- guardflag = L
- pausetime = 11,12
- sparkno = 1
- sparkxy = -10,-46
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -4,-5
- air.cornerpush = 1
- air.animtype = Back
- ;air.fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- ; Standing strong punch (far)
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 220 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (AnimElem = 6) && (movecontact = 0)
- attr = S, NA
- animtype = Med
- getpower = 125
- givepower = 80
- damage = 111
- guardflag = M
- hitflag = MAF
- pausetime = 11,12
- sparkno = 2
- sparkxy = -10,-80
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.velocity = -4,-5
- air.cornerpush = 1
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Standing strong kick
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Med
- getpower = 125
- givepower = 80
- damage = 125
- guardflag = M
- hitflag = MAF
- pausetime = 11,12
- sparkno = 2
- sparkxy = -10,-80
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- air.velocity = -4,-5
- airguard.velocity = -4,-1
- air.cornerpush = 1
- air.animtype = Back
- ;air.fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Crouching light punch
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 500)
- value = 400,0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 400 , 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- animtype = Light
- getpower = 63
- givepower = 15
- hitflag = MA
- guardflag = M
- pausetime = 11,12 ;12
- sparkxy = -3,-40
- sparkno = 1
- hitsound = S200,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- guard.velocity = -4
- ground.cornerpush.veloff = -8
- air.velocity = -4,-5
- air.animtype = Back
- down.velocity = -4,0
- down.hittime = 20
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 400, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 1000
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
-
- ;---------------------------------------------------------------------------
- ; AI Stand to Crouch temporary
- ; common state is state 10, we use state 409
- ; purpose: because stand to crouch takes 2 ticks to archieve.
-
- [Statedef 409]
- type = C
- physics = C
- anim = 10
-
- [State 409, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 409, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = var(59) = 1
- ;value = 11 ; regular crouch
- value = 410 ; crouching light kick
-
- ;---------------------------------------------------------------------------
- ; Crouching light kick
- [Statedef 410]
- type = C
- movetype = A
- physics = C
- anim = 410
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 500)
- value = 400,0
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 410, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- getpower = 63
- givepower = 15
- hitflag = MA
- animtype = light
- guardflag = L
- pausetime = 12,12
- sparkno = 1
- sparkxy = -5,-6
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- guard.velocity = -4
- ground.cornerpush.veloff = -8
- air.velocity = -4,-5
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 410, 4]
- type = ChangeState
- trigger1 = var(59) = 1
- trigger1 = p2bodydist X < 8
- trigger1 = movehit || moveguarded
- value = 400
-
- [State 410, AI]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X < 8
- value = 1000 ; eine trigger
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard punch
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 420, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = C, NA
- animtype = Med
- damage = 98
- getpower = 125
- givepower = 80
- guardflag = M
- pausetime = 11,12
- sparkxy = -10,-50
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.velocity = -4,-5
- air.animtype = Back
- ;airguard.velocity = -3,-1.5
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 420, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2statetype != A
- value = 301
-
- [State 420, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard kick
- [Statedef 430]
- type = C
- movetype = A
- physics = C
- anim = 430
- velset = 0
- juggle = 15
- ctrl = 0
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 430 , 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 70
- getpower = 125
- animtype = Med
- givepower = 55
- hitflag = MA
- guardflag = L
- pausetime = 11,12
- sparkxy = -10,-25
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Trip
- ground.slidetime = 17
- ground.hittime = 17
- ground.cornerpush.veloff = -0
- guard.cornerpush.veloff = -18
- ground.velocity = -2,-8
- guard.velocity = -11
- air.velocity = -2,-7
- air.animtype = Back
- fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel =.56
-
- [State 420, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movehit = 1
- trigger1 = p2statetype != A
- value = 1710 ;1300
-
- [State 430, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = moveguarded = 1
- value = 301
-
- [State 430, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Jumping light punch
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- ctrl = 0
- juggle = 5
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = light
- damage = 30
- getpower = 63
- givepower = 30
- guardflag = HA
- pausetime = 11,12
- sparkxy = -10,-50
- hitsound = S200,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- ground.cornerpush.veloff = -10
- air.velocity = -4,-5
- air.animtype = Back
- airguard.velocity = -2.5,-1
- air.cornerpush.veloff = 0
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping light kick
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- juggle = 9
-
- [State 610, 0]
- type = changeanim
- trigger1 = time = 0
- value = ifelse(vel X = 0,610,615)
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 610, 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = A, NA
- animtype = light
- damage = 53
- getpower = 63
- givepower = 10
- guardflag = HA
- priority = 5
- pausetime = 11,12
- sparkxy = -10,-50
- sparkno = 1
- hitsound = S210,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- ground.cornerpush.veloff = -10
- air.velocity = -4,-5
- air.animtype = Back
- air.cornerpush.veloff = 0
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping strong punch
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- ctrl = 0
- juggle = 5
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 620 , 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = A, NA
- damage = 83
- animtype = Med
- getpower = 125
- givepower = 45
- guardflag = H
- priority = 5
- pausetime = 11,12
- sparkxy = -10,-58
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush.veloff = -10
- air.velocity = -4,-5
- air.animtype = Back
- air.cornerpush.veloff = 0
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 620,6]
- type = ChangeState
- trigger1 = (var(59) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 644 ; AI land and combo state
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jump_D
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- ctrl = 0
- juggle = 5
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 630 , 2]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = A, NA
- damage = 111
- animtype = Med
- getpower = 125
- givepower = 45
- guardflag = HA
- priority = 6
- pausetime = 11,12
- sparkxy = -10,-51
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- ground.cornerpush.veloff = -10
- air.velocity = -4,-5
- air.animtype = Back
- air.cornerpush.veloff = 0
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 630, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- [State 630,6]
- type = ChangeState
- trigger1 = (var(59) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 644
-
- ;----------------------------------
- ; temp AI jump-in combo state
- [Statedef 644]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 47
-
- [State 644,1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 644,2]
- type = velset
- trigger1 = time = 0
- y = 0
-
- [State 644,3]
- type = ChangeState
- trigger1 = time = 4
- trigger1 = P2bodydist X = [0,18]
- value = 270
-
- [State 644,3]
- type = ChangeState
- trigger1 = time = 3
- trigger1 = P2bodydist X = [19,34]
- value = 430
-
- [State 644,3]
- type = ChangeState
- trigger1 = animtime = 0
- ;trigger1 = (P2bodydist X > 34) || (P2bodydist X < 0)
- value = 0
- ctrl = 1
-
- ;-----------------------------------
- ; close attacks
-
- ; stand A close
- [Statedef 250]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 250
- juggle = 15
-
- [State 250, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 250 , 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- getpower = 63
- givepower = 12,6
- guardflag = M
- pausetime = 11,12
- sparkno = 1
- sparkxy = -10,-90
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -4,-5
- air.juggle = 9
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 250, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 260
-
- [State 250 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing B (close)
- ;---------------
- [Statedef 260]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 260
- juggle = 9
-
- [State 260, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 260, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 260 , 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- damage = 33
- getpower = 63
- givepower = 12,6
- guardflag = L
- pausetime = 11,12
- sparkno = 1
- sparkxy = -16,-30
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -4,-5
- air.juggle = 9
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 260, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movehit = 1
- value = 1500
- ;value = 1503
-
- [State 260, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = moveguarded = 1
- value = 1000
-
- [State 260 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- ; Standing C (close)
- [Statedef 270]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 270
- juggle = 9 + var(13)
-
- [State 270, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 270 , 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 40
- getpower = 125
- givepower = 45
- hitflag = MA
- guardflag = M
- pausetime = 9,11 ;12,12
- sparkxy = -10,-60
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -4
- guard.velocity = -4
- air.velocity = -4,-5
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 270 , 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 40
- getpower = 125
- givepower = 45
- hitflag = MA
- guardflag = M
- pausetime = 11,12 ;12,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- ;ground.cornerpush.veloff = -18
- air.velocity = -4,-5
- air.juggle = 9 + var(13)
- air.animtype = Back
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(50) = 1 ; AI focus use only
- trigger1 = Random <= 450
- trigger1 = p2statetype = S && (movehit) && power >= 1000 && (p2bodydist X = [0,1]) ;&& (hitcount < 2)
- value = 1006 - (random > 450)*705
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- triggerall = p2statetype = C
- triggerall = movecontact || movehit || moveguarded
- trigger1 = hitcount < 2
- trigger1 = random <= 400
- trigger2 = hitcount >= 2
- ;trigger1 = p2bodydist X > 0
- value = 301
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = random <= 500
- trigger1 = moveguarded = 1
- trigger1 = p2bodydist X > 0
- value = 1000
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = random > 500
- trigger1 = moveguarded = 1
- value = 301
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = hitcount >= 2 ; && power >= 1000
- trigger1 = movehit = 1
- trigger1 = p2bodydist X > 0
- value = 3000 - (power < 1000 || random >= 200)*2699
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = p2statetype != C
- trigger1 = (power < 1000)
- trigger1 = movehit = 1
- value = 313; 1300
-
- [State 270 , 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- ; stand D close
- [Statedef 280]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 280
- juggle = 9
-
- [State 280, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 280, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 280 , 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Medium
- damage = 87
- getpower = 125
- givepower = 50
- hitflag = MA
- guardflag = M
- pausetime = 11,12
- sparkxy = -5,-40
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.velocity = -4,-5
- air.animtype = Back
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
- yaccel = .49
-
- [State 280, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X <= 18
- value = 1006
- ctrl = 0
-
- [State 280, 3]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X > 18
- value = 301
-
- [State 280, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;====================================
- ; Special attacks
- ;====================================
- ; 300 one inch
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 300
- velset = 0,0
- juggle = 9 + var(13)
-
- [State 300, 0]
- type = playsnd
- trigger1 = time = 0
- value = 350,0
- volume = 150
-
- [State 300 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Medium
- damage = 77
- getpower = 146
- givepower = 25
- guardflag = M
- pausetime = 11,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -8,-4
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -18
- air.velocity = -7,-3
- air.animtype = Back
- yaccel = .76
- fall = 1
- air.fall = 1
- fall.recover = 0
- P2stateno = 305
- air.fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
-
- [State 300, 2]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -4
- time = 10
-
- [State 300 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------Type 2 (cancelled version)
- ; 1 inch cancelled
- [Statedef 301]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 301
- velset = 0,0
- juggle = 9 + var(13)
-
- [State 301, 0]
- type = playsnd
- trigger1 = time = 0
- value = 350,0
-
- [State 301 , 1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Medium
- damage = 70 ;77
- getpower = 146
- givepower = 25
- guardflag = M
- pausetime = 0,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.velocity = -3,-5
- air.juggle = 9 + var(13)
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
-
- [State 301, 3]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -5
- time = 10
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = Power < 1000
- trigger1 = PrevStateNo = 420
- trigger1 = movecontact
- value = 1300
-
- [State 301, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = (movecontact) && (frontedgebodydist <= 22)
- trigger2 = (p2bodydist X >= 23) && (P2statetype = C)
- trigger2 = moveguarded = 1
- trigger3 = moveguarded = 1
- value = 1000 + (random <= 400 && moveguarded = 1 && FrontEdgeDist > 110)*700
- ctrl = 0
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = power >= 1000 && p2life > 120
- trigger1 = movehit
- value = 3000
- ctrl = 0
-
- [State 301, 4]
- type = statetypeset
- trigger1 = animelem = 7
- movetype = I
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = power < 1000 || p2life <= 120
- trigger1 = movehit
- value = 1300 - (p2statetype = C)*300
- ctrl = 0
-
- [State 301 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;-------------------------------
- ; 305 been hit by normal one inch
- [statedef 305]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 305, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 305
-
- [State 305, 0]
- type = ForceFeedBack
- trigger1 = hitshakeover = 0
- time = 1
- waveform = square
-
- [State 305, 0]
- type = ChangeState
- trigger1 = hitshakeover = 1
- value = 306
-
- ;part2
- [Statedef 306]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 306, 1]
- type = VelAdd
- trigger1 = 1
- y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)
-
- [State 306, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 305
-
- [State 305, 2]
- type = ChangeAnim
- trigger1 = anim = 305
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5030
-
- [State 305, 2]
- type = ChangeAnim
- trigger1 = anim = 5030
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5035
-
- [State 305, 2]
- type = ChangeAnim
- triggerall = Anim = 5030 || Anim = 5035
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5050)
- value = 5050
-
- [State 305, 2]
- type = ChangeAnim
- triggerall = Anim = 5050
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5060)
- value = 5060
-
- [State 1042, 0]
- type = HitVelSet
- trigger1 = time = 0
- x = 1
- y = 1
-
- [State 1042, 10]
- type = changestate
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 307
-
- ;slide in ground
- [Statedef 307]
- type = S
- movetype = H
- physics = N
- velset = -5,0
- ctrl = 0
-
- [State 307, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 307
-
- [State 307, 0]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 307, veladd]
- type = veladd
- trigger1 = time >= 0
- trigger1 = time <= 14
- x = 0.32
-
- [State 307, veladd]
- type = velset
- trigger1 = animelem = 2
- x = 0
-
- [State 307, self]
- type = selfstate
- trigger1 = animtime = 0
- value = 5120
-
- ;------------------
- ; 310 FWD+B on ground
- [Statedef 310]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 310, 1]
- type = playsnd
- trigger1 = time = 0
- value = 350,0
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- trigger2 = animelem = 3, = 0
- x = 16
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- trigger2 = AnimElem = 5, = 0
- x = 8
-
- [State 310 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 311
- ctrl = 1
-
- ; 311 knees kick in air
- [Statedef 311]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 311
- juggle = 9 + var(13)
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 0
- x = 4
- y = -3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 1
- trigger2 = AnimElem = 2, = 1
- trigger3 = AnimElem = 2, = 2
- x = 3
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- x = 12
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 3
- trigger2 = AnimElem = 3, = 0
- x = 3
- y = -1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 1
- x = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 2
- x = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 3
- trigger2 = AnimElem = 4, = 0
- y = 1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 1
- trigger2 = AnimElem = 4, = 2
- y = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 0
- y = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 1
- y = 4
-
-
- [State 311 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Medium
- damage = 77
- getpower = 146
- givepower = 25
- guardflag = H ; overhead attack
- pausetime = 11,12
- sparkxy = -16,-84
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- guard.velocity = -11
- air.velocity = -3,-5
- air.animtype = Back
- hitdefpersist = PrevStateno = 5999
- yaccel = .42
-
- [State 311, 8]
- type = ChangeState
- trigger1 = animelemtime(5) = 2
- value = 312
-
- ; 312 knees kick landing
- [Statedef 312]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 312 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 312, 3]
- type = VarSet
- trigger1 = AnimTime = 0
- var(2) = 0
-
- [State 312 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------
- ; type 2
- ;------------------
- ; 313 knees kick in ground cancelled
- [Statedef 313]
- type = S
- movetype= A
- physics = S
- juggle = 9
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 313, 0]
- type = playsnd
- trigger1 = time = 0
- value = 350,0
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- trigger2 = animelem = 3, = 0
- x = 16
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- trigger2 = AnimElem = 5, = 0
- x = 8
-
- [State 313 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 314
- ctrl = 1
-
-
- ; 311 knees kick in air
- [Statedef 314]
- type = A
- movetype= A
- physics = N
- juggle = 9
- poweradd= 30
- ctrl = 0
- anim = 311
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 0
- x = 4
- y = -3
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 1
- trigger2 = AnimElem = 2, = 1
- trigger3 = AnimElem = 2, = 2
- x = 3
- y = -2
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- x = 12
- y = -2
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 3
- trigger2 = AnimElem = 3, = 0
- x = 3
- y = -1
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 1
- x = 3
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 2
- x = 2
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 3
- trigger2 = AnimElem = 4, = 0
- y = 1
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 1
- trigger2 = AnimElem = 4, = 2
- y = 2
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 0
- y = 3
-
- [State 314, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 1
- y = 4
-
- [State 314 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Medium
- damage = 50
- getpower = 146
- givepower = 25
- guardflag = M ; cancelled type is NOT overhead
- pausetime = 11,12
- sparkxy = -16,-84
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -11
- guard.velocity = -11
- air.velocity = -3,-5
- air.animtype = Back
- hitdefpersist = PrevStateno = 5999
- yaccel = .42
-
- [State 314, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact
- value = 1302
-
- [State 314, 8]
- type = ChangeState
- trigger1 = animelemtime(5) = 1
- value = 315
-
- ; 312 knees kick landing
- [Statedef 315]
- type = S
- movetype= I
- physics = S
- juggle = 9
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 315 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 315 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------
- ; 321 CD during guard
- [Statedef 321]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 320
- velset = 0,0
- poweradd = -1000
- juggle = 1 ; guard cancel
-
- [State 321,1]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 321, 0]
- type = playsnd
- trigger1 = time = 0 && random < 800
- value = 700,0
-
- [State 321, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 321, 2]
- type = HitBy
- trigger1 = Time >= 0
- value = SCA, AT
-
- [State 321, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 2
-
- [State 330 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 1
- getpower = 0
- givepower = 30
- pausetime = 11,12
- sparkxy = -10,-74
- sparkno = 3
- hitflag = MA
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5,-4
- air.velocity = -5,-4
- air.animtype = Back
- fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
-
- [State 331 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; 240 CD regular
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 320
- velset = 0,0,0
- juggle = 9 + var(13)
-
- [State 240,1]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 240, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 240 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 141
- getpower = 167
- givepower = 30
- priority = 6
- pausetime = 11,12
- sparkxy = -10,-74
- sparkno = 3
- hitflag = MA
- guardflag = M
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5,-6
- air.velocity = -5,-4
- air.animtype = Back
- fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
-
- [State 240 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- ; 650 CD hit high in air
- ; jump CD
- [Statedef 650]
- type = A
- movetype= A
- physics = A
- ctrl = 0
- anim = 650
- juggle = 9 + var(13)
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 650, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 650 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 120
- getpower = 167
- givepower = 30
- priority = 6
- pausetime = 11,12
- sparkxy = -10,-74
- sparkno = 3
- guardflag = HA
- yaccel = 0.4
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5,-6
- air.velocity = -5,-6
- air.animtype = Back
- fall = 1
- fall.recover = 0
- hitdefpersist = PrevStateno = 5999
-
- [State 650 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;=======================================================
- ; Throws
- ;=======================================================
- ; 370 throw
- [Statedef 370]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 370
-
- [State 370, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 24, 0, 0, 1
- sparkno = 0
- sparkxy = -15,-86
- p2facing = 1
- p1stateno = 371
- p2stateno = 372
-
- [State 370, end1]
- type = changestate
- trigger1 = var(59) >= 1
- trigger1 = animtime = 0
- value = 105
- ctrl = 1
-
- [State 370, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;------------
- [Statedef 371] ;?E?
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 371
-
- [State 371, 0]
- type = Sprpriority
- trigger1 = Animelem >= 3
- value = -1
-
- [State 371, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 220,0
-
- [State 371, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 371, 4]
- type = gamemakeanim
- trigger1 = animelem = 7
- value = 7
- pos = 28, -46
-
- ;╝─ñΓ░╩º@(│Q?EX)
- [Statedef 372]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7200
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7000
-
- [State 372, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 372
-
- [State 372, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 0
-
- [State 372, 3]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -120
-
- [State 372, 4]
- type = SelfState
- trigger1 = animtime = 0
- value = 5100
- ctrl = 0
-
-
- ;--------------
- ; 380 throw D
- [Statedef 380]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 380
-
- [State 380, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 27, 0, 0, 1
- sparkno = 0
- p2facing = 1
- p1stateno = 381
- p2stateno = 382
-
- [State 380, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------
- [Statedef 381] ;?E?
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 381
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 220,0
-
- [State 381, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 381, 2]
- type = turn
- trigger1 = animelem = 11
- value = 1
-
- [State 381, 3]
- type = targetbind
- trigger1 = animelem = 4
- pos = -20, -70
-
- [State 381, 4]
- type = gamemakeanim
- trigger1 = animelem = 4
- value = 2
- pos = -20, -72
-
- [State 381, 5]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- x = 8
-
- [State 381, 5]
- type = posadd
- trigger1 = AnimElem = 10
- x = 4
-
- [State 381, 5]
- type = posadd
- trigger1 = AnimElem = 11
- x = -8
-
- [State 381, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------
- ;╝─ñΓ░╩º@(│Q?EX)
- [Statedef 382]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7200
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7000
-
- [State 382, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 382
-
- [State 382, 2]
- type = posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 382, 3]
- type = posadd
- trigger1 = animtime = 0
- y = 60
-
- [State 382, 4]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 30
-
- [State 382, 5]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -120
-
- [State 382, 6]
- type = VelAdd
- Trigger1 = AnimElem = 5
- x = 4
- y = -1
-
- [State 382, 7]
- type = SelfState
- trigger1 = animtime = 0
- value = 5050
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- ; KOF safe landing
- [Statedef 5201]
- type = S
- movetype= I
- physics = N
- anim = 5200
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 5201, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 5210,0
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = (Time = 0) && (p2dist X < -5)
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -18
- y = 0
-
- [State 5201, 2]
- type = Veladd
- trigger1 = Time >= 0
- x = 2.5
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Vel X >= 0
- x = 0
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time >= 0
- y = 0
-
- [State 5201, 7]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; Heat Drive A -------- ñj╡┤⌐█
- ;==========================================================
- ; heat drive A, AI use
- [Statedef 2999]
- anim = 0
- ctrl = 0
-
- [State 2999, AIuse1]
- type = changestate
- triggerall = var(59) = 1
- triggerall = P2dist Y <= -28
- trigger1 = power >= 1000
- trigger1 = p2life > 120
- trigger1 = time > 12
- value = 3000
-
- [State 2999, AIuse1]
- type = changestate
- triggerall = var(59) = 1
- triggerall = P2dist Y <= -28
- triggerall = (p2life <= 120) || (power < 1000)
- trigger1 = time > 9
- value = 1305
-
- [Statedef 3000]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = -20,-85
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = -20,-85
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 20
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 3, 15
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = -4, 0
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -14,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3000, end1]
- type = changestate
- trigger1 = (command = "hold_A") && (Time >= 34)
- value = 3001
-
- [State 3000, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = animtime = 0
- value = 3002
-
- [Statedef 3005]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
-
- [State 3000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State -2, 1]
- type =Palfx
- trigger1 = Time = 0
- trigger2 = Time = 2
- trigger3 = Time = 4
- trigger4 = Time = 6
- trigger5 = Time = 8
- trigger6 = Time = 10
- trigger7 = Time = 12
- trigger8 = Time = 14
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 3000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 17,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 17,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 20
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 3, 15
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = -4, 0
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -14,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3000, end1]
- type = changestate
- trigger1 = (command = "hold_A") && (Time >= 34)
- value = 3001
-
- [State 3000, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = animtime = 0
- value = 3002
-
- ;-------------------------------
- [Statedef 3001]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3001, handflame]
- type = Explod
- triggerall = command = "hold_A"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- pos = -4,0
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
- [State 3001, end1]
- type = changestate
- trigger1 = (command != "hold_A") && (time >= 0)
- trigger2 = time = 240
- trigger3 = var(59) = 1
- trigger3 = p2stateno != 120 || P2stateno != 130
- trigger3 = time >= 0
- trigger4 = var(59) = 1
- trigger4 = p2statetype = A
- trigger4 = p2dist y >= 120
- trigger4 = time >= 19
- value = 3002
-
-
- ;-----------------------------
- ; release
- [Statedef 3002]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3002
- velset = 0,0,0
-
- [State 3002, muteki]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 3002, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = time = 3
- value = 3000,1
-
- [State 3002, explod]
- type = Explod
- trigger1 = time = 0
- anim = 2002
- sprpriority = 3
- bindtime = 1
- shadow = 64,64,64
- ownpal = 1
-
- [State 3002, 1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = 8
-
- [State 3002, 2]
- type = velset
- trigger1 = animelem = 2, = 3
- x = 10
-
- [State 3002, 6]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,22 ; 0,10
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = M
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 3010
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [State 3002, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- value = -280 ; -333 KOF99
- absolute = 1
-
- [State 3002, 8]
- type = PlayerPush
- trigger1 = Time >= 8
- value = 0
-
- [State 3002, afterimage]
- type = AfterImage
- trigger1 = AnimElem = 2, = 1
- time = 36
- Trans = Add1
- FrameGap = 3
- length = 8
- time = 20
-
- [State 3002, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3003
- ctrl = 1
-
- [State 3002, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3004
- ctrl = 1
-
-
- ;-----------------------------
- [Statedef 3003]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3003
- velset = 0,0,0
- juggle = 2
-
- [State 3003, 1]
- type = HitDef
- trigger1 = time =[0,4]
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,22 ; 0,10
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = MA
- hitsound = S2200,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 3010
-
- [State 3003, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- value = -280 ; -333 KOF99
- absolute = 1
- persistent = 0
-
- [State 3003, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- trigger5 = animelem = 5
- x = 8
-
- [State 3003, 2]
- type = velset
- trigger1 = time = 0
- x = 6
-
- [State 3003, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.2
-
- [State 3003, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3000, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ; 3004 movehit
- [Statedef 3004]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3003
- velset = 0,0,0
-
- [State 3004, 0]
- type = explod
- trigger1 = time = 0
- anim = 2050
- sprpriority = -2
- pos = 10, -1
- bindtime = 7
- ownpal = 1
-
- [State 3004, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- x = 8
-
- [State 3004, 2]
- type = velset
- trigger1 = time = 0
- x = 8
-
- [State 3004, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3004, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3004, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------------------------
- ; 3010 Being hit by heat drive
- [Statedef 3010]
- type = A
- movetype = H
- physics = N
- ctrl = 0
- anim = 5030
-
- [State 0,1,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7200
-
- [State 0,1,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7000
-
- [State 3010, 1]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3010, 2]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3010, 4]
- type = EnvShake
- trigger1 = time = 0
- trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0)
- time = 20
- ampl = 5
-
- [State 3010, 5]
- type = PosFreeze
- trigger1 = HitShakeOver = 0
-
- [State 3010, 6]
- type = ForceFeedBack
- trigger1 = HitShakeOver = 0
- time = 1
- waveform = square
-
- [State 3010, 7]
- type = posadd
- trigger1 = HitShakeOver = 1
- persistent = 0
- y = -35
-
- [State 3010, 8]
- type = EnvColor
- trigger1 = (time = 0) && (life > 0)
- time = 2
- value = 240,240,240
- under = 1
- ignorepausetime = 1
-
- [State 3010, 9]
- type = ChangeAnim2
- trigger1 = HitShakeOver = 1
- persistent = 0
- value = 3010
-
- [State 3010, 10]
- type = HitVelSet
- trigger1 = HitShakeOver = 1
- persistent = 0
- x = 1
- y = 1
-
- [State 3010, 11]
- type = VelAdd
- trigger1 = HitShakeOver = 1
- y = 0.4
-
- [State 3010, 12]
- type = SelfState
- triggerall = Anim = 3010
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 5100
-
- ;----------------------------------------------------------
- ; 3005 heatdrive C ; removed see 3100
- [Statedef 3005]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3005, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3005, 1] ; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3005, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3005, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 5
- anim = 800
- pos = 17,-90
- supermove = 1
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 1
- anim = 810
- pos = 17,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3005, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3005, end1]
- type = changestate
- trigger1 = (command = "hold_C") && (time >= 34)
- value = 3006
-
- [State 3005, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_C")
- value = 3002
-
- ;---------------------------------------
- [Statedef 3006]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3006, handflame]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- postype = p1
- pos = -3,0
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
- [State 3006, end1]
- type = changestate
- trigger1 = command != "hold_C"
- trigger1 = time >= 0
- trigger2 = time = 240
- value = 3002
-
- ;==========================================================
- ; 3150 chain drive LIGHT launch
- [Statedef 3150]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
- juggle = 2
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3000, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -20
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 6000,]
- type = SuperPause
- trigger1 = AnimElem = 3,=2
- time = 25
- anim = -1
- movetime = 25
- darken = 0
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 1,=2
- persistent = 0
- ignorehitpause = 1
- value = 255,255,255
- time = 1
- under = 1
- supermove = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 1,=3
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
- darken = 0
-
- [State 3150, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3150, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3150, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3150 , 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = M
- accel = 0, 0.4
- velocity = 7,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 30,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -5
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -1
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p2stateno = 6000
-
- [State 3200, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 44
- value = 3155
- ctrl = 0
-
- [State 3200, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- chain driver A [super cancel]
- [Statedef 3160]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
- juggle = 2
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3000, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -20
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 6000,]
- type = SuperPause
- trigger1 = AnimElem = 3,=2
- time = 25
- anim = -1
- movetime = 25
- darken = 0
-
- [State -2, 1]
- type =Palfx
- trigger1 = Time = 0
- trigger2 = Time = 2
- trigger3 = Time = 4
- trigger4 = Time = 6
- trigger5 = Time = 8
- trigger6 = Time = 10
- trigger7 = Time = 12
- trigger8 = Time = 14
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 1,=2
- persistent = 0
- ignorehitpause = 1
- value = 255,255,255
- time = 1
- under = 1
- supermove = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 1,=3
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
- darken = 0
-
- [State 3150, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3150, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3150, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3150 , 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = M
- accel = 0, 0.4
- velocity = 7,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 30,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -5
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -1
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p2stateno = 6000
-
- [State 3200, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 44
- value = 3155
- ctrl = 0
-
- [State 3200, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ; 3255 chain drive attack success
- [Statedef 3155]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
- juggel = 10
-
- [State 3201, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3201, shadow]
- type = explod
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- anim = 3201
- persistent = 0
- sprpriority = 2
- pos = 0,0
- postype = P1
- velset = 0,0
- ownpal = 1
- bindtime = 1
- shadow = 80,80,80
-
- [State 3201, 1]
- type = posadd
- trigger1 = time = 8
- x = 22
-
- [State 3201, 2]
- type = playsnd
- trigger1 = time = 8
- value = 3200,0
-
- [State 3155, 2]
- type = velset
- trigger1 = time = 8
- x = (P2dist X+40)/16
-
- [State 3155, 3]
- type = veladd
- trigger1 = time >= 22
- x = -0.5
-
- [State 3155, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3155, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- p2facing = 1
- attr = A, HT
- animtype = hard
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,6
- hitflag = MAF
- guardflag = MA
- hitsound = 5,2
- numhits = 0
- snap = 20,0
- down.bounce = 1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -4
- p2stateno = 6000
-
- [State 3155, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3155, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3202
- ctrl = 1
-
- [State 3155, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3210
- ctrl = 0
-
- ;----------------------------------------------------------
- ; 3200 chain drive HARD launch
- [Statedef 3200]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
- juggle = 1
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3000, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -20
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3200, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3200, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3200, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3200, 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = M
- accel = 0, 0.3
- velocity = 8,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 40,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -4
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -4
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p1stateno = 3201
- p2stateno = 6000
-
- [State 3200, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 55
- value = 3201
- ctrl = 0
-
- [State 3200, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ; chain drive B [super cancel]
- [Statedef 3230]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
- juggle = 2
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3000, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -20
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State -2, 1]
- type =Palfx
- trigger1 = Time = 0
- trigger2 = Time = 2
- trigger3 = Time = 4
- trigger4 = Time = 6
- trigger5 = Time = 8
- trigger6 = Time = 10
- trigger7 = Time = 12
- trigger8 = Time = 14
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 3200, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3200, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3200, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3230, 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = M
- accel = 0, 0.3
- velocity = 8,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 40,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -4
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -4
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p1stateno = 3201
- p2stateno = 6000
-
- [State 3200, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 55
- value = 3201
- ctrl = 0
-
- [State 3230, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------
- ; 3201 chain drive attack success
- [Statedef 3201]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
- juggel = 10
-
- [State 3201, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3201, shadow]
- type = explod
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- anim = 3201
- persistent = 0
- sprpriority = 2
- pos = 0,0
- postype = P1
- velset = 0,0
- ownpal = 1
- bindtime = 1
- shadow = 80,80,80
-
- [State 3201, 1]
- type = posadd
- trigger1 = time = 10
- x = 26
-
- [State 3201, 2]
- type = playsnd
- trigger1 = time = 8
- value = 3200,0
-
- [State 3201, 2]
- type = velset
- trigger1 = time = 8
- x = (P2dist X+40)/16
-
- [State 3201, 3]
- type = veladd
- trigger1 = time >= 22
- x = -0.5
-
- [State 3201, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3201, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- p2facing = 1
- attr = A, HT
- animtype = hard
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,6
- hitflag = MAF
- guardflag = M
- hitsound = 5,2
- numhits = 0
- snap = 20,0
- down.bounce = 1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -4
- p2stateno = 6000
-
- [State 3201, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3201, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3202
- ctrl = 1
-
- [State 3201, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3210
- ctrl = 0
-
- ;------------------------
- ; 3210 guarded
- [Statedef 3210]
- type = S
- movetype= I
- physics = S
- anim = 3210
- ctrl = 0
-
- [State 3210, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------
- ;=========================================
- ;-----------------------------------------
- ; 3205 chain drive attacking
- [Statedef 3202]
- type = S
- movetype= A
- physics = N
- anim = 3205
- ctrl = 0
- velset = 2.2,0,0
-
- [State 3202, muteki]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3202, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3202, 0]
- type = targetbind
- trigger1 = time >= 0
- pos = 60,0
-
- [State 3202, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 27
- trigger6 = animelem = 31
- trigger7 = animelem = 38
- attr = S, HA
- forcestand = 1
- down.bounce = 1
- animtype = hard
- damage = 15
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- p2facing = 1
- kill = 0
-
- [State 3202, 2]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 13
- trigger3 = animelem = 22
- trigger4 = animelem = 36
- attr = S, HA
- animtype = Hard
- damage = 15
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- kill = 0
-
- [State 3202, envcolor]
- type = envcolor
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- trigger11 = animelem = 38
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3202, width]
- type = Width
- trigger1 = time >= 0
- edge = 60, 0
-
- [State 3202, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3205
- ctrl = 0
-
-
- ;------------------------
- ; 3205 finish Chain drive
- [Statedef 3205]
- type = S
- movetype= A
- physics = S
- anim = 3206
- ctrl = 0
- velset = 0,0,0
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 6
- value = 3200,2
-
- [State 3205, 1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, HA
- animtype = up
- damage = 110 ; 98
- givepower = 15
- guardflag = MA
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- fall = 1
- fall.recover = 0
- ground.velocity = -5,-6
-
- [State 3205, envcolor]
- type = envcolor
- trigger1 = animelem = 6
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3205, 2]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -4
- time = 30
-
- [State 3205, Muteki]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3205, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; Heatdrive C <--- inherited from SDM heatdrive 2000
- ;==========================================================
- [Statedef 3100]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3100, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3100, 1] ; flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3100, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3100, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = -20,-85
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = -20,-85
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3100, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3100, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- ; hold
- [State 3100, end1]
- type = changestate
- trigger1 = !var(59)
- trigger1 = (command = "hold_A" ) && (time >= 34)
- trigger2 = var(59) = 1 && time >= 34
- trigger2 = p2stateno = [130,160]
- ;trigger2 = random <= 100
- value = 3101
-
- ; release
- [State 3100, end2]
- type = changestate
- triggerall = AnimTime = 0
- trigger1 = (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = p2stateno != [130,160]
- value = 3102
-
- [Statedef 3105]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
-
- [State 3105, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3105, 1] ; flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3105, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State -2, 1]
- type =Palfx
- trigger1 = Time = 0
- trigger2 = Time = 2
- trigger3 = Time = 4
- trigger4 = Time = 6
- trigger5 = Time = 8
- trigger6 = Time = 10
- trigger7 = Time = 12
- trigger8 = Time = 14
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 3105, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 17,-90
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 17,-90
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 3105, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- ; hold
- [State 3105, end1]
- type = changestate
- trigger1 = !var(59)
- trigger1 = (command = "hold_A" ) && (time >= 34)
- trigger2 = var(59) = 1 && time >= 34
- trigger2 = p2stateno = [130,160]
- ;trigger2 = random <= 100
- value = 3101
-
- ; release
- [State 3105, end2]
- type = changestate
- triggerall = AnimTime = 0
- trigger1 = (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = p2stateno != [130,160]
- value = 3102
-
-
- ;-------------------------------
- [Statedef 3101]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3001, handflame]
- type = Explod
- triggerall = command = "hold_A"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- pos = -3,0
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
- [State 3100,]
- type = varset
- trigger1 = time = 240
- var(3) = 1
-
- [State 3001, end1]
- type = changestate
- trigger1 = command != "hold_A"
- trigger1 = time >= 0
- trigger2 = time = 240
- value = 3102
-
- ;-----------------------------dash out
- [Statedef 3102]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3102
- velset = 0,0,0
- juggle = 0
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,1
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3102, explod]
- type = Explod
- trigger1 = time = 0
- anim = 2002
- sprpriority = 3
- bindtime = 1
- shadow = 64,64,64
- ownpal = 1
-
- [State 3102, explodflame]
- type = Explod
- trigger1 = time = 4
- anim = 2040
- pos = -20, -60
- sprpriority = 3
- bindtime = 2
- ownpal = 1
-
- [State 3102, 1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- x = 8
-
- [State 3102, 2]
- type = velset
- trigger1 = animelem = 2, = 2
- x = 10 ; 11
-
- [State 3102, 3]
- type = veladd
- trigger1 = time >= 9
- x = -0.3
-
- [State 3102, 5]
- type = VelSet
- trigger1 = (Time >= 9) && (Vel X <= 0)
- x = 2
-
- [State 3102, 6]
- type = HitDef
- trigger1 = var(1) = 0
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,25
- priority = 6
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 2,0
- guardflag = M
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 3010
-
- [State 3102, 6] ;UnBlockable
- type = HitDef
- trigger1 = var(3) = 1
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,25
- priority = 6
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 2,0
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 3010
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [State 3102, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- ;value = -440 ; -476 KOF99 <--- from SDM
- value = -322 + (p2movetype =H)*32 ; -333 KOF99
- absolute = 1
-
- [State 3102, 8]
- type = PlayerPush
- trigger1 = Time >= 8
- value = 0
-
- [State 3102, afterimage]
- type = AfterImage
- trigger1 = AnimElem = 2, = 1
- time = 20
- FrameGap = 3
- length = 8
-
- [State 3102, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3103
- ctrl = 1
-
- [State 3102, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3004
- ;value = 3104
- ctrl = 1
-
-
- ;-----------------------------Miss
- [Statedef 3103]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3103
- velset = 0,0,0
-
- [State 3103, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- x = 8
-
- [State 3103, afterimage]
- type = AfterImage
- trigger1 = time = 0
- time = 20
- Trans = Add1
- length = 14
-
- [State 3103, 2]
- type = velset
- trigger1 = animelem = 1
- x = 11 ;12
-
- [State 3103, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3103, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3103, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ; 3104 movehit
- [Statedef 3104]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3104
- velset = 0,0,0
-
- [State 3104, GroundSpark]
- type = explod
- trigger1 = time = 0
- anim = 2050
- sprpriority = -2
- pos = 10, -1
- bindtime = 7
- ownpal = 1
-
- [State 3102, afterimage]
- type = AfterImage
- trigger1 = time = 0
- time = 16
- trans = add1
- FrameGap = 4
- length = 12
-
- [State 3104, 1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- trigger4 = animelem = 7
- x = 8
-
- [State 3104, 2]
- type = velset
- trigger1 = animelem = 1
- x = 12
-
- [State 3104, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3104, 3]
- type = VelSet
- trigger1 = (time >= 1) && (Vel X <= 0)
- x = 0
-
- [State 3104, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------
- [Statedef 3105]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3105, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3105, 1]; flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3105, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3105, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 5
- anim = 900
- pos = 17,-90
- supermove = 1
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 1
- anim = 910
- pos = 17,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3105, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3105, end1]
- type = changestate
- trigger1 = (command = "hold_C") && (Time >= 34)
- value = 3106
-
- [State 3105, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_C")
- value = 3102
-
- ;-------------------------------
- [Statedef 3106]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 2200, 13]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 0
- trigger2 = Time = 1
- trigger3 = Time = 10
- trigger4 = Time = 11
- trigger5 = Time = 20
- trigger6 = Time = 21
- trigger7 = Time = 30
- trigger8 = Time = 31
- trigger9 = Time = 40
- trigger10 = Time = 41
- trigger11 = Time = 50
- trigger12 = Time = 51
- trigger13 = Time = 60
- trigger14 = Time = 61
- trigger15 = Time = 70
- trigger16 = Time = 71
- trigger17 = Time = 80
- trigger18 = Time = 81
- trigger19 = Time = 90
- trigger20 = Time = 91
- trigger21 = Time = 100
- trigger22 = Time = 101
- trigger23 = Time = 110
- trigger24 = Time = 111
- trigger25 = Time = 120
- trigger26 = Time = 121
- trigger27 = Time = 130
- trigger28 = Time = 131
- trigger29 = Time = 140
- trigger30 = Time = 141
- trigger31 = Time = 150
- trigger32 = Time = 151
- trigger33 = Time = 160
- trigger34 = Time = 161
- trigger35 = Time = 170
- trigger36 = Time = 171
- trigger37 = Time = 180
- trigger38 = Time = 181
- trigger39 = Time = 190
- trigger40 = Time = 191
- trigger41 = Time = 200
- trigger42 = Time = 201
- trigger43 = Time = 210
- trigger44 = Time = 211
- trigger45 = Time = 220
- trigger46 = Time = 221
- trigger47 = Time = 230
- trigger48 = Time = 231
- trigger49 = Time = 240
- anim = 2010
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- ownpal = 1
- bindtime = 1
-
- [State 2200, 14]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 2
- trigger2 = Time = 3
- trigger3 = Time = 12
- trigger4 = Time = 13
- trigger5 = Time = 22
- trigger6 = Time = 23
- trigger7 = Time = 32
- trigger8 = Time = 33
- trigger9 = Time = 42
- trigger10 = Time = 43
- trigger11 = Time = 52
- trigger12 = Time = 53
- trigger13 = Time = 62
- trigger14 = Time = 63
- trigger15 = Time = 72
- trigger16 = Time = 73
- trigger17 = Time = 82
- trigger18 = Time = 83
- trigger19 = Time = 92
- trigger20 = Time = 93
- trigger21 = Time = 102
- trigger22 = Time = 103
- trigger23 = Time = 112
- trigger24 = Time = 113
- trigger25 = Time = 122
- trigger26 = Time = 123
- trigger27 = Time = 132
- trigger28 = Time = 133
- trigger29 = Time = 142
- trigger30 = Time = 143
- trigger31 = Time = 152
- trigger32 = Time = 153
- trigger33 = Time = 162
- trigger34 = Time = 163
- trigger35 = Time = 172
- trigger36 = Time = 173
- trigger37 = Time = 182
- trigger38 = Time = 183
- trigger39 = Time = 192
- trigger40 = Time = 193
- trigger41 = Time = 202
- trigger42 = Time = 203
- trigger43 = Time = 212
- trigger44 = Time = 213
- trigger45 = Time = 222
- trigger46 = Time = 223
- trigger47 = Time = 232
- trigger48 = Time = 233
- anim = 2011
- shadow = 64,64,64
- ownpal = 1
- postype = p1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 15]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 4
- trigger2 = Time = 5
- trigger3 = Time = 14
- trigger4 = Time = 15
- trigger5 = Time = 24
- trigger6 = Time = 25
- trigger7 = Time = 34
- trigger8 = Time = 35
- trigger9 = Time = 44
- trigger10 = Time = 45
- trigger11 = Time = 54
- trigger12 = Time = 55
- trigger13 = Time = 64
- trigger14 = Time = 65
- trigger15 = Time = 74
- trigger16 = Time = 75
- trigger17 = Time = 84
- trigger18 = Time = 85
- trigger19 = Time = 94
- trigger20 = Time = 95
- trigger21 = Time = 104
- trigger22 = Time = 105
- trigger23 = Time = 114
- trigger24 = Time = 115
- trigger25 = Time = 124
- trigger26 = Time = 125
- trigger27 = Time = 134
- trigger28 = Time = 135
- trigger29 = Time = 144
- trigger30 = Time = 145
- trigger31 = Time = 154
- trigger32 = Time = 155
- trigger33 = Time = 164
- trigger34 = Time = 165
- trigger35 = Time = 174
- trigger36 = Time = 175
- trigger37 = Time = 184
- trigger38 = Time = 185
- trigger39 = Time = 194
- trigger40 = Time = 195
- trigger41 = Time = 204
- trigger42 = Time = 205
- trigger43 = Time = 214
- trigger44 = Time = 215
- trigger45 = Time = 224
- trigger46 = Time = 225
- trigger47 = Time = 234
- trigger48 = Time = 235
- anim = 2012
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 16]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 6
- trigger2 = Time = 7
- trigger3 = Time = 16
- trigger4 = Time = 17
- trigger5 = Time = 26
- trigger6 = Time = 27
- trigger7 = Time = 36
- trigger8 = Time = 37
- trigger9 = Time = 46
- trigger10 = Time = 47
- trigger11 = Time = 56
- trigger12 = Time = 57
- trigger13 = Time = 66
- trigger14 = Time = 67
- trigger15 = Time = 76
- trigger16 = Time = 77
- trigger17 = Time = 86
- trigger18 = Time = 87
- trigger19 = Time = 96
- trigger20 = Time = 97
- trigger21 = Time = 106
- trigger22 = Time = 107
- trigger23 = Time = 116
- trigger24 = Time = 117
- trigger25 = Time = 126
- trigger26 = Time = 127
- trigger27 = Time = 136
- trigger28 = Time = 137
- trigger29 = Time = 146
- trigger30 = Time = 147
- trigger31 = Time = 156
- trigger32 = Time = 157
- trigger33 = Time = 166
- trigger34 = Time = 167
- trigger35 = Time = 176
- trigger36 = Time = 177
- trigger37 = Time = 186
- trigger38 = Time = 187
- trigger39 = Time = 196
- trigger40 = Time = 197
- trigger41 = Time = 206
- trigger42 = Time = 207
- trigger43 = Time = 216
- trigger44 = Time = 217
- trigger45 = Time = 226
- trigger46 = Time = 227
- trigger47 = Time = 236
- trigger48 = Time = 237
- anim = 2013
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 13]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 8
- trigger2 = Time = 9
- trigger3 = Time = 18
- trigger4 = Time = 19
- trigger5 = Time = 28
- trigger6 = Time = 29
- trigger7 = Time = 38
- trigger8 = Time = 39
- trigger9 = Time = 48
- trigger10 = Time = 49
- trigger11 = Time = 58
- trigger12 = Time = 59
- trigger13 = Time = 68
- trigger14 = Time = 69
- trigger15 = Time = 78
- trigger16 = Time = 79
- trigger17 = Time = 88
- trigger18 = Time = 89
- trigger19 = Time = 98
- trigger20 = Time = 99
- trigger21 = Time = 108
- trigger22 = Time = 109
- trigger23 = Time = 118
- trigger24 = Time = 119
- trigger25 = Time = 128
- trigger26 = Time = 129
- trigger27 = Time = 138
- trigger28 = Time = 139
- trigger29 = Time = 148
- trigger30 = Time = 149
- trigger31 = Time = 158
- trigger32 = Time = 159
- trigger33 = Time = 168
- trigger34 = Time = 169
- trigger35 = Time = 178
- trigger36 = Time = 179
- trigger37 = Time = 188
- trigger38 = Time = 189
- trigger39 = Time = 198
- trigger40 = Time = 199
- trigger41 = Time = 208
- trigger42 = Time = 209
- trigger43 = Time = 218
- trigger44 = Time = 219
- trigger45 = Time = 228
- trigger46 = Time = 229
- trigger47 = Time = 238
- trigger48 = Time = 239
- anim = 2014
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 3001, end1]
- type = changestate
- trigger1 = (command != "hold_C") && (Time >= 0)
- trigger2 = time = 240
- value = 3102
-
- ;================================
- ; Chain driver
- ;================================
- [Statedef 3280]
- type = S
- movetype = A
- physics = N
- anim = 3280
- velset = 2.3,0,0
- ctrl = 0
-
- [State 3280, push]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3280, muteki]
- type = nothitby
- trigger1 = time >= 0
- value = SCA
- time = 1
-
- [State 3280, width]
- type = Width
- trigger1 = time >= 0
- edge = 60,0
-
- [State 3280, 0]
- type = targetbind
- trigger1 = time >= 0
- pos = 60,0
-
- [State 3280, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 31
- trigger6 = animelem = 38
- attr = S, HA
- forcestand = 1
- animtype = hard
- damage = 11
- givepower = 15
- guardflag = MA
- pausetime = 3,2
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3280, 2]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 13
- trigger3 = animelem = 22
- attr = S, HA
- animtype = hard
- damage = 18 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 3,2
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3280, 3]
- type = HitDef
- trigger1 = animelem = 27
- trigger2 = animelem = 41
- trigger3 = animelem = 43
- trigger4 = animelem = 56
- trigger5 = animelem = 58
- trigger6 = animelem = 66
- trigger7 = animelem = 70
- trigger8 = animelem = 77
- attr = S, HA
- animtype = hard
- damage = 16
- givepower = 15
- guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- ;p2stateno = 3050
-
- [State 3280, 4]
- type = HitDef
- trigger1 = animelem = 36
- trigger2 = animelem = 48
- trigger3 = animelem = 52
- trigger4 = animelem = 61
- trigger5 = animelem = 75
- attr = S, HA
- animtype = hard
- damage = 16 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- ;p2stateno = 3040
-
- [State 3280, envcolor]
- type = envcolor
- triggerall = movehit = 1
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- trigger11 = animelem = 38
- trigger12 = animelem = 41
- trigger13 = animelem = 43
- trigger14 = animelem = 48
- trigger15 = animelem = 52
- trigger16 = animelem = 56
- trigger17 = animelem = 58
- trigger18 = animelem = 61
- trigger19 = animelem = 66
- trigger20 = animelem = 70
- trigger21 = animelem = 75
- trigger22 = animelem = 77
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3280 , 5]
- type = Explod
- triggerall = NumExplod(2200) < 3
- triggerall = Random < 899
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 6]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 699
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 7]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 549
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280, 8]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 10]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280, end1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3290
- ctrl = 0
-
- ;-------------------------
- [Statedef 3290]
- type = S
- movetype = A
- physics = S
- anim = 3290
- velset = 0
- ctrl = 0
-
- [State 3290, muteki]
- type = nothitby
- trigger1 = time >= 0
- value = SCA
- time = 1
-
- [State 3290, 0]
- type = posadd
- trigger1 = animelem = 8
- x = -10
-
- [State 3290, 1]
- type = velset
- trigger1 = animelem = 11
- x = 10
-
- [State 3290, 2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- animtype = Hard
- damage = 65
- givepower = 15
- guardflag = MA
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S3300,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- fall = 0
- ground.velocity = -12
- palfx.time = 60
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
- p2stateno = 3040
-
- [State 3290, 3]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 60,-110
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 4]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 60,-70
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 5]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 20,-60
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 6]
- type = explod
- trigger1 = animelem = 5
- Anim = 2207
- pos = 16,-120
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 7]
- type = explod
- trigger1 = animelem = 5
- Anim = 2207
- pos = 40,-60
- shadow = 64,64,64
- sprpriority = 8
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3100, 1]
- type = PlaySnd
- trigger1 = animelem = 20
- value = 3200,2
-
- [State 3290, 8]
- type = HitDef
- trigger1 = AnimElem = 20
- attr = S, HA
- animtype = diagup
- damage = 80
- givepower = 15
- guardflag = MA
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S3300,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- fall = 1
- fall.recover = 0
- ground.velocity = -7,-8
- palfx.time = 70
- palfx.add = 192,96,16
- palfx.mul = 224,160,32
- palfx.sinadd = 32,96,64,12
- palfx.invertall = 1
- palfx.color = 0
-
- [State 3290, 9]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3290, 10]
- type = envcolor
- trigger1 = animelem = 5
- trigger2 = animelem = 20
- time = 3
- under = 1
- value = 240,240,240
-
- [State 3290, end]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; 3250 SDM chain drive launch
- [Statedef 3250]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
- juggle = 2
-
- [State 3250, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3250, 1]
- type = PlaySnd
- trigger1 = time = 2
- value = 800,1
- channel = 10
-
- [State 3250, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 30
-
- [State 6000,]
- type = SuperPause
- trigger1 = AnimElem = 1,=2
- time = 25
- anim = -1
- movetime = 25
- darken = 0
-
- [State 6000,]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 6000, ]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 2,1
- persistent = 0
- ignorehitpause = 1
- value = 255,255,255
- time = 4
- under = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 2,2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 25
- under = 1
- supermove = 1
-
- [State 3250, 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = MA
- accel = 0, 0.3
- velocity = 8,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 40,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -4
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -4
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p1stateno = 3251
- p2stateno = 6000
-
- [State 3250, end1]
- type = changestate
- trigger1 = (projcontact2020 = 1) && (p2bodydist X < 30)
- value = 3253
- ctrl = 0
-
- [State 3250, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 4
- value = 3251
- ctrl = 0
-
- [State 3250, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ; SDM chain drive [super cancel]
- [Statedef 3270]
- type = S
- movetype= I
- physics = S
- anim = 3200
- ctrl = 0
- poweradd = -3000
- velset = 0,0,0
- juggle = 2
-
- [State 3250, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3250, 1]
- type = PlaySnd
- trigger1 = time = 2
- value = 800,1
- channel = 10
-
- [State 3250, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 30
-
- [State 6000,]
- type = SuperPause
- trigger1 = AnimElem = 1,=2
- time = 25
- anim = -1
- movetime = 25
- darken = 0
-
- [State -2, 1]
- type =Palfx
- trigger1 = Time = 0
- trigger2 = Time = 2
- trigger3 = Time = 4
- trigger4 = Time = 6
- trigger5 = Time = 8
- trigger6 = Time = 10
- trigger7 = Time = 12
- trigger8 = Time = 14
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 6000,]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = 0,-90
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 6000, ]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = 0,-90
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 2,1
- persistent = 0
- ignorehitpause = 1
- value = 255,255,255
- time = 4
- under = 1
-
- [State 6000,]
- type = Envcolor
- trigger1 = animelem = 2,2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 25
- under = 1
- supermove = 1
-
- [State 3250, 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAF
- guardflag = MA
- accel = 0, 0.3
- velocity = 8,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 40,12
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -4
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -4
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 2
- air.animtype = Back
- p1stateno = 3251
- p2stateno = 6000
-
- [State 3250, end1]
- type = changestate
- trigger1 = (projcontact2020 = 1) && (p2bodydist X < 30)
- value = 3253
- ctrl = 0
-
- [State 3250, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 4
- value = 3251
- ctrl = 0
-
- [State 3260, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- ;------------------------
- ; 3251 SDM chain drive attack success
- [Statedef 3251]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
-
- [State 3252, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3251, shadow]
- type = explod
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- anim = 3201
- pos = 0,0
- postype = P1
- velset = 0,0
- sprpriority = 2
- ownpal = 1
- bindtime = 1
- persistent = 0
- shadow = 80,80,80
-
- [State 3251, 1]
- type = posadd
- trigger1 = time = 8
- x = 24
-
- [State 3251, 1]
- type = PlaySnd
- trigger1 = time = 8
- value = 3200,0
-
- [State 3251, 2]
- type = velset
- trigger1 = time = 8
- x = 28
-
- [State 3201, 3]
- type = veladd
- trigger1 = time >= 10
- x = -0.4
-
- [State 3201, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3251, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = A,HT ;S, HA
- animtype = hard
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,6
- hitflag = MAF
- guardflag = M
- forcestand = 1
- p2facing = 1
- hitsound = 5,2
- numhits = 0
- down.bounce = 1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -4
- guard.slidetime = 17
- guard.velocity = -11
- p2stateno = 6000
-
- [State 3251, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3251, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3280
- ctrl = 1
-
- [State 3201, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3260
- ctrl = 0
-
- ;----------------------
- ; 3253 SDM chain drive attack success when body dist <= 30
- [Statedef 3253]
- type = S
- movetype= A
- physics = N
- anim = 3204
- ctrl = 0
- velset = 0,0,0
-
- [State 3252, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3251, 1]
- type = PlaySnd
- trigger1 = time = 16
- value = 3200,0
-
- [State 3253, shadow]
- type = explod
- trigger1 = projcontact2020 = 1
- anim = 3203
- sprpriority = 2
- ownpal = 1
- shadow = 80,80,80
-
- [State 3253, 2]
- type = velset
- trigger1 = time = 28
- x = 16
-
- [State 3253, 3]
- type = veladd
- trigger1 = time >= 28
- x = -0.4
-
- [State 3203, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3253, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = S, HA
- animtype = hard
- p2facing = 1
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,6
- hitflag = M
- forcestand = 1
- guardflag = MA
- hitsound = 5,2
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -4
- p2stateno = 6000
-
- [State 3253, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3253, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3280
- ctrl = 1
-
- [State 3253, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3260
- ctrl = 0
-
- ;------------------------
- ; 3260 guarded
- [Statedef 3260]
- type = S
- movetype= I
- physics = S
- anim = 3210
- ctrl = 0
-
- [State 3210, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;p2 hit ground
- [Statedef 3040]
- type = S
- movetype = H
- physics = S
- sprpriority = 0
- ctrl = 0
- velset = 0,0
-
- [State 3030, Align]
- type = PosSet
- trigger1 = 1;time = 0
- y = 0
- ignorehitpause = 1
-
- [State 3030, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- trigger2 = hitshakeover = 0
- value = 5000 ;12
- persistent = 0
- ignorehitpause = 1
-
- [State 5000, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 3040, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 3041 ;HITG_SLIDE
-
- [State 3040, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
-
- ;=========================================
-
- ; HITG_SLIDE
- [Statedef 3041]
- type = S
- movetype= H
- physics = S
- ctrl = 0
-
- [State 3041, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 3041, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5017
-
- [State 3041, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 3041, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 3041, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 3041, 6]
- type = SelfState
- trigger1 = time = 50;HitOver
- value = 0
- ctrl = 1
-
- [Statedef 3050]
- type = S
- movetype = H
- physics = S
- sprpriority = 0
- ctrl = 0
- velset = 0,0
-
- [State 3050, Align]
- type = PosSet
- trigger1 = 1;time = 0
- y = 0
- ignorehitpause = 1
-
- [State 3050, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- trigger2 = hitshakeover = 0
- value = 5010
- persistent = 0
- ignorehitpause = 1
-
- [State 5000, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 3050, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 3041 ;HITG_SLIDE
-
- [State 3050, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5010
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;-----------------------------------------
-
- ; 9995 guard crush helper (left)
- [Statedef 9995]
- type = A
- movetype= I
- anim = 9999 ;invisible
- velset = 0,0
- sprpriority = 9
-
- [State 9995, 0]
- type = explod
- trigger1 = NumExplod(9995) = 0
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9995
- id = 9995
- pos = 16, 180
- postype = Left
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9995, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9995, 3]
- type = destroyself
- trigger1 = time >= 15
-
- ;------------------------
- ; 9996 guard crush helper (right)
- [Statedef 9996]
- type = A
- movetype= I
- anim = 9999 ;invisible
- velset = 0,0
- sprpriority = 9
-
- [State 9996, 0]
- type = explod
- trigger1 = NumExplod(9996) = 0
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9996
- id = 9996
- pos = -100, 180
- postype = right
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9996, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9996, 3]
- type = destroyself
- trigger1 = time >= 15
-
-
- ;------------------------
- ; 9997 counter helper (left)
- [Statedef 9997]
- type = A
- movetype= I
- anim = 9999
- velset = 0,0
- sprpriority = 9
-
- [State 9997, 0]
- type = explod
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9997
- pos = 16, 195
- postype = Left
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9997, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9997, 4] ;reset
- type = parentvarset
- ;trigger1 = animtime = 0
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount != 1
- var(35)) = 0
-
- [State 9997, 3]
- type = destroyself
- trigger1 = animtime = 0 ;one tick
- ;trigger1 = NumExplod(9997) = 0
-
- ;------------------------
- ; 9998 counter helper (right)
- [Statedef 9998]
- type = A
- movetype= I
- anim = 9999
- velset = 0,0
- sprpriority = 9
-
- [State 9998, 0]
- type = explod
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9998
- pos = -80, 195 ;60
- postype = right
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9998, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9998, 4] ;reset
- type = parentvarset
- ;trigger1 = animtime = 0
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount != 1
- var(35)) = 0
-
- [State 9998, 3]
- type = destroyself
- trigger1 = animtime = 0 ;one tick
- ;trigger1 = NumExplod(9997) = 0
-
- ;-------------------------------
- [StateDef 10000]
- movetype = H
- physics = N
-
- [State Invi]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
-
- [State Anim with Parent]
- type = ChangeAnim
- trigger1 = 1
- value = Parent,Anim
- elem = Parent,AnimElemNo(0)
-
- [State BindToParent]
- type = BindToParent
- trigger1 = 1
-
- [State turn]
- type = Turn
- trigger1 = Facing != Parent,Facing
-
- [State muteki]
- type = Nothitby
- trigger1 = Parent,Movetype != A
- value = SCA,AA,AP,AT
-
- [State muteki]
- type = Nothitby
- trigger1 = Parent,Movetype = A
- value = ,AT
-
- [State HitOverride]
- type = HitOverride
- trigger1 = Parent,Movetype = A
- attr = SCA,AA,AP
- stateno = 10000
- ignorehitpause = 1
-
- [State destroy]
- type = destroyself
- trigger1 = parent, var(7) = 0
-
- ;---------------------------------------------------
-
- ;-----------------------
- ; 9999 AI switch
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 0]
- type = Turn
- trigger1 = facing != parent, facing
-
- [State 9999, ░╗┤·¼Oº_¼░¬▒«a╛▐º@]
- type = VarSet
- trigger1 = Command = "CPU"
- var(49) = 1
-
- [State 9999, º╣Ñ■╜T⌐w¼░AI▒▒¿√y
- type = ParentVarSet
- trigger1 = !Var(49)
- trigger1 = (Parent,Command="CPU")&&(Command!="CPU")
- var(59) = 1
-
- ;[State 9999, Var╢}│⌡¡½│]]
- ;type = ParentVarSet
- ;trigger1 = RoundState != 2
- ;trigger2 = var(0)
- ;var(59) = 0
-
-
- ;==========================================================
- [Statedef -2]
- [State -2, burn-over]
- type = varset
- trigger1 = (Var(3) = 1) && (P2movetype != H)
- var(3) = 0
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 899)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 349)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 299)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 249)
- trigger1 = ProjHit1001 = 1, < 40
- trigger2 = ProjHit1020 = 1, < 40
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 149)
- trigger1 = ProjHit1001 = 1, < 50
- trigger2 = ProjHit1020 = 1, < 50
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 99)
- trigger1 = ProjHit1001 = 1, < 70
- trigger2 = ProjHit1020 = 1, < 70
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==========================For Second shell
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 899) && (ProjHit1030 = 1, < 40)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 399) && (ProjHit1030 = 1, < 40)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 349) && (ProjHit1030 = 1, < 40)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 299) && (ProjHit1030 = 1, < 60)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (ProjHit1030 = 1, < 100)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 49) && (ProjHit1030 = 1, < 120)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==================================== For var3
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 899) && (P2statetype = A) && (var(3) = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 549) && (P2statetype = A) && (var(3) = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 449) && (P2statetype = A) && (var(3) = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 99) && (var(3) = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2, sunglass]
- type = envcolor
- trigger1 = projhit2020 = 1
- time = 1
- under = 1
- value = 240,240,240
-
- ; stop sounds
- ; run
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- trigger2 = var(59)
- trigger2 = stateno != 10044 && prevstateno = 10044
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && stateno != 10044
- trigger2 = command = "holddown"
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 195 && prevstateno = 195
- trigger2 = movetype = H
- channel = 3
-
- ; sliding sound
- [State -2, slidesound]
- type = PlaySnd
- trigger1 = P2stateno = 306
- trigger1 = P2movetype = H
- trigger1 = P2statetype = A
- trigger1 = enemy, Vel Y > 0
- trigger1 = enemy, Pos Y > 15
- value = 300,0
- persistent = 0
-
- [State -2, Left or Right] ; ñH¬½ªbѬ?E
- type = VarSet
- trigger1 = Var(0) = 0
- trigger1 = facing = 1
- var(0) = 1
-
- [State -2, Left or Right] ; ñH¬½ªbÑk?E
- type = VarSet
- trigger1 = Var(0) = 0
- trigger1 = facing = -1
- var(0) = 2
-
- ;------------------------------------
-
- [State AM-Helper]
- type = Helper
- triggerall = var(7) != 0
- trigger1 = NumHelper(10000) = 0
- ignorehitpause = 1
- name = "Armor Mode"
- stateno = 10000
- pausemovetime = 999999999
- supermovetime = 999999999
- id = 10000
- size.ground.back = 15
- size.ground.front = 16
- size.air.back = 12
- size.air.front = 12
-
- [State Damage]
- type = LifeAdd
- triggerall = var(7) != 0
- trigger1 = Helper(10000),GetHitVar(damage) != 0
- value = -Helper(10000),GetHitVar(damage)
-
- [State NotHitBy]
- type = NotHitBy
- ;triggerall = var(7) != 0
- trigger1 = NumHelper(10000) > 0
- trigger1 = movetype = A
- ignorehitpause = 1
- value = ,AA,AP
-
- [State PalFX]
- type = PalFX
- triggerall = var(7) != 0
- trigger1 = Helper(10000),Time > 12
- trigger1 = Helper(10000),TimeMod = 2,0
- ignorehitpause = 1
- time = 1
- add = 128,128,0
- color = 0
-
- [State PalFX]
- type = PalFX
- triggerall = var(7) != 0
- trigger1 = Helper(10000),Time <= 12
- trigger1 = StateNo != 6200
- ignorehitpause = 1
- time = 1
- add = 240,240,240
- color = 0
-
- [State Anim Freeze]
- type = ChangeAnim
- triggerall = var(7) != 0
- trigger1 = Helper(10000),Time <= 12
- trigger1 = StateNo != 6200
- trigger1 = movetype = A
- ignorehitpause = 1
- value = Anim
- elem = AnimElemNo(0)
-
- [State VelFreeze]
- type = VelSet
- trigger1 = var(7) != 0
- trigger1 = Helper(10000),Time <= 12
- x = FVar(0)
- y = FVar(1)
- ignorehitpause = 1
-
- [State PrevVelX]
- type = VarSet
- trigger1 = 1
- ignorehitpause = 1
- fvar(0) = Vel X
-
- [State PrevVelY]
- type = VarSet
- trigger1 = 1
- ignorehitpause = 1
- fvar(1) = Vel Y
-
- [State PosFreeze]
- type = PosFreeze
- trigger1 = var(7) != 0
- trigger1 = Helper(10000),Time <= 12
- ignorehitpause = 1
- trigger1 = ctrl = 0
-
- ;==================================================================
- [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
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundno = 1; only first round
- trigger1 = roundstate < 2
- flag = NoBarDisplay
-
- [state -3, 2nd shell juggle]
- type = AssertSpecial
- trigger1 = p2stateno = 1041 ;hit by 2nd shell
- trigger1 = var(11) = 5
- trigger1 = stateno != 1040 ; not shell again
- flag = NoJuggleCheck
-
- [State -3,1,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7200
-
- [State -3,1,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7000
-
- [State -3, juggle eine] ;only eine trigger stuff use
- type = varset
- trigger1 = stateno = [1000,1040] ; eine trigger, shot and shell
- trigger1 = p2statetype = A && p2movetype = H
- trigger2 = p2stateno = 1041 ;hit by shell
- var(12) = 20
-
- [State -3, juggle eine]
- type = varset
- trigger1 = stateno = [1000,1040]
- trigger1 = p2statetype = A && p2movetype != H
- trigger2 = p2statetype = L
- var(12) = 0
-
- [State -3, juggle stop] ; juggle limit
- type = varset
- trigger1 = stateno = [1300,1307] ; minute spike
- trigger1 = movehit
- trigger2 = p2stateno = 3010 ; hit by heatdrive custom state
- trigger3 = stateno = 1505 ; crawbite C kick
- trigger3 = movehit
- var(13) = 20
-
- [State -3, juggle stop] ; juggle reset
- type = varset
- trigger1 = p2statetype = L
- var(13) = 0
-
- [State -3, SDM invertbg]
- type = BGPalfx
- trigger1 = stateno = [3250,3299]
- invertall = 1
- mul = 220,220,220
- ignorehitpause = 1
- time = 1
- color = 255 ; 64
-
- ;------------------------------------------------------------------------
- ; SLOW MOTION
- [State -3, Slow Down]
- type = SuperPause
- triggerall = RoundState = 2
- trigger1 = ProjHitTime(1001) = [3,14]
- trigger2 = ProjHitTime(1030) = [14,25]
- trigger3 = ProjHitTime(1020) = [8,19]
- anim = -1
- sound = -1
- time = 1
- darken = 0
- p2defmul = 1
-
- [State -3, varset-projhit]
- type = Null;varset
- trigger1 = projhit1001 = 1 || projhit1030 = 1 || projhit1020 = 1
- var(4) = 28 ; 21
-
- [State -3, var4-minus1]
- type = varadd
- trigger1 = var(4) > 0
- var(4) = -1
-
- [State -3, 6];pausing effect!
- type = Pause
- trigger1 = stateno != 5900
- trigger1 = stateno != [190,195]
- trigger1 = (gametime%(var(5))) = 0
- trigger1 = var(4) > 0
- time = 1
-
- [State -3, var(5)]
- type = varset
- trigger1 = var(4) = 0
- var(5) = 3
-
- [State -3, var(5)add]
- type = varadd
- trigger1 = var(4) > 0
- trigger1 = timemod = 7,0
- var(5) = 1
-
- ;----------------------------------------------------
- ; jump sounds
-
- [State -3, jumpsound]
- type = PlaySnd
- trigger1 = stateno = 40 && animtime = 0
- value = 40,0
- volume = -80
-
- [state -3, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- channel = 4
-
- ;-------------------------
- ; hit sounds
-
- ; hit sound in light
- [State -3, light sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- trigger3 = anim = 5020
- value = 5000,1
- volume = 40
- ignorehitpause = 1
-
- ; hit sound in medium
- [State -3, medium sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- trigger3 = anim = 5021
- value = 5000,0
- volume = 30
- ignorehitpause = 1
-
- ; hit sound in hard
- [State -3, hard sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- trigger3 = anim = 5022
- value = 5000,2
- volume = 20
- ignorehitpause = 1
-
- [State -3, hard sound in air]
- type = PlaySnd
- triggerall = random < 249
- triggerall = Alive
- triggerall = stateno = 5020
- trigger1 = movetype = H
- trigger1 = time = 1
- value = 5000,2
- volume = 20
- persistent = 0
- ignorehitpause = 1
-
- ; ouch in bounce
- [State -3, bounce sound]
- type = PlaySnd
- trigger1 = random < 199
- trigger1 = stateno = 5100
- trigger1 = Alive
- trigger1 = time = 1
- value = 5000,3
- volume = 30
-
- [State -3, removehandflame]
- type = RemoveExplod
- trigger1 = (prevstateno = 3001 || prevstateno = 3006) && stateno != 3001
- trigger2 = movetype = H
- trigger3 = prevstateno = 3101 && stateno != 3101
- ID = 2010
-
- [State -3, removecrowflame]
- type = RemoveExplod
- trigger1 = movetype = H
- trigger2 = stateno = 3400 || stateno = 3199
- ID = 1500
-
- ;--------------------------------------------------
- ; KOF txt messages
-
- ; GUARD CRUSH txt display
- ; uses helper 9995(left) and 9996(right)
-
- ; P1
- [State -3, guard crush]
- type = helper
- trigger1 = NumHelper(9995) = 0
- trigger1 = p2stateno = 5305
- trigger1 = facing = facing
- trigger1 = var(0) = 1
- helpertype = normal
- name = "guardcrush"
- id = 9995
- stateno = 9995
- pos = 0,0
- postype = left
- keyctrl = 0
- ownpal = 1 ;in case flame effect
- ignorehitpause = 1
-
- ; P2
- [State -3, guardcrush]
- type = helper
- trigger1 = NumHelper(9996) = 0
- trigger1 = p2stateno = 5305
- trigger1 = facing = facing
- trigger1 = var(0) = 2
- helpertype = normal
- name = "guardcrush"
- id = 9996
- stateno = 9996
- pos = 0,0
- postype = right
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
- ;----------------------------------------------------
- ; COUNTER hit set up
- ; uses helper 9997(left) and 9998(right)
-
- ; Notes:
- ; in KOF, only SPECIAL ATTACKS trigger counter hit. This includes:
- ; - all special attacks (SA type)
- ; - all direction + button attacks (also SA type)
- ; - all DM/SDM attacks(HA type)
- ; - all jump attacks (NA,SA,HA types) -> this applies to KOF98, KOF99 removed.
- ; EXCEPTIONS: throws are not considered as "attacks". And will NOT
- ; register as COUNTER HIT. (NT,ST,HT are all ignored.)
- ;trigger1 = Enemy, hitdefattr != SCA, NA,NT,ST,HT ;mugen 414 only
-
-
- [State -3, counter]
- type = Varset
- trigger1 = p2movetype = A
- trigger1 = (p2stateno != [400,440]) && (p2stateno >= 300)
- ; stateno >= 300 should include most or all of the common direction+button attacks.
- ; while p2stateno! = [400,440] takes out the crouching normal attacks for consideration.
- trigger2 = p2movetype = I
- var(35) = 1 - (p2movetype = I)
-
- [State -3, counter]
- type = Varset
- trigger1 = var(35) = 1
- trigger1 = hitcount <= 1
- trigger1 = (p2movetype = H) || (p2stateno = 1041)
- trigger1 = (movetype = A) || (ProjHit = 1)
- trigger1 = hitdefattr = SCA, NA,SA,HA ; make sure it's not a throw attack
- var(35) = 2
- ignorehitpause = 1
-
- [State -3, counter]
- type = AssertSpecial
- trigger1 = var(35) = 2
- flag = nojugglecheck
-
- [State -3, counter] ;reest
- type = Varset
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount > 1
- var(35) = 0
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = helper
- trigger1 = NumHelper(9997) = 0
- trigger1 = facing = facing
- trigger1 = hitcount <= 1
- trigger1 = P2statetype != L
- trigger1 = var(0) = 1
- trigger1 = var(35) = 2
- helpertype = normal
- name = "counter"
- id = 9997
- stateno = 9997 ; (left)
- pos = 0,0
- postype = left
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = helper
- trigger1 = NumHelper(9998) = 0
- trigger1 = facing = facing
- trigger1 = hitcount <= 1
- trigger1 = P2statetype != L
- trigger1 = var(0) = 2
- trigger1 = var(35) = 2
- helpertype = normal
- name = "counter"
- id = 9998
- stateno = 9998 ;(right)
- pos = 0,0
- postype = right
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
-
- ;---------------------------------------------------------------------------------
- ; AI stuff
-
- [State -3, AI maintain control]
- type = varset
- triggerall = var(59) = 1
- trigger1 = win || lose || (life = 0)
- trigger2 = Roundstate != 2
- var(59) = 3
- [State -3, AI maintain control]
- type = varset
- trigger1 = var(59) = 3
- trigger1 = Roundstate = 2
- var(59) = 1
-
- [state -3,ai-switch]
- type = helper
- trigger1 = numhelper(9999) = 0
- name = "AI switch - Thanks to 'ANMC' && 'Bagaliao'"
- stateno = 9999
- keyctrl = 1
- pos = 999,999
- id = 9999
- persistent = 0
-
-
- ;---------------------------------------------------------------------------
- ; AI defense control
- [State -3, dodge SP]
- type = changestate
- triggerall = var(59) = 1 && ctrl && (statetype != A)
- trigger1 = p2name = "K'"
- trigger1 = p2stateno = 3002 || p2stateno = 3102
- trigger2 = p2name = "Kyo-G"
- trigger2 = p2stateno = 2210 || p2stateno = 2260
- trigger2 = p2bodydist X <= 72
- value = 110
-
- [State -3, jump over projectile]
- type = ChangeState
- value = 40
- triggerall = var(59) = 1 && ctrl
- triggerall = Random <= 700
- triggerall = p2bodydist X = [70,169]
- triggerall = (stateno != (40,52)) && (Anim != (40,52))
- triggerall = (stateno != 2041) && (stateno != 4044)
- triggerall = statetype != A && p2statetype != A && p2movetype != H
- trigger1 = p2name = "Kyo-G" || p2name = "Iori-G"
- trigger1 = p2stateno = 1000 || p2stateno = 1020
-
- [State -3, universal AI guard]
- type = ChangeState
- value = 120 + (p2statetype = C)*11
- triggerall = Var(59) = 1 && ctrl
- triggerall = statetype != A
- triggerall = p2movetype = A
- trigger1 = p2bodydist x = (0,65)
- trigger2 = p2stateno > 1999
-
- [State -3, air guard]
- type = ChangeState
- value = 132
- triggerall = var(59) >= 1 && ctrl
- trigger1 = p2movetype = A
- trigger1 = P2bodydist X <= 40
- trigger1 = statetype = A
-
- ;-----------------------------------------------------------------
- [State -3, 1] ;FOC PalFX
- type = Palfx
- trigger1 = var(9)!= 0
- trigger1 = win != 1
- trigger1 = winko != 1
- trigger1 = wintime != 1
- trigger1 = lose != 1
- trigger1 = loseko != 1
- trigger1 = losetime != 1
- ignorehitpause = 1
- color = 0
- time = 1
- mul = 255,192,128
- sinadd = 32,128,220,16
- add = 220,128,64
-
- [State -3, dodge]
- type = changestate
- value = 110
- trigger1 = var(59) = 1 && ctrl
- trigger1 = p2movetype = A && (p2stateno < 2000)
- trigger1 = statetype != A
- trigger1 = FrontEdgeDist > 109
- trigger1 = random <= 899
- trigger1 = P2bodydist X = [20,100]
- ;trigger1 = Enemy,Ctrl = 0 ; mugen 414 2001 only
-
- [State -3, dodge]
- type = changestate
- value = 110
- triggerall = var(59) = 1 && ctrl && (statetype != A)
- trigger1 = p2stateno = 5120 && (FrontEdgeDist > 119)
- trigger1 = P2bodydist X = [0,30]
-
- [State -3, AIfightboss]
- type = VarSet
- Triggerall = var(59) >= 1
- Triggerall = var(58) != 1
- Trigger1 = p2name = "Goenitz" || p4name = "Goenitz"
- var(58) = 1
-
- ; trigger all memory strings
- [State -3, AI focus]
- type = VarSet
- Triggerall = var(59) >= 1
- Triggerall = var(50) != 1
- trigger1 = (p2name = "Kyo-G") || (p2name = "Iori-G")
- trigger1 = life <= 750
- trigger2 = life <= 450
- var(50) = 1 - (RoundState = 3) ; resets every new round
-
- ;--------------------------------------------
- [state -3, debug output]
- type = DisplayToClipboard
- trigger1 = 1
- text="- AI :%d, juggle13=:%d, counter35=:%d, p2bodydistX=:%d"
- params = var(59), var(13), var(35), floor(p2bodydist X)
-
- [state -3, debug output]
- type = AppendToClipboard
- trigger1 = 1
- text="\n- CM :%d, AM :%d"
- params = var(6), var(7)
-
- ;--------------------------------------------------------
- ; FOCblack out
- [Statedef 1740]
- type = S
- movetype = A
- physics = N
- anim = 1740
- poweradd = 50
- velset = 0
- ctrl = 0
- juggle = 2
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1700,1
-
- [State 1740, 1]
- type = Velset
- trigger1 = AnimElem = 3
- x = 12
-
- [State 1740, 2]
- type = Veladd
- trigger1 = AnimElem = 3
- x = 0.5
-
- [State 1740, 2]
- type = Veladd
- trigger1 = AnimElem = 6
- x = 2
-
- [State 1740, GroundSpark]
- type = explod
- trigger1 = time = 12
- anim = 2050
- sprpriority = -2
- pos = -10, -1
- bindtime = 5
- ownpal = 1
-
- [State 1740, 5]
- type = HitDef
- trigger1 = animelem = 5
- trigger2 = animelem = 6
- attr = S, SA
- animtype = Low
- damage = 20,5
- sparkno = 3
- hitflag = MAF
- guardflag = L
- sparkxy = 0,-50
- pausetime = 10,10
- hitsound = 5,2
- guardsound = S1000,3
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 10
- ground.velocity = -4,0
- guard.velocity = -4
- air.velocity = -5,-4
- air.fall = 1
- fall.recover = 1
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1740, 5]
- type = HitDef
- trigger1 = animelem = 7
- attr = S, SA
- animtype = Low
- damage = 20,5
- sparkno = 3
- hitflag = MAF
- guardflag = L
- sparkxy = 0,-50
- pausetime = 10,10
- hitsound = 5,2
- guardsound = S1000,3
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 10
- ground.velocity = -4,-6
- guard.velocity = -4
- air.velocity = -5,-4
- fall = 1
- fall.recover = 1
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1700, 5]
- type = VelSet
- trigger1 = AnimElem = 9
- x = 0
-
- [State 1700, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------
- ;FOCblack out
- [Statedef 1750]
- type = S
- movetype = A
- physics = N
- anim = 1750
- poweradd = 50
- velset = 0
- ctrl = 0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1700,1
-
- [State 1750, 1]
- type = Velset
- trigger1 = AnimElem = 3
- x = 16
-
- [State 1750, 2]
- type = Veladd
- trigger1 = AnimElem = 3
- x = 0.1
-
- [State 1750, GroundSpark]
- type = explod
- trigger1 = time = 12
- anim = 2050
- sprpriority = -2
- pos = -10, -1
- bindtime = 5
- ownpal = 1
-
- [State 1750, 5]
- type = HitDef
- trigger1 = time >= 0
- attr = S, SA
- persistent = 4
- animtype = Medium
- damage = 20,4
- sparkno = 3
- hitflag = M
- guardflag = L
- sparkxy = 0,-50
- pausetime = 10,10
- hitsound = 5,2
- guardsound = S1000,3
- ground.slidetime = 10
- ground.hittime = 10
- ground.type = Low
- ground.velocity = -4,0
- air.velocity = -4,-6
- air.fall = 1
- air.fall.recover = 1
- palfx.time = 20
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1750, 5]
- type = HitDef
- trigger1 = animelem = 7
- attr = S, SA
- animtype = Low
- damage = 20,4
- sparkno = 3
- hitflag = M
- guardflag = L
- sparkxy = 0,-50
- pausetime = 10,10
- hitsound = 5,2
- guardsound = S1000,3
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 10
- ground.velocity = -4,-6
- guard.velocity = -4
- air.velocity = -4,-6
- fall = 1
- fall.recover = 1
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1750, 5]
- type = VelSet
- trigger1 = AnimElem = 9
- x = 0
-
- [State 1750, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------
- ;¬óñº╝╔¿½
- [Statedef 4000]
- type = S
- movetype= I
- physics = S
- anim = 6000
- poweradd = -3000
- velset = 0,0,0
- ctrl = 0
-
- ;[State 6000, 0]
- ;type = envcolor
- ;trigger1 = time = 1
- ;time = 30
- ;under = 1
- ;value = 0, 0, 0
-
- [State 6000, 0]
- type = BGPalfx
- trigger1 = animelem = 1
- ignorehitpause = 1
- time = 240
- add = 220,68,48
- mul = 220,68,48
- sinadd = 200,160,40,355
- invertall = 1
-
- [State 6000, 0]
- type = varset
- trigger1 = animelemtime(11) = 10
- var(5) = 640
-
- [State 6000, 0]
- type = Playsnd
- trigger1 = animelemtime(11) = 10
- value = 3000,0
-
- [State 6000, 0]
- type = Playsnd
- trigger1 = animelemtime(11) = 10
- value = 3300,0
-
- [State 6000, 1]
- type = Playsnd
- trigger1 = animelemtime(11) = 10
- value = 2100,0
-
- [State 6000, 2]
- type = Pause
- trigger1 = AnimElem = 11
- time = 171
- movetime = 171
-
- [State 6000, 2]
- type = varset
- trigger1 = animelemtime(11) = 10
- var(6) = 1
-
- [State 6000, 3]
- type = Explod
- trigger1 = animelemtime(11) = 10
- anim = 2208
- pos = -5,-13
- postype = p1
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 130
- removetime = 130
- pausemovetime = -1
- shadow = 64,64,64
- ownpal = 1
-
- [State 6000, 4]
- type = Explod
- trigger1 = animelemtime(11) = 140
- anim = 2209
- pos = -5,-13
- postype = p1
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- pausemovetime = -1
- shadow = 64,64,64
- ownpal = 1
-
- [State 6000, 5]
- type = varset
- trigger1 = animtime = 0
- var(9) = 1
- ignorehitpause = 1
-
- [State 4000, 6]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------
- ;FINAL DRIVER
- [Statedef 7000]
- type = S
- movetype= I
- physics = S
- anim = 7000
- ctrl = 0
- poweradd = -3000
- velset = 0,0,0
-
- [State 7000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 7000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 2000,0
-
- [State 7000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,1
- volume = -20
-
- [State 7000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3020, 1]
- type = Explod
- trigger1 = time = 26
- anim = F1000
- postype = back
- bindtime = -1
- removetime = 60
- scale = 1.075,1.075
- sprpriority = -3
- ownpal = 1
-
- [State 7000, 4]
- type = Explod
- trigger1 = time = 5
- anim = 8100
- pos = -10,-40
- supermove = 1
- sprpriority = 3
- bindtime = 1
- ownpal = 1
-
- [State 7000, 4]
- type = Explod
- trigger1 = time = 2
- anim = 8200
- pos = -10,-40
- supermove = 1
- sprpriority = -1
- bindtime = 1
- ownpal = 1
-
- [State 7000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 7000, end1]
- type = changestate
- trigger1 = (command = "hold_A") && (Time >= 34)
- value = 7001
-
- [State 7000, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = animtime = 0
- value = 7002
-
- ;-------------------------------
- [Statedef 7001]
- type = S
- movetype= I
- physics = S
- anim = 7001
- ctrl = 0
- velset = 0,0,0
-
- [State 7001,]
- type = varset
- trigger1 = time = 240
- var(3) = 1
-
- [State 3020, 1]
- type = Explod
- trigger1 = time = 0
- anim = F1000
- ID = 7000
- postype = back
- bindtime = -1
- removetime = 240
- scale = 1.075,1.075
- sprpriority = -3
- ownpal = 1
-
- [State 7001,def]
- type = ReversalDef
- trigger1 = time <= 240
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,11
- sparkno = 40
- hitsound = 6,0
-
- [State 7001, handflame]
- type = Explod
- trigger1 = time = 0
- anim = 7200
- ID = 7200
- pos = -5,-10
- ;postype = p1
- shadow = 64,64,64
- sprpriority = 3
- bindtime = 1
- removetime = 240
- ignorepausetime = 1
- ignorehitpause = 1
- ownpal = 1
-
- [State 7001, end1]
- type = changestate
- trigger1 = (command != "hold_A") && (time >= 0)
- trigger2 = time = 240
- trigger3 = var(59) = 1
- trigger3 = p2stateno != 120 || P2stateno != 130
- ;trigger3 = time >= 0
- trigger4 = var(59) = 1
- trigger4 = p2statetype = A
- trigger4 = p2dist y >= 120
- trigger4 = time >= 19
- value = 7002
-
- ;-----------------------------
- ; release
- [Statedef 7002]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 7002
- velset = 0,0,0
- juggle = 2
-
- [State 7002, muteki]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7200
-
- [State 2001,]
- type = removeExplod
- trigger1 = Time = 0
- ID=7000
-
- [State 7002, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 7002, 1.5]
- type = PlaySnd
- trigger1 = time = 3
- value = 3000,1
-
- [State 7002, 1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = 12
-
- [State 7002, 2]
- type = velset
- trigger1 = animelem = 2, = 3
- x = 14
-
- [State 7002, 6]
- type = HitDef
- trigger1 = var(3) = 0
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = Hard ;up
- damage = 620,40
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = M
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Hard
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 7002, 6]
- type = HitDef
- trigger1 = var(3) = 1
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 750
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Hard ;Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 3020, 1]
- type = Explod
- trigger1 = time = 0
- anim = F1000
- postype = back
- bindtime = -1
- removetime = 20
- scale = 1.075,1.075
- sprpriority = -3
- ownpal = 1
-
- [State 7002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -20
-
- [State 7002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [State 7002, 8]
- type = PlayerPush
- trigger1 = Time >= 8
- value = 0
-
- [State 7002, afterimage]
- type = AfterImage
- trigger1 = AnimElem = 2, = 1
- time = 36
- Trans = Add1
- FrameGap = 3
- length = 8
- time = 20
-
- [State 7002, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 7003
- ctrl = 1
-
- [State 7002, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 7004
- ctrl = 1
-
- ;-----------------------------
- [Statedef 7003]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 7003
- velset = 0,0,0
- juggle = 2
-
- [State 7003, 1]
- type = HitDef
- trigger1 = time =[0,4]
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 460,40
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = MA
- hitsound = S2200,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 7003, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- trigger5 = animelem = 5
- x = 10
-
- [State 7003, 2]
- type = velset
- trigger1 = time = 0
- x = 6
-
- [State 7003, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.2
-
- [State 7003, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 7000, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ; 7004 movehit
- [Statedef 7004]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 7003
- velset = 0,0,0
-
- [State 7004, 0]
- type = explod
- trigger1 = time = 0
- anim = 2050
- sprpriority = -2
- pos = 10, -1
- bindtime = 7
- ownpal = 1
-
- [State 7004, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- x = 8
-
- [State 7004, 2]
- type = velset
- trigger1 = time = 0
- x = 8
-
- [State 7004, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 7004, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 7004, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------------
-
-
-
-
-
-
-
-