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Text File | 2004-01-12 | 181.5 KB | 10,573 lines |
- =============================================================================
- ;Ryo's constant file Presented by Muhanzoa
- =============================================================================
-
- [Data]
- life = 1000 ;Amount of life to start with
- attack = 115 ;100% attack power (more is stronger)
- defence = 100 ;100% defensive power (more is stronger)
- fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
- liedown.time = 60 ;Time player takes before getting up from HIT_LIEDOWN
- airjuggle = 3 ;Can do 15 points of juggling
- sparkno = 2 ;Default spark number
- guard.sparkno = 40 ;Default guard spark number
- KO.echo = 0 ;1 to enable echo on KO
- volume = 200 ;Volume offset (negative for softer)
- power = 3000
-
- [Size]
- xscale = 1 ;Horizontal scaling factor.
- yscale = 1 ;Vertical scaling factor.
- ground.back = 15 ;Player width (back, ground)
- ground.front = 20 ;Player width (front, ground)
- air.back = 15 ;Player width (back, air)
- air.front = 15 ;Player width (front, air)
- z.width = 3 ;Player width (into and out)
- height = 60 ;Height of player (for opponent to jump over)
- attack.width = 4,4 ;Default attack width: back, front
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- proj.doscale = 0 ;Set to 1 to scale projectiles too
-
- [Velocity]
- walk.fwd = 2.7 ;Walk forward
- walk.back = -2.55 ;Walk backward
- run.fwd = 6, 0 ;Run forward (x, y) - if y<0, player will hop
- run.back = -10,-4.0 ;Run backward (x, y) - if y=0, player will run
- jump.neu = 0,-9.7;0,-8.5 ;Neutral jumping velocity (x, y)
- jump.back = -3.3,10;-3,-8.2 ;Jump back Speed (x, y)
- jump.fwd = 3.3,10;3.8,-8.2 ;Jump forward Speed (x, y)
- runjump.back = -5,-10 ;Running jump speeds (opt)
- runjump.fwd = 5,-10
- airjump.neu = 0,-8.9
- airjump.back = -2.5 ;Air jump speeds (opt)
- airjump.fwd = 2.5 ;.
-
- [Movement]
- airjump.num = 0 ;Number of air jumps allowed (opt)
- airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = 0.57;0.48 ;Vertical acceleration
- stand.friction = 0.85 ;Friction coefficient when standing
- crouch.friction = 0.82 ;Friction coefficient when crouching
-
- ;---------------------------------------------------------------------------
- ; VarSet
- ; Var config
- ; Var(1) : Win
- ; Var(2) : Hit Pause
- ; Var(3) : counter
- ; Var(4) : movehit
- ; Var(5) : Intro
- ; Var(6) : temp -_-;;
- ; Var(7) : Special Finish
- ; Var(8) : Jump System
- ; Var(10) : AI System
- ; Var(12) : Negative Effect
-
- ; Format:
- ; [Statedef STATENO]
- ; type = ? S/C/A/L stand/crouch/air/liedown
- ; movetype = ? I/A/H idle/attack/gethit
- ; physics = ? S/C/A/N stand/crouch/air/none
- ; juggle = ? air juggle points move requires
- ;
- ; [State STATENO, ?] ? - any number you choose
- ; type = ?
- ; ...
-
- ;---------------------------------------------------------------------------
- ; LOSE (Time over)
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; WIN
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 1, 6
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_x"
- var(1) = 1
-
- [State 180, 3] ;Choose win2
- type = VarSet
- trigger1 = Command = "hold_y"
- var(1) = 2
-
- [State 180, 4] ;Choose win3
- type = VarSet
- trigger1 = Command = "hold_z"
- var(1) = 3
-
- [State 180, 5] ;Choose win4
- type = VarSet
- trigger1 = Command = "hold_a"
- var(1) = 4
-
- [State 180, 6] ;Choose win5
- type = VarSet
- trigger1 = Command = "hold_b"
- var(1) = 5
-
- [State 180, 7] ;Choose win6
- type = VarSet
- trigger1 = Command = "hold_c"
- var(1) = 6
-
- [State 180, 8]
- type = ChangeState
- trigger1 = Var(1) = 1
- value = 181
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 2
- value = 182
-
- [State 180, 10]
- type = ChangeState
- trigger1 = Var(1) = 3
- value = 183
-
- [State 180, 11]
- type = ChangeState
- trigger1 = Var(1) = 4
- value = 184
-
- [State 180, 12]
- type = ChangeState
- trigger1 = Var(1) = 5
- value = 185
-
- [State 180, 13]
- type = ChangeState
- trigger1 = Var(1) = 6
- value = 186
-
- :--------------------------------------------------------------------------
- ; Win1
- [Statedef 181]
- type = S
- physics = S
- ctrl = 0
- anim = 181
- velset = 0,0,0
-
- [State 181, 1]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 180,2
-
- [State 180, begin]
- type = AssertSpecial
- trigger1 = time = [0, 180]
- flag = roundnotover
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 181, 2]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; Win2
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0,0
-
- [State 181, 1]
- type = PlaySnd
- trigger1 = AnimElem = 14
- value = 180,2
-
- [State 180, begin]
- type = AssertSpecial
- trigger1 = time = [0, 180]
- flag = roundnotover
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 182, 2]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; Win3
- [Statedef 183]
- type = S
- ctrl = 0
- anim = 183
- velset = 0,0,0
-
- [State 180, begin]
- type = AssertSpecial
- trigger1 = time = [0, 200]
- flag = roundnotover
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 182, 2]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; Win4
- [Statedef 184]
- type = S
- ctrl = 0
- anim = 184
- velset = 0,0,0
-
- [State 184, begin]
- type = AssertSpecial
- trigger1 = time = [0, 200]
- flag = roundnotover
-
- [State 184, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 184, 2]
- type = PlaySnd
- trigger1 = AnimElem = 31
- value = 180,2
-
- [State 184, 2]
- type = PlaySnd
- trigger1 = Animelem = 5
- trigger2 = Animelem = 16
- trigger3 = Animelem = 22
- value = S1050, 2
-
- [State 184, 3]
- type = Posadd
- trigger1 = animelem = 5
- trigger2 = animelem = 7
- trigger3 = animelem = 23
- x = 6
-
- [State 184, 4]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; Win5
- [Statedef 185]
- type = S
- ctrl = 0
- anim = 185
- velset = 0,0,0
-
- [State 185, begin]
- type = AssertSpecial
- trigger1 = time = [0, 180]
- flag = roundnotover
-
- [State 185, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 185, 2]
- type = PlaySnd
- trigger1 = AnimElem = 23
- value = S180,2
-
- [State 185, 2]
- type = PlaySnd
- trigger1 = Animelem = 4
- trigger2 = Animelem = 15
- value = S1150, 1
-
- [State 185, 4]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; Win6
- [Statedef 186]
- type = S
- ctrl = 0
- anim = 186
- velset = 0,0,0
-
- [State 186, begin]
- type = AssertSpecial
- trigger1 = time = [0, 180]
- flag = roundnotover
-
- [State 186, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 186, 2]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;---------------------------------------------------------------------------
- ; INTRO
- [Statedef 191]
- type = S
- ctrl = 0
- ;anim = 191
- velset = 0,0,0
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = p2name = "Robert Garcia"
- trigger2 = p4name = "Robert Garcia"
- value = 192
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = p2name = "Takuma Sakazaki"
- trigger2 = p4name = "Takuma Sakazaki"
- trigger3 = p2name = "Yuri Sakazaki"
- trigger4 = p4name = "Yuri Sakazaki"
- value = 197
-
- [State 191, 2]
- type = VarRandom
- trigger1 = Time = 0
- v = 5
- range = 1, 2
-
- [State 180, 5]
- type = ChangeState
- trigger1 = Var(5) = 1
- value = 193
-
- [State 180, 6]
- type = ChangeState
- trigger1 = Var(5) = 2
- value = 194
-
- ;---------------------------------------------------------------------------
- [Statedef 193]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 191
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = time = [0, 150]
- flag = intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = S2, 3
-
- ;---------------------------------------------------------------------------
- [Statedef 194]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 193
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = time = [0, 130]
- flag = intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 8
- value = S190, 1
-
- [State 191, 4]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 194
- projremovetime = 20
- offset = -35, -29
- velocity = -6,-3.5
- accel = 0,.2
- postype = p1
-
- [State 191, 4]
- type = Projectile
- trigger1 = AnimElem = 8
- projanim = 196
- projremovetime = 20
- offset = -37,-24
- velocity = -6,-3.5
- accel = 0,.2
- postype = p1
-
- ;---------------------------------------------------------------------------
- ; Pre-fight intro (vs. Robert)
- [Statedef 192]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 192
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,260]
- flag = Intro
-
- [State 192, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = S3, 5
-
- [State 192, 2]
- type = PlaySnd
- trigger1 = AnimElem = 12
- trigger2 = AnimElem = 16
- trigger3 = AnimElem = 18
- value = S1150, 2
-
- [State 192, 2]
- type = PlaySnd
- trigger1 = AnimElem = 23
- value = S2,3
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Pre-fight intro (vs. Takuma. Yuri)
- [Statedef 197]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 197
-
- [State 197, 1]
- type = AssertSpecial
- trigger1 = Time = [0,280]
- flag = Intro
-
- [State 197, 2]
- type = PlaySnd
- trigger1 = Time = 55
- value = S180, 2
-
- [State 197, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; STAND_X
- [Statedef 200]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 20
- ctrl = 0
- anim = 200
- velset = 0,0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 3, 6
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 18
- getpower = 30,15
- givepower = 15,8
- hitflag = MA
- guardflag = MA
- priority = 3
- pausetime = 11,13
- sparkno = 0
- sparkxy = 0,-81
- hitsound = S200,1
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 18
- ground.velocity = -4
- air.type = High
- air.velocity = -1.3,-1
-
- [State 200, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; STAND_Y
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 30
- ctrl = 0
- anim = 210
- velset = 0,0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 2
-
- [State 210, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 210, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- damage = 30
- getpower = 30
- givepower = 15
- hitflag = MA
- guardflag = MA
- priority = 3
- pausetime = 11,13
- sparkno = 1
- sparkxy = 0,-81
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 22
- ground.velocity = -4
- guard.velocity = -5
- air.velocity = -3.3,-4
-
- [State 210, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Ice_Braker (cancel)
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- juggle = 2
- velset = 0,0
- ctrl = 0
- anim = 300
- poweradd = 50
-
- [State 300, 0]
- type = Velset
- trigger1 = AnimElem = 4
- x = 4
-
- [State 300, 1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 30
- getpower = 30
- givepower = 15
- animtype = Medium
- guardflag = M
- hitflag = MA
- pausetime = 10,12
- sparkno = 1
- sparkxy = -40,-33
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2
- guard.velocity = -4
- air.velocity = -3,-3
-
- [State 300, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 300, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- ;---------------------------------------------------------------------------
- ;Ice_Braker
- [Statedef 310]
- type = S
- movetype= A
- physics = S
- juggle = 2
- velset = 0,0
- ctrl = 0
- anim = 310
- poweradd = 50
-
- [State 310, 0]
- type = Velset
- trigger1 = AnimElem = 4
- x = 4
-
- [State 310, 1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 50
- getpower = 30
- givepower = 15
- animtype = Medium
- guardflag = H
- hitflag = MA
- pausetime = 10,12
- sparkno = 1
- sparkxy = -40,-33
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2
- guard.velocity = -4
- air.velocity = -3,-3
-
- [State 310, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 310, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- ;---------------------------------------------------------------------------
- ;STAND_Z
- [Statedef 220]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 40
- ctrl = 0
- anim = 220
- velset = 0,0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 1
-
- [State 220, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 220, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- damage = 40
- getpower = 40
- givepower = 20
- hitflag = MA
- guardflag = MA
- priority = 3
- pausetime = 10,13
- sparkno = 2
- sparkxy = 0,-81
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 20
- ground.velocity = -5
- guard.velocity = -6
- air.type = High
- air.velocity = -3.3,-4
-
- [State 220, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;STAND_Fierce
- [Statedef 225]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 40
- ctrl = 0
- anim = 225
- velset = 0,0
-
- [State 225, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 1
-
- [State 225, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 225, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Heavy
- damage = 60
- getpower = 30
- givepower = 15
- hitflag = MA
- guardflag = MA
- priority = 3
- pausetime = 13,13
- sparkno = 2
- sparkxy = 0,-81
- hitsound = S1200,3
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 20
- ground.velocity = -5, -6
- guard.velocity = -6
- air.velocity = -5,-5
- fall = 1
- air.recorer = 0
-
- [State 225, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Guard High
- [Statedef 350]
- type = S
- movetype= I
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 350
- poweradd = 0
-
- [State 350, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = S350, 0
-
- [State 350, 1] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(7) < 0
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 7,20
- sparkno = -1
- hitsound = 6,0
-
- [State 350, Exp]
- type = Explod
- trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(7) < 0
- trigger1 = movehit = 1
- anim = 2560
- pos = 40,-70
- persistent = 0
- sprpriority = 4
- ignorehitpause = 1
-
- [State 350, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Guard_Low
- [Statedef 360]
- type = S
- movetype= I
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 360
-
- [State 360, 0]
- type = PlaySnd
- trigger1 = time = 14
- value = S350, 0
-
- [State 360, 1] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(7) < 0
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 7,20
- sparkno = -1
- hitsound = 6,0
-
- [State 360, Exp]
- type = Explod
- trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(7) < 0
- trigger1 = movehit = 1
- anim = 2560
- pos = 40,-40
- persistent = 0
- sprpriority = 4
- ignorehitpause = 1
-
- [State 360, vel]
- type = Velset
- trigger1 = time = 7
- x = 5
-
- [State 360, vel]
- type = Velset
- trigger1 = AnimelemTime(7) = 5
- x = 0
-
- [State 360, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Stand_A
- [Statedef 230]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 25
- ctrl = 0
- anim = 230
- velset = 0,0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 230, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = light
- damage = 25
- getpower = 25
- givepower = 10
- hitflag = MA
- guardflag = MA
- pausetime = 11,13
- sparkno = 0
- sparkxy = -10,-70
- hitsound = S200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -4
- air.velocity = -2.2,-3.2
-
- [State 230, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 230, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 3, 6
-
- ;---------------------------------------------------------------------------
- ; Stand_B
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 35
- ctrl = 0
- anim = 240
- velset = 0,0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 2
-
- [State 240, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Medium
- damage = 35
- getpower = 30
- givepower = 15
- hitflag = MA
- guardflag = MA
- pausetime = 11,13
- sparkno = 1
- sparkxy = -10,-70
- hitsound = S200,4
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -3
- guard.velocity = -5
- air.velocity = -3.2,-4
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;STAND_C
- [Statedef 250]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 45
- ctrl = 0
- velset = 1,0,0
- anim = 250
-
- [State 250, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger1 = random < 500
- value = 4, 1
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 250, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 25
- animtype = Hard
- hitflag = MA
- guardflag = MA
- pausetime = 10,14
- sparkno = 2
- sparkxy = -37,-94
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 18
- ground.velocity = 4
- air.velocity = -4, 2
-
- [State 250, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 25
- animtype = Hard
- hitflag = MA
- guardflag = MA
- pausetime = 12,14
- sparkno = 2
- sparkxy = -33,-74
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 18
- ground.velocity = -5
- air.velocity = -5, 2
-
- [State 250, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Stand_X (close)
- [Statedef 201]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 20
- ctrl = 0
- anim = 201
- velset = 0,0,0
-
- [State 201, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 201, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 3, 6
-
- [State 201, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 20
- getpower = 20
- givepower = 10
- animtype = Light
- guardflag = MA
- hitflag = MA
- pausetime = 11,13
- sparkno = 0
- sparkxy = -10,-74
- hitsound = S200,1
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -2,-3
- guard.velocity = -3
- airguard.velocity = -3.5
-
- [State 201, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Stand_Y (close)
- [Statedef 211]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 30
- ctrl = 0
- anim = 211
- velset = 0,0,0
-
- [State 211, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 211, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 4, 2
-
- [State 211, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- damage = 30
- getpower = 30
- givepower = 15
- animtype = Medium
- guardflag = M
- hitflag = MA
- pausetime = 11,13
- sparkno = 1
- sparkxy = -10,-68
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 20
- ground.velocity = -3
- guard.velocity = -4
- air.velocity = -3,-4
-
- [State 211, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Stand_Z (close)
- [Statedef 221]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 40
- ctrl = 0
- velset = 0,0,0
- anim = 221
-
- [State 221, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 221, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 20
- getpower = 20
- givepower = 10
- guardflag = MA
- hitflag = MA
- pausetime = 10,12
- sparkno = 2
- sparkxy = -10,-70
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = 2
- air.velocity = -2,-3
-
- [State 221, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Heavy
- damage = 20
- getpower = 20
- givepower = 10
- guardflag = MA
- hitflag = MA
- pausetime = 12,14
- sparkxy = -10,-112
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 16
- ground.velocity = -2
- guard.velocity = -5
- air.velocity = -2.2,-3.2
-
- [State 221, 3]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 500
- value = 4, 1
-
- [State 221, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Stand_A (close)
- [Statedef 231]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 25
- ctrl = 0
- velset = 0,0,0
- anim = 231
-
- [State 231, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 231, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 3,0
-
- [State 231, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = light
- damage = 25
- getpower = 20
- givepower = 10
- guardflag = MA
- hitflag = MA
- pausetime = 11,13
- sparkno = 0
- sparkxy = -10,-70
- hitsound = S200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -3
- air.velocity = -2,-2.5
-
- [State 231, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Stand_B(close)
- [Statedef 241]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 35
- ctrl = 0
- anim = 241
- velset = 0,0,0
-
- [State 241, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 241, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 4, 2
-
- [State 241, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- damage = 35
- getpower = 30
- givepower = 15
- animtype = Medium
- guardflag = MA
- hitflag = MA
- pausetime = 11,13
- sparkno = 1
- sparkxy = -10,-38
- hitsound = S200,4
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 20
- ground.velocity = -3
- guard.velocity = -4
- air.velocity = -3,-5
-
- [State 241, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CROUCH_X
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 1
- poweradd= 20
- ctrl = 0
- anim = 400
- velset = 0,0
-
- [State 400, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 400, 0]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 3, 6
-
- [State 400, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 20
- getpower = 20
- givepower = 10
- animtype = Light
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = L
- pausetime = 11,13
- sparkno = 0
- sparkxy = -2,-45
- hitsound = S200,1
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -2
- guard.velocity = -4
- air.velocity = -1.3,-3
- down.velocity = -4,0
- down.hittime = 20
-
- [State 400, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CROUCH_Y
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 2
- poweradd= 30
- ctrl = 0
- anim = 410
- velset = 0,0
-
- [State 410, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 410, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 4,2
-
- [State 410, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 30
- getpower = 30
- givepower = 15
- animtype = Medium
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = L
- pausetime = 11,13
- sparkno = 1
- sparkxy = -2,-41
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -2
- guard.velocity = -5
- air.velocity = -2.3,-3
-
- [State 410, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CROUCH_Z
- [Statedef 420]
- type = C
- movetype= A
- physics = C
- juggle = 3
- poweradd= 40
- ctrl = 0
- anim = 420
- velset = 0,0
-
- [State 420, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 420, 0]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 4, 1
-
- [State 420, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 40
- getpower = 40
- givepower = 20
- animtype = Heavy
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = M
- pausetime = 12,14
- sparkno = 2
- sparkxy = -2,-75
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -4
- guard.velocity = -6
- air.velocity = -3,-3
- down.velocity = -4,0
- down.hittime = 20
-
- [State 420, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CROUCH_A
- [Statedef 430]
- type = C
- movetype= A
- physics = C
- juggle = 1
- poweradd= 20
- ctrl = 0
- anim = 430
- velset = 0,0
-
- [State 430, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 20
- getpower = 20
- givepower = 10
- animtype = Light
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = L
- pausetime = 14,13
- sparkno = 0
- sparkxy = -2,-20
- hitsound = S200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -4.5
- guard.velocity = -4
- air.velocity = -4,-3
- down.velocity = 0,0
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 3,0
-
- [State 430, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CROUCH_B
- [Statedef 440]
- type = C
- movetype= A
- physics = C
- juggle = 2
- poweradd= 35
- ctrl = 0
- anim = 440
- velset = 0,0
-
- [State 440, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 440, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 35
- getpower = 30
- givepower = 15
- animtype = Medium
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = L
- pausetime = 11,13
- sparkno = 1
- sparkxy = -2,-20
- hitsound = S200,4
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 4
- ground.hittime = 15
- ground.velocity = -3
- guard.velocity = -5
- air.velocity = -1.3,-3
- down.velocity = -4,0
- down.hittime = 20
-
- [State 440, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- [State 440, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 4,2
-
- ;---------------------------------------------------------------------------
- ;CROUCH_C
- [Statedef 450]
- type = C
- movetype= A
- physics = C
- juggle = 3
- poweradd= 45
- ctrl = 0
- anim = 450
- velset = 0,0
-
- [State 450, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 450, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 1
-
- [State 450, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 45
- getpower = 40
- givepower = 20
- animtype = Heavy
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = L
- pausetime = 12,13
- sparkno = 2
- sparkxy = -2,-41
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Trip
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -1,-5
- guard.velocity = -6
- air.velocity = -5,-4
- down.velocity = -4,0
- down.hittime = 20
- fall = 1
-
- [State 450, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;JUMP_X
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 15
- ctrl = 0
- anim = 600
-
- [State 600, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 600, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 3,6
-
- [State 600, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 20
- animtype = Light
- getpower = 20
- givepower = 10
- guardflag = HA
- hitflag = HA
- priority = 2
- pausetime = 12,14
- sparkno = 0
- sparkxy = -10,-43
- hitsound = S200,1
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 11
- ground.hittime = 19
- ground.velocity = -2
- guard.velocity = -4
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;JUMP_UP_X
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 15
- ctrl = 0
- anim = 610
-
- [State 610, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 610, 0]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger1 = random < 500
- value = 3,0
-
- [State 610, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, NA
- damage = 20
- animtype = Light
- getpower = 20
- givepower = 10
- guardflag = HA
- hitflag = HA
- priority = 2
- pausetime = 12,14
- sparkno = 0
- sparkxy = -10,-69
- hitsound = S200,1
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 11
- ground.hittime = 19
- ground.velocity = -2.5
- guard.velocity = -3
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_Y
- [Statedef 625]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 25
- ctrl = 0
- anim = 625
-
- [State 630, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 630, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4,2
-
- [State 630, 1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 40
- animtype = Medium
- getpower = 40
- givepower = 20
- guardflag = HA
- hitflag = MA
- priority = 4
- pausetime = 12,13
- sparkno = 1
- sparkxy = -10,-43
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -3
- guard.velocity = -4
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_Z
- [Statedef 630]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 25
- ctrl = 0
- anim = 630
-
- [State 630, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 630, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4,2
-
- [State 630, 1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 50
- animtype = Heavy
- getpower = 50
- givepower = 25
- guardflag = HA
- hitflag = MA
- priority = 4
- pausetime = 12,13
- sparkno = 2
- sparkxy = -10,-43
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -3
- guard.velocity = -4
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_up_Z
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 25
- ctrl = 0
- anim = 620
-
- [State 620, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 620, 0]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = random < 500
- value = 4,2
-
- [State 620, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 50
- animtype = Medium
- getpower = 50
- givepower = 25
- guardflag = HA
- hitflag = HA
- priority = 3
- pausetime = 12,13
- sparkno = 2
- sparkxy = -10,-78
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -3
- guard.velocity = -5
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_fierce
- [Statedef 640]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 35
- ctrl = 0
- anim = 640
-
- [State 640, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 640, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 1
-
- [State 640, 1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 70;50
- animtype = Heavy
- getpower = 50
- givepower = 25
- guardflag = HA
- priority = 5
- pausetime = 11,13
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1200,3
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5, -6
- guard.velocity = -6
- air.velocity = -7, 5
- fall = 1
- fall.recover = 0
-
- [State 640, 2]
- type = EnvShake
- trigger1 = movehit = 1
- time = 10
- ampl = -4
-
- ;---------------------------------------------------------------------------
- ;Jump_A
- [Statedef 650]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 15
- ctrl = 0
- anim = 650
-
- [State 650, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 1
-
- [State 650, 0]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 4,2
-
- [State 650, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 25
- animtype = Light
- getpower = 20
- givepower = 10
- guardflag = HA
- priority = 2
- pausetime = 11,13
- sparkno = 0
- sparkxy = 0,-48
- hitsound = S200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 11
- ground.hittime = 20
- ground.velocity = -2
- guard.velocity = -3
- air.velocity = -3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_B
- [Statedef 660]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 25
- ctrl = 0
- anim = 660
-
- [State 660, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1150, 2
-
- [State 660, 0]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 4,2
-
- [State 660, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 40
- animtype = Medium
- getpower = 40
- givepower = 20
- guardflag = HA
- priority = 3
- pausetime = 12,14
- sparkno = 1
- sparkxy = -10,-66
- hitsound = S200,4
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 11
- ground.hittime = 20
- ground.velocity = -2.5
- guard.velocity = -4
- air.velocity = -2.5,-3.5
-
- ;---------------------------------------------------------------------------
- ;Jump_up_C
- [Statedef 670]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 35
- ctrl = 0
- anim = 670
-
- [State 670, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 670, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = random < 500
- value = 4, 1
-
- [State 670, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 50
- animtype = Heavy
- getpower = 50
- givepower = 25
- guardflag = HA
- priority = 4
- pausetime = 12,13
- sparkno = 2
- sparkxy = -10,-100
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -3.5
- guard.velocity = -5
- air.velocity = -1.3,-3
-
- ;---------------------------------------------------------------------------
- ;Jump_C
- [Statedef 680]
- type = A
- movetype= A
- physics = A
- juggle = 1
- poweradd= 35
- ctrl = 0
- anim = 680
-
- [State 680, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 7
-
- [State 680, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 55
- animtype = Heavy
- getpower = 55
- givepower = 25
- guardflag = HA
- priority = 5
- pausetime = 12,13
- sparkno = 2
- sparkxy = -10,-40
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -4
- guard.velocity = -5
- air.velocity = -3,-5.5
-
- ;---------------------------------------------------------------------------
- ;Koohken_X
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1000
-
- [State 1010, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,1
-
- [State 1010, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1500, 1
-
- [State 1010, 3]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1005
- projshadow = -1
- projremovetime = 2
- offset = 0, 0
- velocity = 0, 0
-
- [State 1010, 5]
- type = Projectile
- trigger1 = AnimElem = 4
- projanim = 1010
- projhitanim = 1020
- offset = 0, 0
- projpriority = 1
- projshadow = -1
- velocity = 3
- ; HitDef part of projectile info
- attr = S, SP
- damage = 60,10
- animtype = Hard
- guardflag = MA
- hitflag = MAF
- pausetime = 0,9
- sparkno = 2
- sparkxy = 67, -76
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -7
- air.animtype = Back
- air.velocity = -3,-5
- air.juggle = 3
- air.fall = 1
-
- [State 1010, 6]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Koohken_Y
- [Statedef 1020]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1000
-
- [State 1020, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,1
-
- [State 1020, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1500, 1
-
- [State 1020, 3]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1005
- projshadow = -1
- projremovetime = 2
- offset = 0, 0
- velocity = 0, 0
-
- [State 1020, 5]
- type = Projectile
- trigger1 = AnimElem = 4
- projanim = 1010
- projhitanim = 1020
- offset = 0, 0
- projpriority = 1
- projshadow = -1
- velocity = 5.5
- ; HitDef part of projectile info
- attr = S, SP
- damage = 65,13
- animtype = Hard
- guardflag = MA
- hitflag = MAF
- pausetime = 0,9
- sparkno = 2
- sparkxy = 67, -76
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -7
- air.animtype = Back
- air.velocity = -3,-5
- air.juggle = 3
- air.fall = 1
-
- [State 1020, 6]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Koohken_Z
- [Statedef 1030]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1000
-
- [State 1030, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,1
-
- [State 1030, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1500, 1
-
- [State 1030, 3]
- type = Projectile
- trigger1 = AnimElem = 3
- ProjID = 1030
- projanim = 1005
- projshadow = -1
- projremovetime = 2
- offset = 0, 0
- velocity = 0, 0
-
- [State 1030, 4]
- type = Projectile
- trigger1 = AnimElem = 4
- ProjID = 1030
- projanim = 1030
- projremove = 0
- offset = 0, 0
- projpriority = 3
- projshadow = -1
- projremovetime = 30
- velocity = 1
- ; HitDef part of projectile info
- attr = S, SP
- damage = 70,15
- animtype = Hard
- guardflag = MA
- hitflag = MAP
- pausetime = 0,14
- sparkno = 2
- sparkxy = 67, -76
- hitsound = S1200,2
- guardsound = S1000,2
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 20
- ground.velocity = -3.5, -7
- fall = 1
- air.velocity = -3,-5
-
- [State 1030, 5];slow down after hit
- type = Pause
- trigger1 = Var(6) = 1
- trigger1 = timemod = 1,0
- trigger1 = time <= 32
- trigger1 = p2stateno != 5070
- time = 1
- movetime = 0
-
- [State 800, 5.1]
- type = Varset
- trigger1 = time = 0
- var(6) = 0
-
- [State 800, 5.2]
- type = Varset
- trigger1 = projhit1030 = 1
- var(6) = 1
-
- [State 1030, 6]
- trigger1 = Animelem = 4
- type = VelAdd
- x = 8
-
- [State 1030, 7]
- trigger1 = Animelem = 5
- type = VelSet
- x = 2
-
- [State 1030, 8]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_A (ground)
- [Statedef 1100]
- type = S
- movetype= A
- physics = N
- juggle = 2
- poweradd = 60
- velset = 0
- ctrl = 0
- anim = 1100
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2, 1
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 2
-
- [State 1100, 2]
- type = Posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 1100, dust]
- type = Explod
- trigger1 = animelem = 3
- anim = 1150
- sprpriority = 3
- pos = 10,10
- postype = P1
- bindtime = 1
- ownpal = 1
- supermove = 1
- ignorehitpause = 1
-
- [State 1100, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1101
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_A (On the air)
- [Statedef 1101]
- type = A
- movetype = A
- physics = N
- juggle = 3
- anim = 1105
- velset = 5, -6.1
-
- [State 1121,1]
- type = VelAdd
- trigger1 = Time >= 0
- x = -.05
- y = .45
-
- [State 1101, 3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Heavy
- damage = 30, 10
- priority = 4
- getpower = 30
- givepower = 15
- guardflag = MA
- hitflag = MA
- pausetime = 12,13
- sparkxy = 0,-55
- sparkno = 2
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 20
- ground.velocity = -3
- air.velocity = -2,-4
- forcestand = 1
-
- [State 1101, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- damage = 40, 10
- priority = 3
- getpower = 40
- givepower = 20
- guardflag = MA
- hitflag = MAF
- pausetime = 12,14
- sparkno = 2
- sparkxy = -5,-50
- hitsound = S1200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -5, -6
- air.velocity = -5,-4
- air.juggle = 3
- fall = 1
- fall.recover = 0
-
- [State 1101, 6] ;Hit ground
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1102
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_A (finish)
- [Statedef 1102]
- type = S
- movetype= A
- physics = A
- anim = 1106
- ctrl = 0
- velset = 0,0
-
- [State 1102, 1]
- type = PosSet
- trigger1 = Animelem = 1
- y = 0
-
- [State 1102, 1]
- type = PosAdd
- trigger1 = Animelem = 1
- x = 25
-
- [State 1102, 2]
- type = Playsnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1102, 5]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_B (ground)
- [Statedef 1110]
- type = S
- movetype= A
- physics = N
- juggle = 2
- poweradd = 60
- velset = 0
- ctrl = 0
- anim = 1109
-
- [State 1110, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2, 1
-
- [State 1110, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 2
-
- [State 1110, 2]
- type = Posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 1110, dust]
- type = Explod
- trigger1 = animelem = 3
- anim = 1150
- sprpriority = 3
- pos = 10,10
- postype = P1
- bindtime = 1
- supermove = 1
- ignorehitpause = 1
-
- [State 1110, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1111
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_B (On the air)
- [Statedef 1111]
- type = A
- movetype = A
- physics = N
- juggle = 3
- anim = 1110
- velset = 6.7, -8.1
-
- [State 1121,1]
- type = VelAdd
- trigger1 = Time >= 0
- x = -.05
- y = .49
-
- [State 1111, 5]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Hard
- damage = 40, 10
- priority = 4
- getpower = 40
- givepower = 20
- guardflag = MA
- hitflag = MA
- pausetime = 12,13
- sparkxy = 0,-55
- sparkno = 2
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 20
- ground.velocity = -7
- air.velocity = -5,-4
- forcestand = 1
-
- [State 1111, 5]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 30, 10
- getpower = 30
- givepower = 15
- guardflag = MA
- hitflag = MA
- priority = 5
- pausetime = 12,13
- sparkno = 2
- sparkxy = -5,-50
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -7, -5
- air.velocity = -4,-5
- forcestand = 1
-
- [State 1111, 6]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = A, SA
- animtype = Back
- damage = 30, 10
- getpower = 30
- givepower = 15
- guardflag = MA
- hitflag = MA
- priority = 4
- pausetime = 12,14
- sparkno = 2
- sparkxy = -5,-50
- hitsound = S1200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -6, -7
- air.velocity = -6, -6
- fall = 1
- fallrecover = 0
-
- [State 1111, 9]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1112
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_B (finish)
- [Statedef 1112]
- type = S
- movetype= A
- physics = A
- anim = 1107
- ctrl = 0
- velset = 0,0
-
- [State 1112, 1]
- type = PosSet
- trigger1 = Animelem = 1
- y = 0
-
- [State 1112, 1]
- type = PosAdd
- trigger1 = Animelem = 1
- x = 25
-
- [State 1112, 2]
- type = Playsnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1112, 3]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_C (ground)
- [Statedef 1120]
- type = S
- movetype= A
- physics = N
- poweradd = 60
- velset = 0
- ctrl = 0
- anim = 1109
-
- [State 1120, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2, 1
-
- [State 1120, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250, 2
-
- [State 1120, 2]
- type = Posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 1120, dust]
- type = Explod
- trigger1 = animelem = 3
- anim = 1150
- sprpriority = 3
- pos = 10,10
- postype = P1
- bindtime = 1
- ;ownpal = 1
- supermove = 1
- ignorehitpause = 1
-
- [State 1120, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1121
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_C (On the air)
- [Statedef 1121]
- type = A
- movetype = A
- physics = N
- juggle = 3
- anim = 1111
- velset = 7.8,-8.7
-
- [State 1121,1]
- type = VelAdd
- trigger1 = Time >= 0
- x = -.07
- y = .51
-
- [State 1121, 5]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Heavy
- damage = 40, 10
- priority = 4
- getpower = 40
- givepower = 20
- guardflag = MA
- hitflag = MA
- pausetime = 12,13
- sparkxy = 0,-55
- sparkno = 2
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 17
- ground.velocity = -4.5
- air.velocity = -4,-4
- air.juggle = 1
- forcestand = 1
-
- [State 1121, 5]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 30, 10
- getpower = 30
- givepower = 15
- guardflag = MA
- hitflag = MA
- priority = 5
- pausetime = 12,13
- sparkno = 2
- sparkxy = -5,-50
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 20
- ground.velocity = -6,-5
- air.velocity = -4,-5
- forcestand = 1
-
- [State 1121, 6]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = A, SA
- animtype = diagup;Back
- damage = 30, 10
- guardflag = MA
- hitflag = MA
- getpower = 30
- givepower = 15
- priority = 4
- pausetime = 12,14
- sparkno = 3
- sparkxy = -5,-50
- hitsound = S1200,4
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -3, -7
- air.velocity = -4, -8
- air.juggle = 1
- fall = 1
- ;p2stateno = 1125
-
- [State 1121, 9]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1122
-
- ;---------------------------------------------------------------------------
- ;HienShippukiaku_C (finish)
- [Statedef 1122]
- type = S
- movetype= A
- physics = A
- anim = 1108
- ctrl = 0
- velset = 0,0
-
- [State 1122, 1]
- type = PosSet
- trigger1 = Animelem = 1
- y = 0
-
- [State 1122, 1]
- type = PosAdd
- trigger1 = Animelem = 1
- x = 25
-
- [State 1122, 2]
- type = Playsnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1122, 3]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper_X (Start)
- [Statedef 1200]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 70
- ctrl = 0
- anim = 1200
- velset = 0,0
-
- [State 1200, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2, 4
-
- [State 1200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1050, 2
-
- [State 1200, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 5
-
- [State 1200, 3]
- type = HitDef
- trigger1 = Animelem = 3
- attr = S, SA
- priority = 7
- damage = 80,10
- animtype = Back
- getpower = 40
- givepower = 20
- hitflag = MA
- guardflag = M
- pausetime = 12,12;9,13
- sparkxy = -22, -65
- sparkno = 2
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -3, -7
- air.velocity = -3,-5
- down.velocity = -6, 0
- down.hittime = 20
- fall = 1
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Haohken_X"
- value = 3000
- ctrl = 0
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Haohken_Y"
- value = 3010
- ctrl = 0
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Haohken_Z"
- value = 3020
- ctrl = 0
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Ryuko_X"
- value = 3100
- ctrl = 0
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Y"
- value = 3110
- ctrl = 0
-
- [State 1200, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Z"
- value = 3120
- ctrl = 0
-
- [State 1200, 4]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1201
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper_X (rising)
- [Statedef 1201]
- type = A
- movetype = A
- physics = A
- juggle = 2
- ctrl = 0
- anim = 1210
- velset = 0.5, -6
-
- ;[State 1201, 3]
- ;type = Veladd
- ;trigger1 = time >= 0
- ;y = .05
-
- [State 1201, 4]
- type = HitDef
- trigger1 = Animelem = 1
- attr = A, SA
- priority = 6
- damage = 80,10
- animtype = Back
- hitflag = MA
- guardflag = M
- pausetime = 12,12
- sparkxy = 19,-101
- sparkno = 2
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -4, -8
- air.velocity = -3,-7
- fall = 1
- fall.recover = 0
-
- [State 1201, 5]
- type = PosAdd
- trigger1 = time = 0
- x = 20
-
- [State 1201, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 1202
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_X (falling)
- [Statedef 1202]
- type = A
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1220
- velset = .1, .1
-
- [State 1202, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .42
-
- [State 1202, 2]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1203
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_X (landed)
- [Statedef 1203]
- type = S
- movetype= I
- physics = S
- poweradd = 0
- ctrl = 0
- anim = 1240
- velset = 0,0
-
- [State 1203, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1203, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1203, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper_Y (Start)
- [Statedef 1210]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 70
- ctrl = 0
- anim = 1530
- velset = 0,0
-
- [State 1210, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2, 4
-
- [State 1210, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1050, 2
-
- [State 1210, 2]
- type = HitDef
- trigger1 = Animelem = 3
- attr = S, SA
- priority = 7, hit
- damage = 30,5
- animtype = Heavy
- getpower = 30
- givepower = 15
- hitflag = MA
- guardflag = M
- pausetime = 10,15;8,13
- sparkno = 2
- sparkxy = 42, -65
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = 1
- air.velocity = -3.5,-5
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Haohken_X"
- value = 3000
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Haohken_Y"
- value = 3010
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Haohken_Z"
- value = 3020
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Ryuko_X"
- value = 3100
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Y"
- value = 3110
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Z"
- value = 3120
- ctrl = 0
-
- [State 1210, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Tenjihao"
- value = 3200
- ctrl = 0
-
- [State 1210, 4]
- type = MoveHitReset
- trigger1 = AnimElem = 3
-
- [State 1210, 4]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 7
-
- [State 1210, 5]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1211
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper_Y (rising)
- [Statedef 1211]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- anim = 1531
- velset = 3.5, -8.5
-
- [State 1211, 1]
- type = Velset
- trigger1 = time = 10
- x = 1
-
- [State 1211, 3]
- type = Veladd
- trigger1 = time >= 0
- y = .018
-
- [State 1211, 4]
- type = PosAdd
- trigger1 = time = 0
- x = 10
-
- [State 1211, 5]
- type = HitDef
- trigger1 = Animelem = 1
- attr = S, SA
- priority = 6, hit
- damage = 40,5
- animtype = Back
- getpower = 40
- givepower = 20
- hitflag = MA
- guardflag = M
- pausetime = 12,15
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -3, -6
- air.velocity = -3,-5
- fall = 1
- air.recover = 0
-
- [State 1211, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 1212
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_Y (falling)
- [Statedef 1212]
- type = A
- movetype= I
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1532
- velset = .1,.1
-
- [State 1212, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .42
-
- [State 1212, 2]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1213
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_Y (landed)
- [Statedef 1213]
- type = S
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1250
- velset = 0, 0
-
- [State 1213, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1213, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1213, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper_Z (Start)
- [Statedef 1220]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 80
- ctrl = 0
- anim = 1200
- velset = 0,0
-
- [State 1220, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2, 5
-
- [State 1220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1050, 2
-
- [State 1220, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 10
-
- [State 1220, 3]
- type = HitDef
- trigger1 = Animelem = 3
- attr = S, HA
- priority = 7, hit
- damage = 40,10
- animtype = back
- getpower = 40
- givepower = 20
- hitflag = MA
- guardflag = M
- pausetime = 12,15
- sparkno = 2
- sparkxy = 42, -65
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = 2.2, -10
- air.velocity = -1, -8
- fall = 1
-
- [State 1220, 4]
- type = MoveHitReset
- trigger1 = AnimElem = 3
-
- [State 1220, 5]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1221
-
- ;---------------------------------------------------------------------------
- ;Tiger_upper-Z (rising)
- [Statedef 1221]
- type = A
- movetype = A
- physics = A
- juggle = 2
- poweradd = 100
- ctrl = 0
- anim = 1260
- velset = 1.7, -10.5
-
- [State 1221, 3]
- type = Veladd
- trigger1 = time >= 0
- y = .04
-
- [State 1221, 4]
- type = PosAdd
- trigger1 = time = 0
- x = 25
-
- [State 1221, Hit]
- type = HitDef
- trigger1 = Animelem = 1
- trigger2 = Animelem = 3
- attr = S, SA
- priority = 7, hit
- damage = 15,5
- animtype = Heavy
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 3, 3
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 7
- ground.hittime = 25
- ground.velocity = 0, -11
- air.velocity = 0, -9.5
-
- [State 1221, Hit]
- type = HitDef
- trigger1 = Animelem = 2
- trigger2 = Animelem = 4
- attr = S, SA
- priority = 7, hit
- damage = 15,5
- animtype = Heavy
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 4, 4
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 7
- ground.hittime = 25
- ground.velocity = 0, -11
- air.velocity = 0, -9.5
-
- [State 1221, 6]
- type = HitDef
- trigger1 = Animelem = 5
- attr = S, SA
- priority = 6, hit
- damage = 20,10
- animtype = Light
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 20, 18
- sparkno = 3
- sparkxy = 19,-101
- hitsound = S1200,4
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = -5, -6
- air.velocity = -5, -5
- fall = 1
- fall.recover = 0
-
- [State 1221, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 1222
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_Z (falling)
- [Statedef 1222]
- type = A
- movetype= I
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1270
- velset = 0,.1
-
- [State 1222, 1]
- type = Veladd
- trigger1 = Time > 0
- y = .45
-
- [State 1222, 2]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1223
-
- ;---------------------------------------------------------------------------
- ;Tiger_uppercut_Z (landed)
- [Statedef 1223]
- type = S
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1250
- velset = 0, 0
-
- [State 1223, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1223, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1223, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Punch_rush_throw
- [Statedef 1300]
- type = S
- anim = 1300
- ctrl = 0
- physics = S
- movetype = A
- poweradd = 80
- velset = 0,0,0
- juggle = 1
-
- [State 1300, 1]
- type = HitDef
- trigger1 = Animelem = 4
- attr = S, NA
- damage = 35,5
- animtype = Heavy
- guardflag = S
- hitflag = MAF
- priority = 4, Hit
- pausetime = 6,15
- sparkno = 2
- sparkxy = -25,-85
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -1, 0
- air.velocity = -1
-
- [State 1300, 1]
- type = HitDef
- trigger1 = Animelem = 11
- attr = S, NA
- damage = 35,5
- animtype = Heavy
- guardflag = S
- hitflag = MAF
- priority = 4, Hit
- pausetime = 6,10
- sparkno = 2
- sparkxy = -25,-85
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2, 0
- air.velocity = -2
-
- [State 1300, 2]
- type = HitDef
- trigger1 = AnimElem = 17
- attr = S, NA
- damage = 35,5
- animtype = Heavy
- guardflag = S
- hitflag = MAF
- priority = 4, Hit
- pausetime = 6,15
- sparkno = 2
- sparkxy = -25,-85
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = 1, 0
- air.velocity = -1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = AnimElem = 18
- attr = S, NA
- damage = 40,5
- animtype = Back
- guardflag = S
- hitflag = MAF
- priority = 4, Hit
- pausetime = 6,8
- sparkno = 2
- sparkxy = -25,-85
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -0.8,-10
- air.velocity = -0.8,-10
- fall = 1
- fall.yvelocity = -4
- air.recover = 0
- fall.recover = 0
-
- [State 1300, 4]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 11
- value = 3, 6
-
- [State 1300, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 11
- trigger3 = Animelem = 17
- value = S1150, 2
-
- [State 1300, 4]
- type = PlaySnd
- trigger1 = AnimElem = 18
- value = 4, 1
-
- [State 1300, 5]
- type = PosAdd
- trigger1 = Animelem = 8
- trigger2 = Animelem = 12
- x = 5
-
- [State 1300, 5]
- type = PosAdd
- trigger1 = Animelem = 16
- x = 10
-
- [State 1300, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; Jump Tiger Slash_A / ╕═╚ú│·╜┼┬√ A
- [Statedef 1400]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1401
- poweradd = 60
- ctrl = 0
- velset = 0, 0
-
- [State 1400, 1]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1401
-
- [Statedef 1401]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1400
- poweradd = 60
- ctrl = 0
- velset = 2.8, -6;3.3, -5.5
-
- [State 1400, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .5;.35
-
- [State 1400, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,5
-
- [State 1400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1050, 1
-
- [State 1400, 3]
- type = ChangeState
- trigger1 = Vel y > 0
- value = 1402
-
- [Statedef 1402]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1405
- poweradd = 60
- ctrl = 0
-
- [State 1400, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .45
-
- [State 1400, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger1 = p2bodydist X >= 30
- trigger1 = p2statetype != A
- trigger2 = AnimElem = 3
- trigger2 = p2statetype = A
- trigger3 = AnimElem = 4
- trigger3 = p2bodydist X >= 30
- trigger3 = p2statetype != A
- trigger4 = AnimElem = 4
- trigger4 = p2statetype = A
- attr = A, SA
- damage = 100,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Back
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = -3, -7
- air.velocity = -2, -6
- fall = 1
- fall.yvelocity = -3
-
- [State 1400, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger1 = p2bodydist X < 30
- trigger1 = p2statetype != A
- attr = A, SA
- damage = 110,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 7
- air.velocity = -2, 0
- fall = 1
- fall.xvelocity = 0
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1400, 4]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1400, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1403
-
- ;---------------------------------------------------------------------------
- ; Jump Tiger Slash(on the ground) / ╕═╚ú│·╜┼┬√ (┬°┴÷)
- [Statedef 1403]
- type = S
- movetype = I
- physics = S
- juggle = 4
- anim = 1411
- ctrl = 0
- velset = 0,0
-
- [State 1401, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1401, 2]
- type = PosAdd
- trigger1 = Time = 0
- x = 8
-
- [State 1401, 3]
- type = PlaySnd
- trigger1 = Time = 3
- value = S1250, 5
-
- [State 1401, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 110,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 7
- air.velocity = -2, 0
- fall = 1
- fall.xvelocity = 0
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1401, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; Jump Tiger Slash_B / ╕═╚ú│·╜┼┬√ B
- [Statedef 1410]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1401
- poweradd = 60
- ctrl = 0
- velset = 0, 0
-
- [State 1410, 0]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1411
-
- [Statedef 1411]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1400
- poweradd = 60
- ctrl = 0
- velset = 4, -8.8
-
- [State 1410, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 1410, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,5
-
- [State 1410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1050, 1
-
- [State 1411, 3]
- type = ChangeState
- trigger1 = Vel y > 0
- value = 1412
-
- [Statedef 1412]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1405
- poweradd = 60
- ctrl = 0
-
- [State 1410, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .7
-
- [State 1410, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger1 = p2bodydist X >= 30
- trigger1 = p2statetype != A
- trigger2 = AnimElem = 3
- trigger2 = p2statetype = A
- trigger3 = AnimElem = 4
- trigger3 = p2bodydist X >= 30
- trigger3 = p2statetype != A
- trigger4 = AnimElem = 4
- trigger4 = p2statetype = A
- attr = A, SA
- damage = 110,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Back
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = -3, -7
- air.velocity = -2, -6
- fall = 1
- fall.yvelocity = -3
-
- [State 1410, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger1 = p2bodydist X < 30
- trigger1 = p2statetype != A
- attr = A, SA
- damage = 120,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 10
- air.velocity = -2, 0
- fall = 1
- fall.xvelocity = 0
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1410, 4]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1410, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1413
-
- ;---------------------------------------------------------------------------
- ; Jump Tiger Slash_B(on the ground) / ╕═╚ú│·╜┼┬√ B (┬°┴÷)
- [Statedef 1413]
- type = S
- movetype = I
- physics = S
- juggle = 4
- anim = 1412
- ctrl = 0
- velset = 0,0
-
- [State 1411, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1411, 2]
- type = PosAdd
- trigger1 = Time = 0
- x = 8
-
- [State 1411, 3]
- type = PlaySnd
- trigger1 = Time = 3
- value = S1250, 5
-
- [State 1411, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 120,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 10
- air.velocity = -2, 0
- fall = 1
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1411, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; Jump Tiger Slash_C / ╕═╚ú│·╜┼┬√ C
- [Statedef 1420]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1401
- poweradd = 60
- ctrl = 0
-
- [State 1420, 1]
- type = Changestate
- trigger1 = animtime = 0
- value = 1421
-
- [Statedef 1421]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1400
- poweradd = 60
- ctrl = 0
- velset = 4.7, -10
-
- [State 1420, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .55
-
- [State 1420, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,5
-
- [State 1420, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1050, 1
-
- [State 1421, 3]
- type = Changestate
- trigger1 = Vel y > 0
- value = 1422
-
- [Statedef 1422]
- type = A
- movetype = A
- physics = N
- juggle = 4
- anim = 1405
- poweradd = 60
- ctrl = 0
-
- [State 1420, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .75
-
- [State 1420, 3]
- type = HitDef
- trigger1 = p2bodydist X >= 30
- trigger1 = p2statetype != A
- trigger2 = AnimElem = 3
- trigger2 = p2statetype = A
- trigger3 = AnimElem = 4
- trigger3 = p2bodydist X >= 30
- trigger3 = p2statetype != A
- trigger4 = AnimElem = 4
- trigger4 = p2statetype = A
- attr = A, SA
- damage = 120,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Back
- pausetime = 10,14
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = -3, -7
- air.velocity = -2, -6
- fall = 1
- fall.yvelocity = -3
-
- [State 1420, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger1 = p2bodydist X < 40
- trigger1 = p2statetype != A
- attr = A, SA
- damage = 130,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 6,8
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 10
- air.velocity = -2, 0
- fall = 1
- fall.xvelocity = 0
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1420, 4]
- type = NotHitBy
- trigger1 = time = 0
- value = SCA
- time = 3
-
- [State 1420, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1423
-
- ;---------------------------------------------------------------------------
- ; Jump Tiger Slash_C(on the ground) / ╕═╚ú│·╜┼┬√ C (┬°┴÷)
- [Statedef 1423]
- type = S
- movetype = I
- physics = S
- juggle = 4
- anim = 1412
- ctrl = 0
- velset = 0,0
-
- [State 1421, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1421, 2]
- type = PosAdd
- trigger1 = Time = 0
- x = 8
-
- [State 1421, 3]
- type = PlaySnd
- trigger1 = Time = 3
- value = S1250, 5
-
- [State 1421, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 130,10
- guardflag = HA
- sparkno = 2
- sparkxy = -10,-85
- animtype = Up
- pausetime = 6,8
- hitsound = S1200,2
- guardsound = S1000,1
- ground.slidetime = 0
- ground.hittime = 18
- ground.velocity = 0, 10
- air.velocity = -2, 0
- fall = 1
- fall.xvelocity = 0
- fall.yvelocity = -3
- envshake.time = 10
- envshake.ampl = -4
-
- [State 1421, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger Thunder Punch_X / ╕═╚ú│·╜┼░¡ 97style
- [Statedef 1500]
- type = S
- movetype = A
- physics = S
- anim = 1500
- velset = 0
- juggle = 1
- poweradd = 60
- ctrl = 0
-
- [State 1500, 1]
- type = PlaySnd
- trigger1 = Animelem = 2
- value = 2,4
-
- [State 1500, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = s1250,2
-
- [State 1500, 2] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElem = 1
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = Hard
- damage = 25,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -2.5,-5
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Hard
- damage = 25,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -2.5,-5
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Hard
- damage = 30,5
- hitflag = MA
- guardflag = M
- pausetime = 12,15
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -2.5
- air.velocity = -3.5,-5
-
- [State 1500, 4]
- type = Veladd
- trigger1 = animelem = 2
- x = 4
-
- [State 1500, 4]
- type = Veladd
- trigger1 = animelem = 3
- x = 7
-
- [State 1500, 4]
- type = Veladd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- x = 1
-
- [State 1500, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger Thunder Punch_Y / ╕═╚ú│·╜┼░¡ 98 style
- [Statedef 1510]
- type = S
- movetype = A
- physics = S
- anim = 1510
- velset = 0
- juggle = 1
- poweradd = 70
- ctrl = 0
-
- [State 1510, 1]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 2,4
-
- [State 1510, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = s1250,2
-
- [State 1510, 2] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 2
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1510, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Hard
- damage = 30,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -2.5,-5
-
- [State 1510, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = Hard
- damage = 30,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -2.5,-5
-
- [State 1510, 3]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- animtype = Hard
- damage = 35,5
- hitflag = MA
- guardflag = M
- pausetime = 10,15
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 18
- ground.velocity = -2.5
- air.velocity = -3.5,-5
-
- [State 1510, 4]
- type = Veladd
- trigger1 = animelem = 3
- x = 5
-
- [State 1510, 4]
- type = Veladd
- trigger1 = animelem = 4
- x = 7
-
- [State 1510, 45]
- type = Veladd
- trigger1 = animelem = 5
- trigger2 = animelem = 6
- trigger3 = animelem = 7
- x = 1
-
- [State 1510, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger_thunder punch_Z / ╚ú╞≈┴·╟│▒╟ 99
- [Statedef 1520]
- type = S
- movetype= A
- physics = S
- poweradd= 70
- ctrl = 0
- anim = 1520
- velset = 0
- juggle = 3
-
- [State 1520, 1]
- type = Veladd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = -1.5
-
- [State 1520, 1]
- type = Veladd
- trigger1 = animelem = 7
- trigger2 = animelem = 11
- x = 5
-
- [State 1520, 1]
- type = Posadd
- trigger1 = animelem = 12
- x = 25
-
- [State 1520, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S2,6
-
- [State 1520, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = s1250,2
-
- [State 1520, 3] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1520, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- attr = S, SA
- animtype = Light
- damage = 20,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 3
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 16
- ground.velocity = -1, -3
- air.velocity = -2.5,-4
-
- [State 1520, 3]
- type = HitDef
- trigger1 = AnimElem = 12
- trigger2 = AnimElem = 13
- attr = S, SA
- animtype = Hard
- damage = 30,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 16
- ground.velocity = -3, -6
- air.velocity = -3.5, -4.5
-
- [State 1520, 3]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- animtype = Back
- damage = 35,10
- hitflag = MA
- guardflag = M
- pausetime = 9,12
- hitsound = S1200,2
- priority = 6
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -5, -5
- air.velocity = -5.5,-6
- fall = 1
- air.recover = 0
-
- [State 1520, 4]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Tiger_Uppercut from thunder punch / ╚ú╞≈ (╕═╚ú│·╜┼░¡ ┐¼░ß)
- [Statedef 1530]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 70
- ctrl = 0
- anim = 1530
- velset = 0,0
-
- [State 1530, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2, 4
-
- [State 1530, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1050, 2
-
- [State 1530, Hit]
- type = HitDef
- trigger1 = Animelem = 3
- attr = S, SA
- priority = 7, hit
- damage = 30,5
- animtype = Heavy
- getpower = 30
- givepower = 15
- hitflag = MAF
- guardflag = M
- pausetime = 8,10
- sparkno = 2
- sparkxy = 42, -65
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -1, -6
- air.velocity = -3.5,-5
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Haohken_X"
- value = 3000
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Haohken_Y"
- value = 3010
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Haohken_Z"
- value = 3020
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Ryuko_X"
- value = 3100
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Y"
- value = 3110
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Z"
- value = 3120
- ctrl = 0
-
- [State 1530, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Tenjihao"
- value = 3200
- ctrl = 0
-
- [State 1530, 4]
- type = MoveHitReset
- trigger1 = AnimElem = 3
-
- [State 1530, 5]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1531
-
- ;---------------------------------------------------------------------------
- ;rising
- [Statedef 1531]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- anim = 1531
- velset = 3.5, -8.5
-
- [State 1531, 1]
- type = Velset
- trigger1 = time = 10
- x = 1
-
- [State 1531, 1]
- type = Veladd
- trigger1 = time >= 0
- y = .018
-
- [State 1531, 4]
- type = PosAdd
- trigger1 = time = 0
- x = 10
-
- [State 1531, 5]
- type = HitDef
- trigger1 = Animelem = 1
- attr = S, SA
- priority = 6, hit
- damage = 40,5
- animtype = Back
- getpower = 40
- givepower = 20
- hitflag = MA
- guardflag = M
- pausetime = 12,15
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -4, -7
- air.velocity = -3,-6
- fall = 1
- air.recover = 0
-
- [State 1531, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 1532
-
- ;---------------------------------------------------------------------------
- ;falling
- [Statedef 1532]
- type = A
- movetype= I
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1532
- velset = .1,.1
-
- [State 1212, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .42
-
- [State 1532, 2]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1533
-
- ;---------------------------------------------------------------------------
- ;land
- [Statedef 1533]
- type = S
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 1533
- velset = 0, 0
-
- [State 1533, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 1533, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1533, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╚ú╞≈┴·╟│▒╟ 00
- [Statedef 1550]
- type = S
- movetype= A
- physics = S
- poweradd= 70
- ctrl = 0
- anim = 1550
- velset = 0
- juggle = 3
-
- [State 1550, 1]
- type = Veladd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- trigger4 = animelem = 5
- x = -1.8
-
- [State 1550, 1]
- type = Veladd
- trigger1 = animelem = 8
- trigger2 = animelem = 10
- x = 4.5
-
- [State 1550, 1]
- type = Posadd
- trigger1 = animelem = 12
- x = 25
-
- [State 1550, 1]
- type = Velset
- trigger1 = animelem = 6
- trigger2 = animelemtime(13) = 7
- x = 0
-
- [State 1550, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S2,6
-
- [State 1550, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = s1250,2
-
- [State 1550, 3] ;guard other player's attack
- type = ReversalDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1550, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 7
- attr = S, SA
- animtype = Light
- damage = 20,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 3
- sparkno = 2
- sparkxy = -30,-59
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 16
- ground.velocity = -1, -3
- air.velocity = -2.5,-4
-
- [State 1550, 3]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, SA
- animtype = Hard
- damage = 30,5
- hitflag = MA
- guardflag = M
- pausetime = 8,10
- hitsound = S1200,2
- priority = 5
- sparkno = 2
- sparkxy = 5,-55
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 16
- ground.velocity = -3
- air.velocity = -3,-3
-
- [State 1550, 3]
- type = HitDef
- trigger1 = AnimElem = 13
- attr = S, SA
- animtype = Hard
- damage = 70,10
- hitflag = MA
- guardflag = M
- pausetime = 6,12
- hitsound = S1200,2
- priority = 6
- sparkno = 2
- sparkxy = -30,-70
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -5
- air.velocity = -5.5, -3
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Haohken_X"
- value = 3000
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Haohken_Y"
- value = 3010
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Haohken_Z"
- value = 3020
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 1000
- triggerall = moveContact
- trigger1 = command = "Ryuko_X"
- value = 3100
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 2000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Y"
- value = 3110
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Ryuko_Z"
- value = 3120
- ctrl = 0
-
- [State 1500, 3]
- type = ChangeState
- triggerall = power >= 3000
- triggerall = moveContact
- trigger1 = command = "Tenjihao"
- value = 3200
- ctrl = 0
-
- [State 1550, 4]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Air_Koohken_X
- [Statedef 1600]
- type = A
- movetype= A
- physics = S
- juggle = 3
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1600
-
- [State 1600, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,1
-
- [State 1600, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500, 1
-
- [State 1600, 2]
- type = VelSET
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 1600, 3]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1650
- projhitanim = 1660
- projremanim = 1670
- offset = 53,-58
- projpriority = 1
- projshadow = -1
- velocity = 3.8, 3
- ; HitDef part of projectile info
- attr = S, SP
- damage = 60,10
- animtype = Hard
- guardflag = MA
- hitflag = MAFD
- pausetime = 0,9
- sparkno = 2
- sparkxy = 0, 0
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -7
- air.animtype = Back
- air.velocity = -3,-5
- air.juggle = 3
-
- [State 1600, 4]
- type = VelAdd
- trigger1 = Time >= 30
- y = .4
-
- [State 1600, 5]
- type = PosSet
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- y = 0
-
- [State 1600, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 52
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Air_Koohken_Y
- [Statedef 1610]
- type = A
- movetype= A
- physics = S
- juggle = 3
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1610
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,1
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500, 1
-
- [State 1610, 2]
- type = VelSET
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 1610, 3]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1650
- projhitanim = 1660
- projremanim = 1670
- offset = 61,-68
- projpriority = 1
- projshadow = -1
- velocity = 5, 3
- ; HitDef part of projectile info
- attr = S, SP
- damage = 65,10
- animtype = Hard
- guardflag = MA
- hitflag = MAFD
- pausetime = 0,9
- sparkno = 2
- sparkxy = 0, 0
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -7
- air.animtype = Back
- air.velocity = -3,-5
- air.juggle = 3
-
- [State 1610, 4]
- type = VelAdd
- trigger1 = Time >= 30
- y = .4
-
- [State 1610, 5]
- type = PosSet
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- y = 0
-
- [State 1610, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 52
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Air_Koohken_Z
- [Statedef 1620]
- type = A
- movetype= A
- physics = S
- juggle = 3
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1620
-
- [State 1620, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,1
-
- [State 1620, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500, 1
-
- [State 1620, 2]
- type = VelSET
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 1620, 3]
- type = Projectile
- trigger1 = AnimElem = 2
- projanim = 1010
- projhitanim = 1020
- offset = 18,-25
- projpriority = 1
- projshadow = -1
- projremovetime = 60
- velocity = 5
- ; HitDef part of projectile info
- attr = S, SP
- damage = 70,10
- animtype = Hard
- guardflag = MA
- hitflag = MAF
- pausetime = 0,9
- sparkno = 2
- sparkxy = 80, -60
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -7
- air.animtype = Back
- air.velocity = -3,-5
- air.juggle = 3
-
- [State 1620, 4]
- type = VelAdd
- trigger1 = Time >= 30
- y = .4
-
- [State 1620, 5]
- type = PosSet
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- y = 0
-
- [State 1620, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 52
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_X / ┬ⁿ┐¡▒╟!
- [Statedef 1700]
- type = S
- movetype = A
- physics = S
- anim = 1700
- velset = 0
- juggle = 3
- poweradd = 10
- ctrl = 0
-
- [State 1700, 1]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = S1,4
-
- [State 1700, 1]
- type = PlaySnd
- trigger1 = timemod = 6,0
- trigger1 = time = [13, 54]
- value = S1700, 0
-
- [State 1700, 2] ;guard other player's attack
- type = ReversalDef
- trigger1 = Time = [0, 8]
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1700, 3] ; medium
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 13
- attr = S, NA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = H
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -50
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1701
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1700, 3] ; low
- type = HitDef
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 20
- trigger4 = AnimElem = 21
- attr = S, NA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -25
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1701
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1700, 4] ; High
- type = HitDef
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 16
- attr = S, NA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1200, 2
- priority = 6
- sparkno = 2
- sparkxy = -5, -85
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1701
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1700, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_X (hit!)
- [Statedef 1701]
- type = S
- movetype = A
- physics = S
- anim = 1750
- velset = 0
- juggle = 0
- poweradd = 50
- ctrl = 0
-
- [State 1701, PlaySnd]
- type = PlaySnd
- trigger1 = timemod = 6,0
- trigger1 = time = [5, 119]
- value = S1700, 0
-
- [State 1701, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = S1200,2
-
- [State 1701, 1]
- type = TargetBind
- trigger1 = Time > 0
- pos = 50,-5-.3*Time
-
- [State 1701, 1]
- type = TargetState
- trigger1 = AnimElem = 50
- value = 1731
-
- [State 1701, Hit]
- type = HitAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = 1
-
- [State 1701, Hit]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = -5
- kill = 0
-
- [State 1701, Exp]
- type = Explod
- trigger1 = AnimElem = 20
- trigger2 = AnimElem = 23
- trigger3 = AnimElem = 26
- trigger4 = AnimElem = 29
- trigger5 = AnimElem = 32
- anim = F2
- pos = 50,-65
- sprpriority = 5
-
- [State 1701, Exp]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- anim = F2
- pos = 50,-45
- sprpriority = 5
-
- [State 1701, Exp]
- type = Explod
- trigger1 = AnimElem = 35
- trigger2 = AnimElem = 38
- trigger3 = AnimElem = 41
- trigger4 = AnimElem = 44
- trigger5 = AnimElem = 47
- trigger6 = AnimElem = 50
- anim = F2
- pos = 40,-85
- sprpriority = 5
-
- [State 1705, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1702
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_X (Last punch)
- [Statedef 1702]
- type = S
- movetype = A
- physics = S
- anim = 210
- velset = 0
- juggle = 0
- poweradd = 0
- ctrl = 0
-
- ;[State 1700, 1]
- ;type = PlaySnd
- ;trigger1 = Animelem = 4
- ;value = S1,4
-
- [State 1706, shake]
- type = envShake
- trigger1 = time = 7
- time = 35
- ampl = 6
-
- [State 1706, 3] ; medium
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Back
- damage = 25
- hitflag = MAF
- guardflag = M
- pausetime = 44,46
- hitsound = S1200,4
- priority = 6
- sparkno = 2
- sparkxy = -5, -60
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 20
- ground.velocity = -11, -7
- air.velocity = -11, -7
- p2stateno = 1705
-
- [State 1706, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------
- ; (a custom gethit state)
- ; See State 1702 for details
- [Statedef 1705]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 1125, Anim] ;Custom animation
- type = ChangeAnim2
- trigger1 = 1
- value = 1705
-
- [State 1125, State]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 1706
-
- ;------------------
- ; Hit by Fast Kung Fu Palm - flying through the air
- ; (a custom gethit state)
- [Statedef 1706]
- type = A
- movetype= H
- physics = N
-
- [State 1126, Velocity]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 1126, Gravity]
- type = VelAdd
- trigger1 = 1
- y = .45
-
- [State 1126, No scroll]
- type = ScreenBound
- triggerall = Pos y < -15
- trigger1 = BackEdgeBodyDist < 65
- trigger2 = FrontEdgeBodyDist < 65
- value = 1
- movecamera = 0,1
-
- [State 1126, Hit wall]
- type = ChangeState
- triggerall = Pos y < -15
- trigger1 = BackEdgeBodyDist <= 20
- trigger2 = FrontEdgeBodyDist <= 20
- value = 1707
-
- [State 1124, Hit ground]
- type = SelfState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 5100
-
- ;------------------
- ; Hit by Fast Kung Fu Palm - hit wall
- ; (a custom gethit state)
- [Statedef 1707]
- type = A
- movetype= H
- physics = N
-
- [State 1127, Turn]
- type = Turn
- trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
-
- [State 1127, Pos]
- type = PosAdd
- trigger1 = Time = 0
- x = 15 - BackEdgeBodyDist
-
- [State 1127, Stop moving]
- type = PosFreeze
- trigger1 = 1
- x = 1
- y = 1
-
- [State 1127, No scroll]
- type = ScreenBound
- trigger1 = 1
- value = 1
- movecamera = 0,1
-
- [State 1127, Spark]
- type = Explod
- trigger1 = Time = 0
- anim = F72
- pos = 0, floor (screenpos y) - 50
- postype = back
- sprpriority = 3
-
- [State 1127, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1707
-
- [State 1127, Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7,2;F7,0
-
- [State 1127, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1708
-
- ;------------------
- ; Hit by Fast Kung Fu Palm - bounce off wall
- ; (a custom gethit state)
- [Statedef 1708]
- type = A
- movetype= H
- physics = N
-
- [State 1128, 1]
- type = NotHitBy
- trigger1 = 1
- value = , NA, NP
-
- [State 1128, Vel Y]
- type = VelSet
- trigger1 = Time = 0
- y = -8;-6
-
- [State 1128, Vel X]
- type = VelSet
- trigger1 = Time = 0
- x = 1.6
-
- [State 1128, Turn]
- type = Turn
- trigger1 = (Time = 0) && (BackEdgeDist < 30)
-
- [State 1128, Gravity]
- type = VelAdd
- trigger1 = 1
- y = .45;.35
-
- [State 1128, Anim 5050] ;Self falling animation
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = !SelfAnimExist(5052)
- value = 5050
-
- [State 1128, Anim 5052] ;Self falling animation (diagup type)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = SelfAnimExist(5052)
- value = 5052
-
- [State 1128, Anim 5060] ;Coming down - normal
- type = ChangeAnim
- trigger1 = Vel Y > -2
- trigger1 = Anim = 5050
- trigger1 = SelfAnimExist(5060)
- persistent = 0
- value = 5060
-
- [State 1128, Anim 5062] ;Coming down - diagup type
- type = ChangeAnim
- trigger1 = Vel Y > -2
- trigger1 = Anim = 5052
- trigger1 = SelfAnimExist(5062)
- persistent = 0
- value = 5062
-
- [State 1128, Hit ground]
- type = SelfState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 5100
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_Y / ┬ⁿ┐¡▒╟!
- [Statedef 1710]
- type = S
- movetype = A
- physics = S
- anim = 1710
- velset = 0
- juggle = 3
- poweradd = 10
- ctrl = 0
-
- [State 1710, 1]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = S1,4
-
- [State 1710, 1]
- type = PlaySnd
- trigger1 = timemod = 6,0
- trigger1 = time = [13, 80]
- value = S1700, 0
-
- [State 1710, 2] ;guard other player's attack
- type = ReversalDef
- trigger1 = Time = [0, 10]
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1710, 3] ; medium
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 22
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = H
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -50
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1710, 3] ; low
- type = HitDef
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 20
- trigger4 = AnimElem = 21
- trigger5 = AnimElem = 28
- trigger6 = AnimElem = 29
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -25
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1710, 4] ; High
- type = HitDef
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 16
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 24
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1200, 2
- priority = 6
- sparkno = 2
- sparkxy = -5, -85
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
- p2facing = 1
-
- [State 1710, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_Y (hit!)
- [Statedef 1715]
- type = S
- movetype = A
- physics = S
- anim = 1750
- velset = 0
- juggle = 0
- poweradd = 50
- ctrl = 0
-
- [State 1715, PlaySnd]
- type = PlaySnd
- trigger1 = timemod = 6,0
- trigger1 = time = [5, 119]
- value = S1700, 0
-
- [State 1715, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = S1200,2
-
- [State 1715, 1]
- type = TargetBind
- trigger1 = Time > 0
- pos = 50,-5-.3*Time
-
- [State 1715, 1]
- type = TargetState
- trigger1 = AnimElem = 50
- value = 1731
-
- [State 1715, Hit]
- type = HitAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = 1
-
- [State 1701, Hit]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- trigger8 = AnimElem = 26
- trigger9 = AnimElem = 29
- trigger10 = AnimElem = 32
- trigger11 = AnimElem = 35
- trigger12 = AnimElem = 38
- trigger13 = AnimElem = 41
- trigger14 = AnimElem = 44
- trigger15 = AnimElem = 47
- trigger16 = AnimElem = 50
- value = -5
- kill = 0
-
- [State 1715, Exp]
- type = Explod
- trigger1 = AnimElem = 20
- trigger2 = AnimElem = 23
- trigger3 = AnimElem = 26
- trigger4 = AnimElem = 29
- trigger5 = AnimElem = 32
- anim = F2
- pos = 50,-65
- sprpriority = 5
-
- [State 1715, Exp]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 16
- anim = F2
- pos = 50,-45
- sprpriority = 5
-
- [State 1715, Exp]
- type = Explod
- trigger1 = AnimElem = 35
- trigger2 = AnimElem = 38
- trigger3 = AnimElem = 41
- trigger4 = AnimElem = 44
- trigger5 = AnimElem = 47
- trigger6 = AnimElem = 50
- anim = F2
- pos = 40,-85
- sprpriority = 5
-
- [State 1715, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1716
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_Y (Last upper)
- [Statedef 1716]
- type = S
- movetype = A
- physics = S
- anim = 1760
- velset = 0
- juggle = 0
- poweradd = 0
- ctrl = 0
-
- ;[State 1700, 1]
- ;type = PlaySnd
- ;trigger1 = Animelem = 4
- ;value = S1,4
-
- [State 1716, shake]
- type = envShake
- trigger1 = time = 7
- time = 25
- ampl = 6
-
- [State 1716, 3] ; medium
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Back
- damage = 40
- hitflag = MAF
- guardflag = M
- pausetime = 44,46
- hitsound = S1200,4
- priority = 6
- sparkno = 2
- sparkxy = -5, -120
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 20
- ground.velocity = -1, -8
- air.velocity = -1, -8
- air.recover = 0
- fall.recover = 0
- fall = 1
-
- [State 1716, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Zanretsu Ken_Z / ┬ⁿ┐¡▒╟!
- [Statedef 1720]
- type = S
- movetype = A
- physics = S
- anim = 1720
- velset = 0
- juggle = 3
- poweradd = 10
- ctrl = 0
-
- [State 1720, 1]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = S1,4
-
- [State 1720, 1]
- type = PlaySnd
- trigger1 = timemod = 6,0
- trigger1 = time = [13, 105]
- value = S1700, 0
-
- [State 1720, 2] ;guard other player's attack
- type = ReversalDef
- trigger1 = Time = [0, 12]
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 15,20
- sparkxy = 20,-65
- hitsound = 6,0
-
- [State 1720, 3] ; medium
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 22
- trigger4 = AnimElem = 30
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = H
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -50
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
-
- [State 1720, 3] ; low
- type = HitDef
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 20
- trigger4 = AnimElem = 21
- trigger5 = AnimElem = 28
- trigger6 = AnimElem = 29
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 38
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1700, 1
- priority = 6
- sparkno = 2
- sparkxy = -5, -25
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
-
- [State 1720, 4] ; High
- type = HitDef
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 16
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 24
- trigger7 = AnimElem = 32
- trigger8 = AnimElem = 33
- attr = S, SA
- animtype = medium
- damage = 20, 5
- hitflag = MA
- guardflag = M
- pausetime = 2,4
- hitsound = S1200, 2
- priority = 6
- sparkno = 2
- sparkxy = -5, -85
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -1
- air.velocity = -1,0
- p1stateno = 1715
- p2stateno = 1730
- snap = 50, -5
- kill = 0
- numhits = 0
-
- [State 1720, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;└ß┐¡▒╟ p2stateno
- [Statedef 1730]
- type = A
- movetype = H
- physics = N
- ctrl = 0
-
- [State 1730, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 1730, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1730
-
- [State 1730, 1]
- type = SelfState
- trigger1 = Time < 2 && (p2stateno != 1701 && p2stateno != 1715)
- value = 5050
-
- [Statedef 1731]
- type = A
- movetype = H
- physics = N
-
- [State 1731, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1731
-
- [State 1731, 1]
- type = NotHitBy
- trigger1 = Time < 14
- value = SCA,NT,ST,HT
-
- ;---------------------------------------------------------------------------
- ;Hao-sho-ko ken_X
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= -1000
- velset = 0
- ctrl = 0
- anim = 3000
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3000, 3]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3000, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 3
-
- [State 3000, B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 4
-
- [State 3000, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 1500, 2
-
- [State 3000, Super D]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- time = 2
-
- [State 3000, Super E]
- type = AfterImageTime
- trigger1 = Time = [2,45]
- time = 2
-
- [State 3000, Super F]
- type = NotHitBy
- trigger1 = Time = 2
- value = SCA
- movetime = 30
-
- [State 3000, 4]
- type = Projectile
- trigger1 = AnimElem = 9
- offset = 0, 0
- projshadow = -1
- velocity = 5
- projanim = 3010
- projhitanim = 3020
- projID = 3000
- projpriority = 4
- attr = S, HP;SA
- damage = 270,30
- animtype = Up
- guardflag = M
- hitflag = MAFP
- pausetime = 0, 9
- sparkno = 3
- sparkxy = 42, -70
- hitsound = S3000,0
- guardsound = S1000,2
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -5, -6
- air.velocity = -5,-6
- fall = 1
- air.fall = 1
-
- [State 3000, Flash]
- type = envcolor
- trigger1 = projhit = 1
- ignorehitpause = 1
- persistent = 12
- time = 1
- value = 250,250,250
- under = 1
- loop = 5
-
- [State 3000, 5]
- type = envcolor
- trigger1 = time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 3000, shake]
- type = envShake
- trigger1 = projcontact(500) = 1
- time = 19
- ampl = 4
- freq = 80
- phase = 60
-
- [State 3000 , varset]
- type = VarSet
- trigger1 = ProjHitTime(3000) = 12
- var(2) = 10
-
- [State 3000, 6]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Hao-sho-ko ken_Y
- [Statedef 3010]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= -2000
- velset = 0
- ctrl = 0
- anim = 3000
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3010, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3010, 3]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3010, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 3
-
- [State 3010, B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 4
-
- [State 3010, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 1500, 2
-
- [State 3010, Super D]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- time = 2
-
- [State 3010, Super E]
- type = AfterImageTime
- trigger1 = Time = [2,45]
- time = 2
-
- [State 3010, Super F]
- type = NotHitBy
- trigger1 = Time = 2
- value = SCA
- movetime = 30
-
- [State 3010, 4]
- type = Projectile
- trigger1 = AnimElem = 9
- offset = 0, 0
- projshadow = -1
- velocity = 8
- projanim = 3030
- projhitanim = 3020
- projID = 3010
- projpriority = 5
- projhits = 3
- attr = S, HP
- damage = 130,20
- animtype = Up
- guardflag = M
- hitflag = MAFP
- pausetime = 0, 10
- sparkno = 3
- sparkxy = 42, -70
- hitsound = S3000,0
- guardsound = S1000,2
- volume = -30
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -5, -6
- air.velocity = -5,-6
- fall = 1
- air.fall = 1
-
- [State 3010, Flash]
- type = envcolor
- trigger1 = projhit = 1
- ignorehitpause = 1
- persistent = 12
- time = 1
- value = 250,250,250
- under = 1
- loop = 5
-
- [State 3010, 5]
- type = envcolor
- trigger1 = time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 3010, shake]
- type = envShake
- trigger1 = projcontact(500) = 1
- time = 19
- ampl = 4
- freq = 80
- phase = 60
-
- [State 3010 , varset]
- type = VarSet
- trigger1 = ProjHitTime(3010) = 12
- var(2) = 10
-
- [State 3010, 6]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Hao-sho-ko ken_Z
- [Statedef 3020]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= -3000
- velset = 0
- ctrl = 0
- anim = 3040
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3000, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3020, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3020, 3]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3020, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 3
-
- [State 3020, B]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 9
-
- [State 3020, Super B]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1500, 2
-
- [State 3020, Super D]
- type = AfterImage
- trigger1 = Time = 2
- time = 1
- timegap = 2
- framegap = 3
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128, 25, 25
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- Trans = Add1
-
- [State 3020, Super E]
- type = AfterImageTime
- trigger1 = Time = [2,45]
- time = 2
-
- [State 3020, Super F]
- type = NotHitBy
- trigger1 = Time = 2
- value = SCA
- movetime = 30
-
- [State 3020, 4]
- type = Projectile
- trigger1 = AnimElem = 5
- offset = 0, 0
- projshadow = -1
- velocity = 15
- projanim = 3050
- projhitanim = 3020
- projID = 3020
- projpriority = 7
- projhits = 5
- attr = S, HP
- damage = 110,20
- animtype = diagup
- guardflag = M
- hitflag = MAFP
- pausetime = 0, 12
- sparkno = 3
- sparkxy = 42, -70
- hitsound = S3000,0
- guardsound = S1000,2
- volume = -30
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -6, -7
- air.velocity = -6,-7
- fall = 1
- air.recover = 0
-
- [State 3020, 5]
- type = envcolor
- trigger1 = time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 3020, 6]
- type = explod
- trigger1 = Animelem = 3
- trigger2 = Animelem = 4
- anim = 3060
- pos = -17, -71
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 3020, Flash]
- type = envcolor
- trigger1 = projhit = 1
- ignorehitpause = 1
- persistent = 12
- time = 1
- value = 250,250,250
- under = 1
- loop = 5
-
- [State 3020, shake]
- type = envShake
- trigger1 = projcontact(500) = 1
- time = 19
- ampl = 4
- freq = 80
- phase = 60
-
- [State 4100, 0a]
- type = VarSet
- trigger1 = time = 1
- v = 12
- value = 1
-
- [State 3000, 0b]
- type = BGPalfx
- trigger1 = var(12) = 1
- ignorehitpause = 1
- time = 2;17
- ;mul = 15+var(11)*2,79+var(11)*2,145+var(11)*2
- invertall = 1
-
- [State 3020 , varset]
- type = VarSet
- trigger1 = ProjHitTime(3020) = 5
- var(2) = 15
-
- [State 3020, 7]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_X (Start)
- [Statedef 3100]
- type = S
- movetype = A
- physics = N
- poweradd= -1000
- velset = 0
- ctrl = 0
- anim = 3100
-
- [State 3100, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3100, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3100, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3100, 2]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3100, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 7
-
- [State 3100, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 4
-
- [State 3100, 4]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3100, 5]
- type = Envcolor
- trigger1 = Time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 3100, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3101
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_X (Dash)
- [Statedef 3101]
- type = A
- movetype = A
- physics = N
- juggle = 0
- velset = 7.5, -2
- ctrl = 0
- anim = 3101
-
- [State 3101, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 2
-
- [State 3101, 1]
- type = NotHitBy
- trigger1 = Time >= 2
- value = A, NP, SP
-
- [State 3101, 2]
- type = VelAdd
- trigger1 = time >= 8
- trigger1 = Vel X >= 1
- x = .15
- y = .2
-
- [State 3101, 3]
- type = HitDef
- trigger1 = Time >= 2
- id = 3101
- attr = A, HA
- damage = 0, 10
- fall.damage = 60
- animtype = Heavy
- sparkno = 2
- sparkxy = 20, -66
- guardflag = M
- hitflag = MAF
- priority = 7, Hit
- pausetime = 12, 12
- hitsound = S200,3
- p2facing = 1
- ;maxdist = 60, 0
- ;mindist = 30, 0
- ground.type = High
- guardsound = S1000,1
- p1stateno = 3105
- p2stateno = 3150
- kill = 0
-
- [State 3101, 4]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- frameGap = 5
- time = 2
-
- [State 3101, 4]
- type = AfterImageTime
- trigger1 = Time >= 3
- time = 2
-
- [State 3101, 5]
- type = Changestate
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- trigger2 = frontedgedist = 0
- trigger3 = MoveGuarded = 1
- value = 3102
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_X (miss)
- [Statedef 3102]
- type = S
- physics = S
- ctrl = 0
- anim = 3102
-
- [State 3102, 1]
- type = AfterImageTime
- trigger1 = time = 0
- Time = 0
-
- [State 3102, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250,5
-
- [State 3102, 3]
- type = Velset
- trigger1 = Time = 0
- y = 0
-
- [State 3102, 3]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 3102, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 3102, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_X (hit!)
- [Statedef 3105]
- type = S
- movetype = A
- physics = S
- anim = 3105
- ctrl = 0
- velset = 1.5,0,0
-
- [State 3105, 0]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3105, 0]
- type = Velset
- trigger1 = time = 0
- y = 0
-
- [State 3105, 0]
- type = Width
- trigger1 = time >= 0
- trigger1 = AnimElem = 55, < 0
- edge = 60, 15
-
- [State 3105, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3105, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3105, 1]
- type = PosAdd
- trigger1 = time = 0
- x = 15
-
- [State 3105, 1]
- type = PosAdd
- trigger1 = AnimElem = 23
- trigger2 = AnimElem = 41
- x = 10
-
- [State 3105, 2]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 30
- pos = 70,0
-
- [State 3105, 2]
- type = TargetBind
- trigger1 = Animelem = 1, >=0
- trigger1 = Animelem = 11, < 0
- trigger2 = AnimElem = 12, >= 0
- trigger2 = AnimElem = 16, < 0
- pos = 40, 0
-
- [State 3105, 2]
- type = TargetBind
- trigger1 = Animelem = 16, >=0
- trigger1 = Animelem = 30, < 0
- trigger2 = AnimElem = 31, >= 0
- trigger2 = AnimElem = 50, < 0
- pos = 50, 0
-
- [State 3105, 0]
- type = TargetDrop ; └╜... └╠░┼ ╣╣╟╧┤┬ │α╝«└╠┤⌡╢≤..ñ╤ñ╤;
- trigger1 = time >= 0
- excludeID = 3101
-
- [State 3105, 1]
- type = VelSet
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- x = 2.5
-
- [State 3105, 1]
- type = Veladd
- trigger1 = time >= 30
- x = 0.2
-
- [State 3105, 1]
- type = VelSet
- trigger1 = AnimElem = 55
- x = 1
- y = -10
-
- [State 3105, 1]
- type = StateTypeSet
- trigger1 = AnimElem = 55, = 1
- value = A
-
- [State 3105, 1]
- type = Velset
- trigger1 = animelem = 57
- x = 0
-
- [State 3105, 1]
- type = VelSet
- trigger1 = AnimElem = 61
- y = 0
-
- [State 3105, 1]
- type = PosSet
- trigger1 = AnimElem = 61
- y = 0
-
- [State 3105, 1]
- type = Veladd
- trigger1 = animelem = 55, >= 1
- trigger1 = Pos Y < -8
- y = .4
-
- [State 3105, 1]
- type = PosAdd
- trigger1 = animelem = 55
- x = 15
-
- [State 3105, 1]
- type = Playsnd
- trigger1 = time = 10
- value = 2, 2
-
- [State 3105, 3]
- type = EnvColor
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 54
- trigger14 = animelem = 56
- value = 255, 255, 255
- time = 1
-
- [State 3105, 4]
- type = Playsnd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 54
- value = S1200,2
-
- [State 3105, 4]
- type = PlaySnd
- trigger1 = animelem = 51
- value = s1050, 2
-
- [State 3105, 4]
- type = PlaySnd
- trigger1 = animelem = 55
- value = 2, 5
-
- [State 3105, 4]
- type = PlaySnd
- trigger1 = time = 160
- value = S1200, 4
-
- [State 3105, 5]
- type = Hitadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 54
- trigger14 = animelem = 56, = 3
- value = 1
-
- [State 3105, 5]
- type = TargetLifeadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- value = -15
- kill = 0
-
- [State 3105, 5]
- type = TargetLifeAdd
- trigger1 = AnimElem = 54
- value = -30
- kill = 0
-
- [State 3105, 5]
- type = TargetLifeAdd
- trigger1 = AnimElem = 56
- value = -50
-
- [State 3105, 5] ;HH
- type = TargetState
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- value = 3150 ;3062
-
- [State 3105, 5]
- type = Explod
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- anim = F2
- pos = -5, -85
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3105, 5] ;HM
- type = TargetState
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- value = 3151 ;3063
-
- [State 3105, 5]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- anim = F2
- pos = -5, -65
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3105, 5] ;LM
- type = TargetState
- trigger1 = AnimElem = 16
- value = 3152 ;3064
-
- [State 3105, 5]
- type = Explod
- trigger1 = AnimElem = 16
- anim = F2
- pos = -5, -40
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3105, 5] ;Upper
- type = TargetState
- trigger1 = AnimElem = 54
- value = 3154
-
- [State 3105, 5]
- type = Explod
- trigger1 = AnimElem = 54
- anim = F2
- pos = 5, -85
- postype = p2
- sprpriority = 2
-
- [State 3105, 5] ;Koho
- type = TargetState
- trigger1 = AnimElem = 56
- value = 3155
-
- [State 3105, 5]
- type = Explod
- trigger1 = AnimElem = 56
- anim = F2
- pos = 5, -85
- postype = p2
- sprpriority = 2
-
- [State 3105, 6]
- type = AfterImage
- trigger1 = AnimElem = 54
- Trans = Add1
- frameGap = 5
- time = 2
-
- [State 3105, 6]
- type = AfterImageTime
- trigger1 = AnimElemTime(54) >= 0 && time <= 180
- time = 2
-
- [State 3105, shake]
- type = envShake
- trigger1 = animelem = 54
- time = 10
- ampl = 3 ; ╢│╕«┤┬ ┴ñ╡╡
- freq = 80 ; ╚τ╡Θ╕«┤┬ ╝╙╡╡
-
- [State 3105, shake]
- type = envShake
- trigger1 = animelem = 56
- time = 30
- ampl = 6
- freq = 80
-
- [State 3105, 7]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Y (Start)
- [Statedef 3110]
- type = S
- movetype = A
- physics = N
- poweradd= -2000
- velset = 0
- ctrl = 0
- anim = 3100
-
- [State 3110, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3110, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3110, 2]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3110, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3110, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 7
-
- [State 3110, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 4
-
- [State 3110, 4]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3110, 5]
- type = Envcolor
- trigger1 = Time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 3110, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3111
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Y (Dash)
- [Statedef 3111]
- type = A
- movetype = A
- physics = N
- juggle = 0
- velset = 7.5, -2
- ctrl = 0
- anim = 3101
-
- [State 3111, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 2
-
- [State 3111, 1]
- type = NotHitBy
- trigger1 = Time >= 2
- value = A, NP, SP
-
- [State 3111, 2]
- type = VelAdd
- trigger1 = time >= 8
- trigger1 = Vel X >= 1
- x = .15
- y = .2
-
- [State 3111, 3]
- type = HitDef
- trigger1 = Time >= 2
- id = 3111
- attr = A, HA
- damage = 0, 10
- fall.damage = 60
- animtype = Heavy
- sparkno = 2
- sparkxy = 20, -66
- guardflag = M
- hitflag = MAF
- priority = 7, Hit
- pausetime = 12, 12
- hitsound = S200,3
- p2facing = 1
- ;maxdist = 60, 0
- ;mindist = 30, 0
- ground.type = High
- guardsound = S1000,1
- p1stateno = 3115
- p2stateno = 3150
- kill = 0
-
- [State 3111, 4]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- frameGap = 5
- time = 2
-
- [State 3111, 4]
- type = AfterImageTime
- trigger1 = Time >= 3
- time = 2
-
- [State 3111, 5]
- type = Changestate
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- trigger2 = frontedgedist = 0
- trigger3 = MoveGuarded = 1
- value = 3112
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Y (miss)
- [Statedef 3112]
- type = S
- physics = S
- ctrl = 0
- anim = 3102
-
- [State 3112, 1]
- type = AfterImageTime
- trigger1 = time = 0
- Time = 0
-
- [State 3112, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250,5
-
- [State 3112, 3]
- type = Velset
- trigger1 = Time = 0
- y = 0
-
- [State 3112, 3]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 3112, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 3112, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Y (hit!)
- [Statedef 3115]
- type = S
- movetype = A
- physics = S
- anim = 3110
- ctrl = 0
- velset = 1,0,0
-
- [State 3115, 0]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3115, 0]
- type = Velset
- trigger1 = time = 0
- y = 0
-
- [State 3115, 0]
- type = Width
- trigger1 = time >= 0
- trigger1 = AnimElem = 91, < 0
- edge = 60, 15
-
- [State 3115, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3115, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3115, 1]
- type = PosAdd
- trigger1 = time = 0
- x = 15
-
- [State 3115, 1]
- type = PosAdd
- trigger1 = AnimElem = 23
- trigger2 = AnimElem = 41
- trigger3 = AnimElem = 58
- trigger4 = AnimElem = 76
- trigger5 = AnimElem = 88
- trigger6 = AnimElem = 96
- x = 10
-
- [State 3115, 2]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 30
- trigger4 = AnimElem = 84
- trigger5 = AnimElem = 65
- pos = 70,0
-
- [State 3115, 2]
- type = TargetBind
- trigger1 = Animelem = 1, >=0
- trigger1 = Animelem = 11, < 0
- trigger2 = AnimElem = 12, >= 0
- trigger2 = AnimElem = 16, < 0
- pos = 40, 0
-
- [State 3115, 2]
- type = TargetBind
- trigger1 = Animelem = 16, >=0
- trigger1 = Animelem = 30, < 0
- trigger2 = AnimElem = 31, >= 0
- trigger2 = AnimElem = 90, < 0
- pos = 50, 0
-
- [State 3115, 0]
- type = TargetDrop ; └╜... └╠░┼ ╣╣╟╧┤┬ │α╝«└╠┤⌡╢≤..ñ╤ñ╤;
- trigger1 = time >= 0
- excludeID = 3111
-
- [State 3115, 1]
- type = VelSet
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- x = 2;2.5
-
- [State 3115, 1]
- type = Veladd
- trigger1 = time = [30, 200]
- x = 0.2;0.2
-
- [State 3115, 1]
- type = Veladd
- trigger1 = time = [200, 230]
- x = -0.1
-
- [State 3115, 1]
- type = StateTypeSet
- trigger1 = AnimElem = 90, = 1
- value = A
-
- [State 3115, 1]
- type = Velset
- trigger1 = animelem = 91
- x = 0
- y = -4
-
- [State 3115, 1]
- type = Veladd
- trigger1 = animelem = 91, >= 1
- trigger1 = Pos Y < -8
- y = .4
-
- [State 3115, 1]
- type = VelSet
- trigger1 = AnimElem = 96
- y = 0
-
- [State 3115, 1]
- type = PosSet
- trigger1 = AnimElem = 96
- y = 0
-
- [State 3115, 1]
- type = PosAdd
- trigger1 = animelem = 91
- x = 25
-
- [State 3115, 1]
- type = Playsnd
- trigger1 = time = 10
- value = 2, 2
-
- [State 3115, 3]
- type = EnvColor
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- value = 255, 255, 255
- time = 1
-
- [State 3115, 4]
- type = Playsnd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- value = S1200,2
-
- [State 3115, 4]
- type = PlaySnd
- trigger1 = animelem = 90
- trigger2 = animelem = 98
- value = s1050, 2
-
- [State 3115, 5]
- type = Hitadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- value = 1
-
- [State 3115, 5]
- type = TargetLifeadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- value = -5
- kill = 0
-
- [State 3115, 5]
- type = TargetLifeAdd
- trigger1 = AnimElem = 98
- value = -30
- kill = 0
-
- [State 3115, 5] ;HH
- type = TargetState
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 73
- trigger4 = AnimElem = 85
- trigger5 = AnimElem = 91
- value = 3150 ;3062
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 73
- trigger4 = AnimElem = 85
- trigger5 = AnimElem = 91
- anim = F2
- pos = -5, -85
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3115, 5] ;HM
- type = TargetState
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- trigger10 = AnimElem = 60
- trigger11 = AnimElem = 65
- trigger12 = AnimElem = 78
- trigger13 = AnimElem = 84
- value = 3151 ;3063
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- trigger10 = AnimElem = 60
- trigger11 = AnimElem = 65
- trigger12 = AnimElem = 78
- trigger13 = AnimElem = 84
- anim = F2
- pos = -5, -65
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3115, 5] ;LM
- type = TargetState
- trigger1 = AnimElem = 16
- value = 3152 ;3064
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 16
- anim = F2
- pos = -5, -40
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3115, 5] ;LL
- type = TargetState
- trigger1 = AnimElem = 55
- value = 3153 ;3064
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 55
- anim = F2
- pos = -5, -25
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3115, 5] ;Upper
- type = TargetState
- trigger1 = AnimElem = 90
- value = 3156
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 90
- anim = F2
- pos = 5, -85
- postype = p2
- sprpriority = 2
-
- [State 3115, 5] ;Koho
- type = TargetState
- trigger1 = AnimElem = 98
- value = 3157
-
- [State 3115, 5]
- type = Explod
- trigger1 = AnimElem = 98
- anim = F2
- pos = 5, -85
- postype = p2
- sprpriority = 2
-
- [State 3115, 6]
- type = AfterImage
- trigger1 = AnimElem = 90
- Trans = Add1
- frameGap = 5
- time = 2
-
- [State 3115, 6]
- type = AfterImageTime
- trigger1 = AnimElemTime(90) >= 0
- time = 2
-
- [State 3115, shake]
- type = envShake
- trigger1 = animelem = 90
- time = 10
- ampl = 3 ; ╢│╕«┤┬ ┴ñ╡╡
- freq = 80 ; ╚τ╡Θ╕«┤┬ ╝╙╡╡
-
- [State 3115, 7]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 3116
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki Koho_fierce
- [Statedef 3116]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- anim = 3115
-
- [State 3116, 1]
- type = Playsnd
- trigger1 = time = 1
- value = 2, 5 ;Oratta!
-
- [State 3116, 2]
- type = VelSet
- trigger1 = AnimElem = 4
- x = 0
-
- [State 3116, 2]
- type = Velset
- trigger1 = time = 0
- x = 2.5
- y = -12.5;-15
-
- [State 3116, 3]
- type = Veladd
- trigger1 = time >= 0
- y = .04
-
- [State 3116, 5]
- type = HitDef
- trigger1 = Animelem = 1
- trigger2 = Animelem = 3
- trigger3 = Animelem = 5
- attr = S, SA
- priority = 7, hit
- damage = 80
- animtype = Heavy
- ;getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 3,3;4,4
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- ground.type = Low
- ground.slidetime = 7
- ground.hittime = 25
- ground.velocity = -2, -14
- air.velocity = -1,-12;-11
-
- [State 3116, 5]
- type = HitDef
- trigger1 = Animelem = 7
- attr = S, SA
- priority = 6, hit
- damage = 60
- animtype = Up
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 30, 28
- sparkno = 3
- sparkxy = 19,-101
- hitsound = S1200,4
- guardsound = S1000,1
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = -5, -6
- air.velocity = -5, -4
- fall = 1
- fall.recover = 0
-
- [State 3116, 7]
- type = EnvColor
- trigger1 = animelem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- trigger4 = AnimElem = 4
- trigger5 = animelem = 5
- trigger6 = animelem = 6
- trigger7 = animelem = 7
- value = 255, 255, 255
- time = 1
-
- [State 3116, shake]
- type = envShake
- trigger1 = animelem = 7
- time = 35
- ampl = 6
- freq = 80
-
- [State 3115, 6]
- type = AfterImage
- trigger1 = Time = 0
- Trans = Add1
- frameGap = 5
- time = 2
-
- [State 3115, 6]
- type = AfterImageTime
- trigger1 = Time = [1, 30]
- time = 2
-
- [State 3116, 8]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 3117
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki_Y_falling
- [Statedef 3117]
- type = A
- movetype= A
- physics = A
- poweradd = 0
- ctrl = 0
- anim = 3116
-
- [State 3117, 1]
- type = Veladd
- trigger1 = time = 0
- y = .1
-
- [State 3117, 2]
- type = ChangeState
- trigger1 = vel y = 0
- value = 3118
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki_Y_land
- [Statedef 3118]
- type = S
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 3117
-
- [State 3118, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 3118, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3118, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Z (Start)
- [Statedef 3120]
- type = S
- movetype = A
- physics = N
- poweradd= -3000
- velset = 0
- ctrl = 0
- anim = 3100
-
- [State 3120, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2545
- pos = 9,-72
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3120, SuperLight]
- type = Explod
- trigger1 = Time = 2
- anim = 2546
- pos = 9,-72
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3120, 2]
- type = PalFX
- trigger1 = prevstateno = 1200 || prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 32
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3120, 2]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- movetime = 25
-
- [State 3120, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 7
-
- [State 3120, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 9
-
- [State 3120, 4]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3120, 5]
- type = Envcolor
- trigger1 = Time = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 3120, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3121
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Z (Dash)
- [Statedef 3121]
- type = A
- movetype = A
- physics = N
- juggle = 0
- velset = 9, -1
- ctrl = 0
- anim = 3101
-
- [State 4100, 0b]
- type = BGPalfx
- trigger1 = time = 0
- trigger1 = Animtime != 0
- ignorehitpause = 1
- time = 40
- ;mul = 191+var(11)*2,56+var(11)*2,7+var(11)*2
- invertall = 1
-
- [State 3121, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 2
-
- [State 3121, 1]
- type = NotHitBy
- trigger1 = Time >= 2
- value = A, NP, SP
-
- [State 3121, 2]
- type = VelAdd
- trigger1 = time >= 8
- trigger1 = Vel X >= 1
- x = -.15
- y = .2
-
- [State 3121, 3]
- type = HitDef
- trigger1 = Time >= 2
- id = 3121
- attr = A, HA
- damage = 0, 10
- fall.damage = 60
- animtype = Heavy
- sparkno = 2
- sparkxy = 20, -66
- guardflag = M
- hitflag = MAF
- priority = 7, Hit
- pausetime = 12, 12
- hitsound = S200,3
- p2facing = 1
- ;maxdist = 60, 0
- ;mindist = 30, 0
- ground.type = High
- guardsound = S1000,1
- p1stateno = 3125
- p2stateno = 3150
- kill = 0
-
- [State 3121, 4]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- frameGap = 3
- time = 1
- timegap = 2
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128, 25, 25
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
-
- [State 3121, 4]
- type = AfterImageTime
- trigger1 = Time >= 3
- time = 2
-
- [State 3121, 5]
- type = PalFX
- trigger1 = time >= 0
- trigger1 = (GameTime%2)=0;for blinking
- add = 220,72,40
- ;mul = 250,110,110
- time = 1
- ignorehitpause = 1
-
- [State 3121, 6]
- type = Changestate
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- trigger2 = frontedgedist = 0
- trigger3 = MoveGuarded = 1
- value = 3122
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Z (miss)
- [Statedef 3122]
- type = S
- physics = S
- ctrl = 0
- anim = 3102
-
- [State 3122, 1]
- type = AfterImageTime
- trigger1 = time = 0
- Time = 0
-
- [State 3122, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = S1250,5
-
- [State 3122, 3]
- type = Velset
- trigger1 = Time = 0
- y = 0
-
- [State 3122, 3]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 3122, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 3122, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokukenryu_Oki_Z (hit!)
- [Statedef 3125]
- type = S
- movetype = A
- physics = S
- anim = 3120
- ctrl = 0
- velset = 1.2,0,0
-
- [State 3125, 0]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3125, 0]
- type = Velset
- trigger1 = time = 0
- y = 0
-
- [State 3125, 0]
- type = Width
- trigger1 = time >= 0
- trigger1 = AnimElem = 90, < 0
- edge = 60, 15
-
- [State 3125, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3125, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3125, 1]
- type = PosAdd
- trigger1 = time = 0
- x = 15
-
- [State 3125, 1]
- type = PosAdd
- trigger1 = AnimElem = 23
- trigger2 = AnimElem = 41
- trigger3 = AnimElem = 58
- trigger4 = AnimElem = 76
- trigger5 = AnimElem = 88
- trigger6 = AnimElem = 96
- trigger7 = AnimElem = 104
- x = 10
-
- [State 3125, 2]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 30
- trigger4 = AnimElem = 84
- trigger5 = AnimElem = 65
- pos = 70,0
-
- [State 3125, 2]
- type = TargetBind
- trigger1 = Animelem = 1, >=0
- trigger1 = Animelem = 11, < 0
- trigger2 = AnimElem = 12, >= 0
- trigger2 = AnimElem = 16, < 0
- pos = 40, 0
-
- [State 3125, 2]
- type = TargetBind
- trigger1 = Animelem = 16, >=0
- trigger1 = Animelem = 30, < 0
- trigger2 = AnimElem = 31, >= 0
- trigger2 = AnimElem = 90, < 0
- pos = 50, 0
-
- [State 3125, 0]
- type = TargetDrop ; └╜... └╠░┼ ╣╣╟╧┤┬ │α╝«└╠┤⌡╢≤..ñ╤ñ╤;
- trigger1 = time >= 0
- excludeID = 3121
-
- [State 3125, 1]
- type = VelSet
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- x = 2; 2.5
-
- [State 3125, 1]
- type = Veladd
- trigger1 = time = [30, 270]
- x = 0.15
-
- ;[State 3115, 1]
- ;type = Veladd
- ;trigger1 = time = [200, 230]
- ;x = -0.15
-
- [State 3125, 1]
- type = StateTypeSet
- trigger1 = AnimElem = 90, = 1
- trigger2 = AnimElem = 98, = 1
- value = A
-
- [State 3125, 1]
- type = Velset
- trigger1 = animelem = 91
- trigger2 = animelem = 99
- x = 0
- y = -4
-
- [State 3125, 1]
- type = Veladd
- trigger1 = animelem = 91, >= 1
- trigger1 = Pos Y < -8
- trigger2 = animelem = 99, >= 1
- trigger2 = Pos Y < -8
- y = .4
-
- [State 3125, 1]
- type = VelSet
- trigger1 = AnimElem = 96
- trigger2 = AnimElem = 104
- y = 0
-
- [State 3125, 1]
- type = PosSet
- trigger1 = AnimElem = 96
- trigger2 = AnimElem = 104
- y = 0
-
- [State 3125, 1]
- type = PosAdd
- triggerall = frontedgedist > 60
- trigger1 = animelem = 91
- trigger2 = animelem = 99
- x = 15
-
- [State 3125, 1]
- type = Playsnd
- trigger1 = time = 10
- value = 2, 2
-
- [State 3125, 3]
- type = EnvColor
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- trigger25 = animelem = 106
- value = 255, 255, 255
- time = 1
-
- [State 3125, 4]
- type = Playsnd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- trigger25 = animelem = 99
- value = S1200,2
-
- [State 3125, 4]
- type = PlaySnd
- trigger1 = animelem = 90
- trigger2 = animelem = 98
- ;trigger3 = animelem = 106
- value = s1050, 2
-
- [State 3125, 4]
- type = PlaySnd
- trigger1 = animelem = 106
- value = s3130, 0
-
- [State 3125, 5]
- type = Hitadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- trigger25 = animelem = 99
- trigger26 = animelem = 106
- value = 1
-
- [State 3125, 5]
- type = TargetLifeadd
- trigger1 = animelem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = animelem = 16
- trigger6 = animelem = 20
- trigger7 = animelem = 25
- trigger8 = animelem = 30
- trigger9 = animelem = 38
- trigger10 = animelem = 43
- trigger11 = animelem = 46
- trigger12 = animelem = 50
- trigger13 = animelem = 55
- trigger14 = animelem = 60
- trigger15 = animelem = 65
- trigger16 = animelem = 73
- trigger17 = animelem = 78
- trigger18 = animelem = 81
- trigger19 = animelem = 84
- trigger20 = animelem = 85
- trigger21 = animelem = 87
- trigger22 = animelem = 90
- trigger23 = animelem = 91
- trigger24 = animelem = 98
- trigger25 = animelem = 99
- value = -7
- kill = 0
-
- [State 3125, 5]
- type = TargetLifeAdd
- trigger1 = AnimElem = 106
- value = -60
- kill = 0
-
- [State 3125, 5] ;HH
- type = TargetState
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 73
- trigger4 = AnimElem = 85
- value = 3150 ;3062
-
- [State 3125, 5] ;HH'
- type = TargetState
- trigger1 = AnimElem = 91
- trigger2 = AnimElem = 99
- value = 3158 ;3062
-
- [State 3125, 5]
- type = Explod
- trigger1 = AnimElem = 38
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 73
- trigger4 = AnimElem = 85
- trigger5 = AnimElem = 91
- trigger6 = AnimElem = 99
- anim = F2
- pos = -5, -85
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3125, 5] ;HM
- type = TargetState
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- trigger10 = AnimElem = 60
- trigger11 = AnimElem = 65
- trigger12 = AnimElem = 78
- trigger13 = AnimElem = 84
- value = 3151 ;3063
-
- [State 3125, 5]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 8
- trigger4 = AnimElem = 11
- trigger5 = AnimElem = 20
- trigger6 = AnimElem = 25
- trigger7 = AnimElem = 30
- trigger8 = AnimElem = 43
- trigger9 = AnimElem = 46
- trigger10 = AnimElem = 60
- trigger11 = AnimElem = 65
- trigger12 = AnimElem = 78
- trigger13 = AnimElem = 84
- anim = F2
- pos = -5, -65
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3125, 5] ;LM
- type = TargetState
- trigger1 = AnimElem = 16
- value = 3152 ;3064
-
- [State 3125, 5]
- type = Explod
- trigger1 = AnimElem = 16
- anim = F2
- pos = -5, -40
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3125, 5] ;LL
- type = TargetState
- trigger1 = AnimElem = 55
- value = 3153 ;3064
-
- [State 3125, 5]
- type = Explod
- trigger1 = AnimElem = 55
- anim = F2
- pos = -5, -25
- postype = p2
- sprpriority = 2
- random = 10, 8
-
- [State 3125, 5] ;Upper
- type = TargetState
- trigger1 = AnimElem = 90
- trigger2 = AnimElem = 98
- value = 3156
-
- [State 3125, 5]
- type = Explod
- trigger1 = AnimElem = 90
- trigger2 = AnimElem = 98
- anim = F2
- pos = 5, -85
- postype = p2
- sprpriority = 2
-
- [State 3125, 5] ;Koho
- type = TargetState
- trigger1 = AnimElem = 106
- value = 3157
-
- ;[State 3125, 5]
- ;type = Explod
- ;trigger1 = AnimElem = 106
- ;anim = F2
- ;pos = 5, -85
- ;postype = p2
- ;sprpriority = 2
-
- [State 3125, 6]
- type = AfterImage
- trigger1 = AnimElem = 90
- Trans = Add1
- frameGap = 3
- time = 1
- timegap = 2
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128, 25, 25
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
-
- [State 3125, 6]
- type = AfterImageTime
- trigger1 = AnimElemTime(90) >= 0
- time = 2
-
- [State 3125, pal]
- type = PalFX
- trigger1 = time = [0, 320]
- trigger1 = (GameTime%2)=0;for blinking
- add = 220,72,40
- ;mul = 250,110,110
- time = 1
- ignorehitpause = 1
-
- [State 3125, shake]
- type = envShake
- trigger1 = animelem = 90
- trigger2 = animelem = 98
- time = 10
- ampl = 3 ; ╢│╕«┤┬ ┴ñ╡╡
- freq = 80 ; ╚τ╡Θ╕«┤┬ ╝╙╡╡
-
- [State 4100, 0b]
- type = BGPalfx
- trigger1 = time = 0
- trigger1 = Animtime != 0
- ignorehitpause = 1
- time = 330
- ;mul = 191+var(11)*2,56+var(11)*2,7+var(11)*2
- invertall = 1
-
- [State 3125, 7]
- type = SuperPause
- trigger1 = AnimElem = 106
- time = 115
- anim = -1
-
- [State 3125, 7]
- type = Envcolor
- trigger1 = AnimElem = 106
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 115
- under = 1
- supermove = 1
-
- [State 10001, 11]
- type = explod
- trigger1 = AnimElem = 106
- anim = 3130
- pos = 10,15
- postype = left
- sprpriority = -1
- supermove = 1
- removetime = 115
- bindtime = 1
- vel = 0,0
-
- [State 3125, 8]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 3126
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki Koho_fierce
- [Statedef 3126]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- anim = 3125
-
- [State 3126, 1]
- type = PlaySnd
- trigger1 = time = 1
- value = S2,5 ;orata!
- channel = 1
- volume = 100
-
- [State 3126, 2]
- type = VelSet
- trigger1 = AnimElem = 1
- x = 1.5;1.3
-
- [State 3126, 2]
- type = VelSet
- trigger1 = Time = 10
- x = 0
-
- [State 3126, 2]
- type = Velset
- trigger1 = time = 0
- y = -15.2;14
-
- [State 3126. 3]
- type = Veladd
- trigger1 = time = [0, 10]
- x = -.01
-
- [State 3126, 3]
- type = Veladd
- trigger1 = time >= 0
- y = .055;.04
-
- [State 3126, 5]
- type = HitDef
- trigger1 = Animelem = 1
- trigger2 = Animelem = 2
- trigger3 = Animelem = 3
- trigger4 = Animelem = 4
- trigger5 = Animelem = 5
- trigger6 = Animelem = 6
- trigger7 = Animelem = 7
- trigger8 = Animelem = 8
- trigger9 = Animelem = 9
- trigger10 = Animelem = 10
- attr = S, SA
- priority = 7, hit
- damage = 50
- animtype = Heavy
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 3,3;4, 4
- sparkno = 2
- sparkxy = 19,-101
- hitsound = S1200,2
- guardsound = S1000,1
- channel = 0
- ground.type = Low
- ground.slidetime = 7
- ground.hittime = 25;25
- ground.velocity = -2, -18;-15
- air.velocity = 0, -16;-13
-
- [State 3126, 5]
- type = HitDef
- trigger1 = Animelem = 11
- attr = S, SA
- priority = 6, hit
- damage = 70
- animtype = Up
- getpower = 15
- givepower = 10
- hitflag = MAF
- guardflag = M
- pausetime = 30, 28
- sparkno = 3
- sparkxy = 19,-101
- hitsound = S1200,4
- guardsound = S1000,1
- channel = 0
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = -5, -7
- air.velocity = -5, -6
- fall = 1
- fall.recover = 0
-
- [State 3126, 7]
- type = EnvColor
- trigger1 = animelem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- trigger4 = AnimElem = 4
- trigger5 = animelem = 5
- trigger6 = animelem = 6
- trigger7 = animelem = 7
- trigger8 = Animelem = 8
- trigger9 = Animelem = 9
- trigger10 = Animelem = 10
- trigger11 = Animelem = 11
- value = 255, 255, 255
- time = 1
-
- [State 3126, shake]
- type = envShake
- trigger1 = animelem = 11
- time = 35
- ampl = 8
- freq = 80
-
- [State 3126, 6]
- type = AfterImage
- trigger1 = Time = 2
- Trans = Add1
- frameGap = 3
- time = 1
- timegap = 2
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128, 25, 25
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
-
- [State 3126, 6]
- type = AfterImageTime
- trigger1 = Time = [1, 30]
- time = 2
-
- [State 3126, 5]
- type = PalFX
- trigger1 = time = [0, 30]
- trigger1 = (GameTime%2)=0;for blinking
- add = 220,72,40
- ;mul = 250,110,110
- time = 1
- ignorehitpause = 1
-
- [State 4100, 0b]
- type = BGPalfx
- trigger1 = time = 0
- trigger1 = stateno != 3127
- ignorehitpause = 1
- time = 90
- ;mul = 191+var(11)*2,56+var(11)*2,7+var(11)*2
- ;128+var(11)*2,128+var(11)*2,128+var(11)*2
- invertall = 1
-
- [State 3126, 8]
- type = ChangeState
- trigger1 = Vel Y > 0
- value = 3127
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki_Z_falling
- [Statedef 3127]
- type = A
- movetype= A
- physics = A
- poweradd = 0
- ctrl = 0
- anim = 3126
-
- [State 3127, 1]
- type = Veladd
- trigger1 = time = 0
- y = 1
-
- [State 3127, 2]
- type = ChangeState
- trigger1 = vel y = 0
- value = 3128
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki_Z_land
- [Statedef 3128]
- type = S
- movetype= A
- physics = N
- poweradd = 0
- ctrl = 0
- anim = 3127
-
- [State 3128, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = s1250, 5
-
- [State 3128, 2]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3128, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki P2 State HH
- [Statedef 3150]
- type = S
- movetype = H
- physics = S
- velset = 0, 0
- ctrl = 0
- anim = 5002
-
- [State 3150, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- ;[State 3150, 0]
- ;type = HitFallDamage
- ;trigger1 = time = 0
-
- ;[State 3150, 0]
- ;type = ChangeAnim
- ;trigger1 = time <= 15
- ;value = 5002
-
- [State 3150, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 0
- trigger1 = time <= 15
- trigger1 = time >= 1
- x = -1
-
- [State 3150, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 1
- trigger1 = time <= 15
- trigger1 = time >= 1
- x = 1
-
- [State 3150, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3150, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3150, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3150, 0]
- type = ChangeAnim
- triggerall = anim = 5002
- trigger1 = animtime = 0
- value = 5007
-
- ;[State 3150, 7]
- ;type = SelfState
- ;trigger1 = time >= 70
- ;value = 0
- ;ctrl = 1
-
- ;Kyokyukenryu_Oki P2 State HM
- [Statedef 3151]
- type = S
- movetype = H
- physics = S
- velset = 0, 0
- ctrl = 0
- anim = 5001
-
- [State 3151, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3151, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3151, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3151, 0]
- type = ChangeAnim
- triggerall = anim = 5001
- trigger1 = animtime = 0
- value = 5006
-
- ;Kyokyukenryu_Oki P2 State LM
- [Statedef 3152]
- type = S
- movetype = H
- physics = S
- velset = 0, 0
- ctrl = 0
- anim = 5011
-
- [State 3152, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3152, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3152, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3152, 0]
- type = ChangeAnim
- triggerall = anim = 5011
- trigger1 = animtime = 0
- value = 5016
-
- ;Kyokyukenryu_Oki P2 State LH
- [Statedef 3153]
- type = S
- movetype = H
- physics = S
- velset = 0, 0
- ctrl = 0
- anim = 5012
-
- [State 3153, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3153, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3153, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3153, 0]
- type = ChangeAnim
- triggerall = anim = 5012
- trigger1 = animtime = 0
- value = 5017
-
- ;Kyokyukenryu_Oki P2 State UPPER
- [Statedef 3154]
- type = A
- movetype = H
- physics = N
- velset = 0, 0
- ctrl = 0
- anim = 5012;5030
-
- [State 3154, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3154, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- ;[State 3154, 0]
- ;type = PosAdd
- ;trigger1 = TimeMod = 2, 0
- ;trigger1 = time < 5
- ;x = -1
-
- ;[State 3154, 0]
- ;type = PosAdd
- ;trigger1 = TimeMod = 2, 1
- ;trigger1 = time < 5
- ;x = 1
-
- [State 3154, 0]
- type = VelSet
- trigger1 = time = 5
- x = -1
- ;y = -2
-
- [State 3154, 2]
- type = ChangeAnim
- triggerall = time >= 5
- trigger1 = Vel Y >= 1
- trigger1 = animexist(5030)
- value = 5017;5030
- persistent = 0
-
- ;Kyokyukenryu_Oki P2 State KOHO
- [Statedef 3155]
- type = A
- movetype = H
- physics = N
- velset = 0, 0
- ctrl = 0
- anim = 5030
-
- [State 3155, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3155, 0]
- type = PlayerPush
- trigger1 = time < 30
- value = 0
-
- [State 3155, 0]
- type = VelSet
- trigger1 = time = 20
- x = -4
- y = -10
-
- [State 3155, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 0
- trigger1 = time < 20
- x = -1
-
- [State 3155, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 1
- trigger1 = time < 20
- x = 1
-
- [State 3155, 0]
- type = Pause
- trigger1 = time < 20
- time = 1
-
- [State 3155, 1]
- type = VelAdd
- trigger1 = Time >= 20
- y = 0.4
-
- [State 3155, 2]
- type = ChangeAnim
- triggerall = time >= 20
- trigger1 = Vel Y >= 1
- value = 5050
- persistent = 0
-
- [State 3155, 3]
- type = SelfState
- triggerall = time >= 20
- trigger1 = Vel Y > 0
- trigger1 = pos Y > 15
- value = 5100
-
- ;---------------------------------------------------------------------------
- ;Kyokyukenryu_Oki P2 State UPPER
- [Statedef 3156]
- type = A
- movetype = H
- physics = N
- velset = 0, 0
- ctrl = 0
- anim = 5012;5030
-
- [State 3156, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3156, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3156, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 0
- trigger1 = time < 15
- x = -1
-
- [State 3156, 0]
- type = PosAdd
- trigger1 = TimeMod = 2, 1
- trigger1 = time < 15
- x = 1
-
- [State 3156, 0]
- type = VelSet
- trigger1 = time = 5
- x = -1
-
- [State 3156, 2]
- type = ChangeAnim
- triggerall = time >= 5
- trigger1 = Vel Y >= 1
- trigger1 = animexist(5030)
- value = 5017;5030
- persistent = 0
-
- ;-----------------
- ; Hit by kyoku_Y
- [Statedef 3157]
- type = A
- movetype= H ;Get hit
- velset = 0
- physics = S
-
- [State 3157, 0]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 3157, 3]
- type = ChangeAnim
- Trigger1 = time = 0
- value = 5012
-
- ;[State 3156, 1]
- ;type = ChangeState
- ;Trigger1 = movecontact = 0
- ;Trigger1 = time = 41
- ;value = 5050
- ;ctrl = 0
-
- ;-----------------
- ;Kyokyukenryu_Oki P2 State HH
- [Statedef 3158]
- type = S
- movetype = H
- physics = S
- velset = -2.5, 0
- ctrl = 0
- anim = 5002
-
- [State 3158, 0]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3158, 0]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3158, 0]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 3158, 0]
- type = Velset
- trigger1 = animtime = 0
- x = 0
-
- [State 3158, 0]
- type = ChangeAnim
- triggerall = anim = 5002
- trigger1 = animtime = 0
- value = 5007
-
- ;---------------------------------------------------------------------------
- ; Itichikekki hisats
- [Statedef 3200]
- type = S
- movetype= A
- physics = S
- juggle = 3
- velset = 0
- anim = 3200
- ctrl = 0
- poweradd= -3000
-
- ;[State 3200, 0]
- ;type = VarSet
- ;triggerall = time = [10, 23]
- ;trigger1 = p2statetype = A
- ;trigger2 = p2movetype = A
- ;trigger3 = p2stateno = 100
- ;trigger4 = p2stateno = 105
- ;v = 3
- ;value = 1
-
- ;[State 3200, 0]
- ;type = VarSet
- ;trigger1 = Animtime = 0
- ;v = 3
- ;value = 0
-
- [State 3200, 0b]
- type = BGPalfx
- trigger1 = time > 4
- ;trigger1 = Animtime != 0
- time = 2
- ignorehitpause = 1
- invertall = 1
-
- [State 3200, SuperLight]
- type = Explod
- trigger1 = Time = 4
- anim = 2545
- pos = -19,-64
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3200, SuperLight]
- type = Explod
- trigger1 = Time = 4
- anim = 2546
- pos = -19,-64
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3200, 1]
- type = Explod
- trigger1 = Time = 4
- anim = 2580
- pos = -390,-125
- postype = p1
- sprpriority = 5
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3200, 2]
- type = PalFX
- trigger1 = prevstateno = 1210 || prevstateno = 1530 || prevstateno = 1550
- trigger1 = time < 34
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3200, 1]
- type = SuperPause
- trigger1 = Time = 4
- time = 40
- anim = -1
- movetime = 30
-
- [State 3200, 1]
- type = envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 40
- under = 1
- supermove = 1
-
- [State 3200, 2]
- type = PlaySnd
- trigger1 = Time = 4;3
- value = S3,2
-
- [State 3200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = S3,1
-
- [State 3200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1250, 9
-
- [State 3200, 3]
- type = AfterImage
- trigger1 = Time = 5
- time = 40
- timegap = 2
- framegap = 3
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128, 25, 25
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- Trans = Add1
-
- ;[State 3200, 3]
- ;type = AfterImageTime
- ;trigger1 = Time = [10,57]
- ;time = 1
-
- [State 3200, 4]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 60
-
- [State 3200, 5]
- type = HitDef
- trigger1 = time = 0
- ;trigger1 = Var(3) = 0
- attr = S, HA
- animtype = diagup
- damage = 750,50
- getpower = 0
- priority = 7
- hitflag = MAF
- guardflag = M
- pausetime = 44,47
- sparkxy = 20,-72
- sparkno = 3
- hitsound = S1200,4
- guardsound = S1000,3
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 28
- ground.velocity = -10, -7
- air.velocity = -9,-6
- fall = 1
- fall.recover = 0
- p1stateno = 3201
- envshake.time = 40
- envshake.ampl = 8
-
- [State 3200, env]
- type = EnvShake
- trigger1 = AnimElem = 4
- time = 20
- ampl = 6
-
- [State 3200, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Itichikekki hisats (hits!!)
- [Statedef 3201]
- type = S
- movetype= I
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 3201
-
- [State 3200, 0b]
- type = BGPalfx
- trigger1 = time = 0
- trigger1 = Animtime != 0
- time = 2
- ignorehitpause = 1
- invertall = 1
-
- [State 3201, 0]
- type = PlaySnd
- trigger1 = time = 31;40
- value = S350, 0
-
- [State 3201, 1]
- type = EnvColor
- trigger1 = Time = 0
- value = 255, 255, 255
- time = 2
-
- ;[State 3200, 1]
- ;type = SuperPause
- ;trigger1 = Time = 0
- ;time = 34
- ;anim = -1
-
- [State 360, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Throw_P Attempt
- [Statedef 700]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 700
-
- [State 700, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 50
- givepower = 15
- hitflag = M-
- priority = 2, Miss ;Throw has low priority, should be miss or dodge type.
- sparkxy = 3, -78
- sparkno = S2550
- p1stateno = 710
- p2stateno = 720
- hitsound = S700,0
- p2facing = 1
-
- [State 700, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Throw_P Success
- [Statedef 710]
- type = S
- movetype= A
- physics = N
- anim = 710
- sprpriority = 3
-
- [State 710, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = S700,1
-
- [State 710, 0]
- type = PlaySnd
- trigger1 = Time = 75
- value = S700,2
-
- [State 755, 1]
- type = Width
- trigger1 = animElem = 1
- value = 80, 0
-
- [State 710, 1]
- type = PosAdd
- trigger1 = animelem = 4
- x = -10
-
- [State 710, 1]
- type = PosAdd
- trigger1 = animelem = 13
- trigger2 = animelem = 14
- x = -12
-
- [State 710, 1]
- type = Velset
- trigger1 = animelem = 8
- x = 3.5
- y = -7.5
-
- [State 710, 1]
- type = Veladd
- trigger1 = animelem = 8, >0
- trigger1 = animelem = 11, <0
- y = 0.45
-
- [State 710, 1]
- type = Velset
- trigger1 = animelem = 11
- x = 0
- y = 0
-
- [State 710, 1]
- type = Posset
- trigger1 = animelem = 11
- y = 0
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 1, > 0
- trigger1 = AnimElem = 3, < 0
- pos = 25, -5
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 4, > 0
- trigger1 = AnimElem = 5, < 0
- pos = -5, -7
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = -35, 0
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 5, > 0
- trigger1 = AnimElem = 6, < 0
- pos = -20, 5
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 6, > 0
- trigger1 = AnimElem = 7, < 0
- pos = 0, -2
-
- [State 710, 2]
- type = TargetBind
- trigger1 = AnimElem = 7, > 0
- trigger1 = AnimElem = 8, < 0
- pos = 20, -15
-
- [State 710, 1]
- type = TargetBind
- trigger1 = animelem = 8, >0
- trigger1 = animelem = 11, <0
- pos = 0, -20
- ;time = 12
-
- [State 710, 3]
- type = TargetState
- trigger1 = AnimElem = 11
- value = 730
-
- ;[State 710, 4]
- ;type = Sprpriority
- ;trigger1 = Animelem = 8, >= 0
- ;trigger1 = Animelem = 11, < 0
- ;value = 1
-
- [State 710, 5]
- type = EnvShake
- trigger1 = AnimElem = 11
- time = 20
- ampl = 10
-
- [State 710, 6]
- type = Afterimage
- trigger1 = AnimElem = 8
- time = 25
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128, 128, 128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1;.9, .9, .9
- FrameGap = 4
- Trans = Add1
-
- [State 710, 7]
- type = TargetLifeadd
- trigger1 = Time = 75
- value = -120
-
- [State 710, 8]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Throw_P (hit by, on ground)
- [Statedef 720]
- type = A
- movetype= H ;Get hit
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 720, 0]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 720
-
- [State 720, 0]
- type = turn
- trigger1 = animelem = 3
-
- [State 720, 2]
- type = HitBy
- Trigger1 = 1
- value = SCA
- time = 1
-
- [State 720, 3]
- type = Sprpriority
- trigger1 = Animelem = 5, >= 0
- trigger1 = Animelem = 7, <= 0
- value = 2
-
- ;---------------------------------------------------------------------------
- ; Throw_P (hit by, into air)
- [Statedef 730]
- type = A
- movetype= H ;Get hit
- physics = N
- velset = 0,0;3.5,-7.5
- ctrl = 0
-
- ;[State 730, 1] ;Gravity
- ;type = VelAdd
- ;Trigger1 = Time > 0
- ;y = 0.45
-
- ;[State 730, 4]
- ;type = PowerAdd
- ;Trigger1 = Time = 0
- ;value = 60
-
- [State 730, 1]
- type = turn
- trigger1 = time = 0
-
- [State 730, 7] ;Hit ground
- type = SelfState
- trigger1 = time = 0
- ;trigger1 = Vel Y > 0
- ;trigger1 = Pos Y >= 10
- value = 5100 ;Hit ground
-
- ;---------------------------------------------------------------------------
- ; Throw_K Attempt
- [Statedef 750]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 750
-
- [State 750, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = M-
- priority = 2, Miss ;Throw has low priority, should be miss or dodge type.
- sparkxy = 3, -78
- sparkno = S2550
- p2facing = 1
- p1stateno = 755
- p2stateno = 760
- hitsound = S700,0
- fall = 1
- snap = 40, 0
-
- [State 750, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Throw_k Success
- [Statedef 755]
- type = S
- movetype= A
- physics = N
- anim = 755
- sprpriority = 2
- velset = 0,0
-
- [State 755, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = S700,1
-
- [State 755, 2]
- type = PosAdd
- trigger1 = animelem = 3
- x = -8
-
- [State 755, 2]
- type = PosAdd
- trigger1 = animelem = 4
- x = -23
-
- [State 755, 2]
- type = PosAdd
- trigger1 = animelem = 5
- x = -40
-
- [State 755, 3]
- type = TargetBind
- trigger1 = AnimElemTime(3) < 0
- pos = 40, 0
-
- [State 755, 3]
- type = Width
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
- edge = 50, 40
-
- [State 755, 3]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 33, -60
-
- [State 755, 3]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 0,-60
-
- [State 755, 3]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = -55,-66
-
- [State 755, 4]
- type = TargetState
- trigger1 = Time = 29
- value = 765
-
- [State 755, 4]
- type = targetlifeadd
- trigger1 = AnimElem = 4
- value = -120
-
- [State 755, 7]
- type = Turn
- trigger1 = AnimElem = 7
-
- [State 755, 8]
- type = PosAdd
- trigger1 = AnimElem = 8
- x = -15
-
- [State 755, 8]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Throw_k (hit by, on ground)
- [Statedef 760]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = 0
-
- [State 760, 0]
- type = ScreenBound
- Trigger1 = 1
- value = 0
-
- [State 760, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 760
-
- [State 760, 2]
- type = posadd
- trigger1 = animelem = 5
- x = 30
- y = 60
-
- ;---------------------------------------------------------------------------
- ; Throw_d (hit by, into air)
- [Statedef 765]
- type = A
- movetype= H ;Get hit
- physics = N
- velset = 5.2,-5.5
- sprpriority = 1
-
- [State 765, 1] ;Gravity
- type = VelAdd
- Trigger1 = Time > 0
- x = -.1
- y = .42
-
- [State 765, 2] ; Recover near ground (use ChangeState)
- type = ChangeState
- triggerall = Vel Y > 0
- triggerall = Pos Y >= -20
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "recovery"
- value = 5200 ;HITFALL_RECOVER
-
- [State 765, 3] ;Hit ground
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5100 ;Hit ground
-
- ;---------------------------------------------------------------------------
- ; Taunt
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0, 0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 2, 3
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Roll_fwd
- [Statedef 260]
- type = S
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 260
-
- [State 260, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 7, < 0
- value = SCA, AT
-
- [State 260, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3, 6
-
- [State 260, 3] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- 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 260, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 260, 5]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 7, < 0
- value = 0
-
- [State 260, 6]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- x = 12
-
- [State 260, 7]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = 7
-
- [State 260, 7]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 260, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Roll fwd (during guard)
- [Statedef 261]
- type = S
- physics = S
- ctrl = 0
- velset = 0,0
- poweradd = -800
-
- [State 261, 1]
- type = Explod
- trigger1 = Time = 0
- anim = 2540
- pos = -5,-73
- postype = p1
- sprpriority = 2
- supermove = 1
- ontop = 1
- ownpal = 1
-
- [State 261, 2]
- type = HitBy
- trigger1 = 1
- value = SCA, AT
-
- [State 261, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 230,230,230
- under = 1
- time = 2
-
- [State 261, 4]
- type = ChangeState
- trigger1 = Time = 4 ;0
- value = 260
-
- ;---------------------------------------------------------------------------
- ; Roll back
- [Statedef 265]
- type = S
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 265
-
- [State 265, 1]
- type = Turn
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 9
-
- [State 265, 1]
- type = HitBy
- trigger1 = Time >= 1
- trigger1 = AnimElem = 7, < 0
- value = SCA, AT
-
- [State 265, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3, 6
-
- [State 265, 3] ; Shadows
- type = Afterimage
- trigger1 = Time = 1
- 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 265, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = -1
-
- [State 265, 5]
- type = PlayerPush
- trigger1 = 1
- trigger1 = AnimElem = 7, < 0
- value = 0
-
- [State 265, 6]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- x = 12
-
- [State 265, 7]
- type = VelSet
- trigger1 = AnimElem = 3, 1
- x = 7
-
- [State 265, 7]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 265, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Roll back (during guard)
- [Statedef 266]
- type = S
- physics = S
- ctrl = 0
- velset = 0,0
- poweradd = -800
-
- [State 266, 1]
- type = Explod
- trigger1 = Time = 0
- anim = 2540
- pos = -23,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- ontop = 1
- ownpal = 1
-
- [State 266, 2]
- type = HitBy
- trigger1 = 1
- value = SCA, AT
-
- [State 266, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 230,230,230
- under = 1
- time = 2
-
- [State 266, 4]
- type = ChangeState
- trigger1 = Time = 4 ;0
- value = 265
-
- ;---------------------------------------------------------------------------
- ; Escape
- [Statedef 270]
- type = S
- physics = S
- ctrl = 0
- anim = 270
- velset = 0,0,0
-
- [State 270, 1]
- type = PlaySnd
- trigger1 = Time = 5
- value = 3, 6
-
- [State 270, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Escape_Attack
- [Statedef 275]
- type = S
- movetype= A
- physics = N
- juggle = 4
- poweradd= 110
- velset = 0,0
- ctrl = 0
- anim = 275
-
- [State 275, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = S1150, 2
-
- [State 275, 2]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = 4, 2
-
- [State 275, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- attr = S, NA
- damage = 60
- hitflag = MAFP
- guardflag = MA
- animtype = Back
- pausetime = 20,20
- sparkxy = -10,-69
- sparkno = 2
- hitsound = S200,3
- guardsound = S1000,1
- ground.type = Trip
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -4.5,-4.5
- air.velocity = -4.5,-1.5
- fall = 1
-
- [State 275, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------------------------- ;Gauge Charge
- [Statedef 280]
- type = S
- movetype = I
- physics = S
- velset = 0, 0
- ctrl = 0
- anim = 280
-
- [State 280, 0]
- type = PlaySnd
- trigger1 = time = 10
- channel = 1
- value = S3, 5
-
- [State 280, 0]
- type = PlaySnd
- trigger1 = time = 15
- channel = 0
- value = S280, 0
-
- [State 280, 1]
- type = PowerAdd
- trigger1 = time >= 15
- value = 5
-
- [State 280, 1]
- type = PowerAdd
- trigger1 = time >= 60
- value = 6
-
- [State 280, 2]
- type = Explod
- ;trigger1 = AnimElem = 3, = 3
- trigger1 = timemod = 12, 0
- id = 2570
- anim = 2570
- postype = p1
- pos = -8, 0
- sprpriority = 2
- bindtime = -1
- ;removetime = -1
- ownpal = 1
-
- [State 280, 3]
- type = RemoveExplod
- trigger1 = command != "hold_b"
- trigger2 = command != "hold_c"
- id = 2570
-
- [State 280, 3]
- type = ChangeState
- trigger1 = command != "hold_b"
- trigger2 = command != "hold_c"
- trigger3 = power >= 3000
- value = 285
-
- ;Stop Charging
- [Statedef 285]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 285
-
- [State 285, 1]
- type = RemoveExplod
- trigger1 = NumExplod(2570) != 0
- id = 2570
-
- [State 285, 2]
- type = StopSnd
- trigger1 = time = 0
- channel = 0
- value = S280, 0
-
- [State 285, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Override common states (use same number to override) :
- ;---------------------------------------------------------------------------
-
- ;00 Jump System
- ;---------------------------------------------------------
- ; Jump Initiate
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- velset = 0,0,0
-
- [State 40, PlaySnd]
- type = PlaySnd
- trigger1 = anim = 40 && animtime = 0
- value = 1050,1
- channel = 6
- persistent = 0
-
- [State 40, turn]
- type = turn
- trigger1 = time = 0 && P2dist X < 0
-
- [State 40, Varset]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, Varset]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, Varset]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, Varset]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, Varset]
- type = VarSet
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- [State 40, 1]
- type = AfterImage
- trigger1 = prevstateno = 100
- trigger1 = sysvar(1) = 1
- time = 8
- FrameGap = 3
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- Trans = Add1
-
- [State 40, 2]
- 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, 3]
- 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, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------
- ; Jump Up (short)
- [Statedef 2041]
- type = A
- physics = A
- ctrl = 1
- velset = 0, -7
-
- [State 2041, PlaySnd]
- type = StopSnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- channel = 6
-
- [State 2041, PlaySnd]
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = S1250, 8
- persistent = 0
-
- [State 2041, 1]
- type = AfterImage
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- time = 8
- FrameGap = 3
- length = 10
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- Trans = Add1
-
- [State 2041, Vel]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -9.5
-
- [State 2041, Vel]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3
-
- [State 2041, Vel]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.5
-
- [State 2041, Vel]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3
-
- [State 2041, Vel]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.5
-
- [State 2041, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 2041
-
- [State 2041, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 2041
-
- [State 2041, 4]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command = "holdup"
- value = 43
-
- [State 2041, 4]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command != "holdup"
- value = 2041
-
- ;---------------------------------------------------------------------------
- ; Dash_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
- velset = 0,0,0
-
- [State 100, 1]
- type = VelSet
- trigger1 = time >= 3
- x = const(velocity.run.fwd.x)
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S100,0
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = S100,1
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = S100,2
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = S100,3
-
- [State 100, 3] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command = "holdup") && (time >= 4)
- value = 40
- ctrl = 0
-
- [State 100, 4]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
- ;---------------------------------------------------------
- ; Dash Back
- [Statedef 105]
- type = A
- movetype = I
- physics = N
- ctrl = 0
- anim = 105
- velset = -11, -4
-
- [State 105, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = S105,0
- volume = -80
-
- [State 105, 1]
- type = VelMul
- trigger1 = time >= 3
- x = .83
-
- [State 105, 2]
- type = VelAdd
- trigger1 = Time >= 0
- y = 0.5
-
- [State 105, 3]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 106
-
- ;---------------------------------------------------------
- ; Dash Back (land)
- [Statedef 106]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 47
- velset = 0,0
-
- [State 106, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = MakeDust
- trigger1 = Time = 2
- pos = -5,-2
- spacing = 1
-
- [State 106, 3]
- type = ctrlset
- trigger1 = animtime = 0
- value = 1
-
- [State 106, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------
- ; 9999 AI switch system - conferenced from K.genjuro & Kaku kuo's work
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 1]
- type = VarSet
- trigger1 = Command = "a"
- trigger2 = Command = "b"
- trigger3 = Command = "c"
- trigger4 = Command = "x"
- trigger5 = Command = "y"
- trigger6 = Command = "z"
- trigger7 = Command = "holdup"
- trigger8 = Command = "holddown"
- trigger9 = Command = "holdfwd"
- trigger10 = Command = "holdback"
- trigger11 = Command = "s"
- var(11) = 1
-
- [State 9999, 2]
- type = ParentVarSet
- trigger1 = RoundState = 2
- trigger1 = !Var(11)
- trigger1 = Parent, StateNo != 0
- trigger1 = Parent, StateNo != 191
- trigger1 = Parent, StateNo != 5900
- trigger1 = Parent, StateNo != [5000,5299]
- trigger1 = Parent, MoveType != H
- var(10) = 1
-
- ;---------------------------------------------------------------------------
-
- [Statedef -2]
-
- ; Playing Sound
-
- ; Play "heh" sound when recovering in air or on ground
- [State -2, 1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 5201
- trigger2 = stateno = 5210
- value = 3,6
-
- ; Play sound when landing
- [State -2, landing]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52
- trigger2 = stateno = 106
- value = S1250,5
-
- ; Sound when hitted(light hitted)
- [State -2, light sound]
- type = PlaySnd
- triggerall = Time = 2
- triggerall = random < 250
- triggerall = Alive
- tirggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- trigger3 = anim = 5020
- value = S5000,1
-
- ; Sound when hitted(middle hitted)
- [State -2, middle sound]
- type = PlaySnd
- triggerall = Time = 2
- triggerall = random < 250
- triggerall = Alive
- tirggerall = stateno = 5000
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- trigger3 = anim = 5021
- value = S5000,2
-
- ; Sound when hitted(hard hitted)
- [State -2, hard sound]
- type = PlaySnd
- triggerall = Time = 2
- triggerall = random < 250
- triggerall = Alive
- tirggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- trigger3 = anim = 5022
- value = S5000,3
-
- ; Pause for hit-projectile
-
- [State -2, 6.1]
- type = Pause
- trigger1 = Var(2) % 2
- time = 1
- ignorehitpause = 1
-
- [State -2, 6.2]
- type = VarAdd
- trigger1 = Var(2)
- var(2) = -1
- ignorehitpause = 1
-
- ; Special Finish
-
- [State -2, Sp Finish]
- type = Explod
- trigger1 = winKO = 1 && hitdefattr = SCA,SA,HA,HT && movehit = 1&& var(7) !=1
- trigger2 = winKo = 1 && stateno = 3105
- anim = 2590
- removetime = -1
- id = 2590
- sprpriority = -5
- pos = 0,0
- postype = front
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
-
- [State -2, Sp Finish]
- type = Explod
- trigger1 = winKO = 1 && hitdefattr = SCA,NA,NT,HP,HA && movehit = 1 && var(7) != 1
- trigger2 = winKo = 1 && stateno = 3105
- anim = 2591
- removetime = -1
- id = 2590
- sprpriority = -5
- pos = 0,0
- postype = front
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
-
- [State -2, Sp Finish Var]
- type = Varset
- trigger1 = p2life = 0
- var(7) = 1
-
- ;---------------------------------------------------------------------------
- [Statedef -3]
-
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundstate < 2
- flag = NoBarDisplay
-