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INI File | 2004-01-12 | 241.5 KB | 14,478 lines |
- [Data]
- life = 1000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 38
- airjuggle = 10
- sparkno = 2
- guard.sparkno = 40
- KO.echo = 0
- volume = 200
- IntPersistIndex = 55
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 16
- ground.front = 16
- stand.height = 70
- head.pos = -5,-90
- mid.pos = -10,-60
- air.back = 15
- air.front = 15
- z.width = 3
- attack.width = 0
- attack.dist = 160
- proj.attack.dist = 90
-
- [Velocity]
- walk.fwd = 3.1
- walk.back = -3.1
- run.fwd = 6, 0
- jump.neu = 0,-10
- jump.back = -3
- jump.fwd = 3
- runjump.fwd= 4.6,-8
-
- [Movement]
- airjump.num=0
- airjump.height=35
- yaccel=0.583
- crouch.friction=0.82
- stand.friction=0.85
-
-
- ;=================================================================
- ; 99 jumping system
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, turn]
- type = turn
- trigger1 = time = 0 && P2dist X < 0
-
- [State 40, Disable AI jump]
- type = ChangeState
- trigger1 = Var(58)
- trigger1 = time = 0
- trigger1 = Pos Y = 0
- value = 105 + (BackEdgeDist < 50)*9939; hop back
- ctrl = 1
-
- [State 40, AI jump]
- type = VarSet
- trigger1 = stateno = 40
- trigger1 = var(59)
- trigger1 = p2bodydist x <= 55
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, AI long jump]
- type = VarSet
- triggerall = stateno = 40
- trigger1 = var(59)
- trigger1 = p2bodydist x > 55
- trigger2 = PrevStateNo = 100
- var(8) = 2
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 1]
- type = VarSet
- triggerall = !var(59)
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 2]
- type = VarSet
- triggerall = !var(59)
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 3]
- type = VarSet
- triggerall = !var(59)
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, 4]
- type = VarSet
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- [State 40, 5]
- type = Afterimage
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- time = 15
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 40, 6]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 2041
-
- [State 40, 7]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50 + (var(59) = 1)*1991
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 2041]
- type = A
- physics = A
- velset = 0, -8
- ctrl = 1
-
- [State 2041, AI anim]
- type = ChangeAnim
- triggerall = var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- value = 2041
-
- [State 2041, AI anim]
- type = ChangeAnim
- triggerall = var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- value = 2042
-
- ;[State 2041, 1] ; Play sound when jumping (normal)
- ;type = PlaySnd
- ;trigger1 = Time = 0
- ;trigger1 = var(8) != -2
- ;trigger1 = var(8) != 2
- ;value = 40,0
-
- [State 2041, 2] ; Play sound when jumping (long)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 2041,0
-
- [State 2041, 3] ; Shadows
- type = Afterimage
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- time = 17
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1;.9, .9, .9
- FrameGap = 3
- Trans = Add1
-
- [State 2041, 4] ; Shadows off
- type = Afterimage
- trigger1 = Time = 14
- time = 0
-
- [State 2041, 5] ;Holding up?
- type = VelSet
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -10
-
- [State 2041, 6]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3.4
-
- [State 2041, 7]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.6
-
- [State 2041, 8]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3.4
-
- [State 2041, 9]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.6
-
- [State 2041, 10]
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 11] ;Short
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 2041
-
- [State 2041, 12]
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 13] ;Short
- type = ChangeAnim
- triggerall = !var(59)
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 2042
-
- [State 2041, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- ;---------------------------------------------------------------------------
- ; Jump Up for gravity
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 1.5]
- type = veladd
- trigger1 = Time >= 22
- y = 0.3
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;--------------
- ; Jump Landing
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 52, 1]
- type = Playsnd
- trigger1 = Time = 0
- value = 47,0
-
- [State 52, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, 3]
- type = changestate
- trigger1 = time = 1 && command = "holdup"
- value = 40
- ctrl = 0
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- ; 100 running
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, AI run]
- type = ChangeState
- trigger1 = var(59)
- trigger1 = PrevStateNo != 10044 && PrevStateNo != 100
- value = 10044 ; AI temp run state
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100,3]
- type = playsnd
- trigger1 = time = 0
- trigger1 = !var(59) ; prevent double run sound for AI
- value = 100,0
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = (command != "holdfwd") && (time >= 12)
- channel = 4
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command != "holdfwd") && (time >= 12)
- value = 101
- ctrl = 0
-
- ;---------------------------------------------------------------------------
-
- ; 10044 AI run state
- ; can only access if var(59) is activated
- [Statedef 10044]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 10044, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 10044, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 10044,3]
- type = playsnd
- trigger1 = time = 0
- value = 100,0
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = (p2bodydist X <= 85) && (time >= 12)
- channel = 4
-
- [State 10044, 3]
- type = ChangeState
- trigger1 = (p2bodydist X <= 85) && (time >= 12)
- value = 101 ; run friction
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; 101 slide
- [Statedef 101]
- type = S
- physics = S
- anim = 101
-
- [State 101, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 2
-
- [State 101, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ; hopback - start
- [Statedef 105]
- type = S
- movetype = I
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 105,0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; hopback in air
- [Statedef 106]
- type = A
- movetype = I
- physics = N
- anim = 106
- velset = -6,-2.4
-
- [State 106, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.4
-
- [State 106, 3]
- type = ChangeState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 107
-
- ; hopback landing
- [Statedef 107]
- type = S
- movetype = I
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------
- ; dodge forward 110
- [Statedef 110]
- type = S
- movetype= I
- physics = S
- velset = 0,0,0
- ctrl = 0
- anim = 10000
- sprpriority = -1
-
- [State 110, 1]
- type = Afterimage
- trigger1 = Time = 3
- time = 10
- length = 5
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 110, Vel Y]
- type = VelSet
- trigger1 = Time >= 6
- x = 5
-
- [State 110, 3]
- type = VelSet
- trigger1 = Time >= 23
- x = 0
-
- [State 110, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 110, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------
- ; 111 dodge forward attack
- [Statedef 111]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0
- ctrl = 0
- anim = 351
-
- [State 111, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 400,0
-
- [State 111, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 111, 1]
- type = VelSet
- trigger1 = Time >= 0
- x = 0
-
- [State 111, 2]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- x = 10
-
- [State 111, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = S, NA
- damage = 50
- guardflag = MA
- pausetime = 12,12
- sparkno = 2
- sparkxy = -20,-60
- hitsound = S220,0
- guardsound = S150,0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.animtype = Back
- air.velocity = -3,-4
-
- [State 111, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- ;--------------------------------------------------------
- ; 112 dodge forward during guard
- [Statedef 112]
- type = S
- movetype= I
- physics = N
- velset = 0,0,0
- ctrl = 0
- anim = 352
- power = -1000
-
- [State 112, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 112, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 3
-
- [State 112, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 112, afterimage]
- type = AfterImage
- trigger1 = time = 17
- time = 16
- Trans = Add1
- length = 14
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelemtime(4) >= 1
- trigger1 = animelemtime(7) <= 1
- x = 6
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelem = 8
- x = 0
-
- [State 112, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 112, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 112, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;--------------------------------------------------------
- ; 113 dodge backward during guard
- [Statedef 113]
- type = S
- movetype= I
- physics = N
- velset = 0,0,0
- ctrl = 0
- anim = 353
- poweradd = -1000
-
- [State 113, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 113, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 3
-
- [State 113, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 113, afterimage]
- type = AfterImage
- trigger1 = time = 10
- time = 16
- Trans = Add1
- length = 14
-
- [State 113, Vel Y]
- type = VelSet
- trigger1 = animelemtime(4) >= 1
- trigger1 = animelemtime(7) <= 5
- x = -6
-
- [State 112, Vel X]
- type = VelSet
- trigger1 = animelem = 8
- x = 0
-
- [State 113, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 113, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 113, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------
- ;îπò√ï┘ï}ë±ö≡
- [Statedef 355]
- type = S
- movetype= I
- physics = N
- velset = 0,0,0
- ctrl = 0
- anim = 10001
-
- [State 355, 1]
- type = VelSet
- trigger1 = time >= 6
- x = -5
-
- [State 355, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 355, 1]
- type = Afterimage
- trigger1 = Time = 5
- time = 10
- length = 5
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 355, 2]
- type = VelSet
- trigger1 = Time >= 24
- x = 0
-
- [State 355, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; overwrite common state 120, KOF pre-guard state
- ; GUARD (start)
- [Statedef 120]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged
-
- [State 120, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 120 + (statetype = C) + (statetype = A)*2
-
- [State 120, 2]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = S
- physics = S
-
- [State 120, 3]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = C
- physics = C
-
- [State 120, 4]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = A
- physics = A
-
- [State 120, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = statetype = S
- value = 130
-
- [State 120, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = statetype = C
- value = 131
-
- [State 120, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = statetype = A
- value = 132
-
- ;---------------------------------------------------------------------------
- ; STAND GUARD (guarding)
- [Statedef 130]
- type = S
- physics = S
-
- [State 120, 5]
- type = ChangeAnim
- triggerall = Anim != 135
- triggerall = time >= 0
- trigger1 = P2stateno != [400,410]
- trigger1 = P2stateno = (210,999)
- trigger1 = P2dist X < 35
- trigger2 = p2stateno >= 1000
- value = 135 ; hard guard
-
- [State 130, 1]
- type = ChangeAnim
- trigger1 = Anim != 130
- trigger1 = Anim != 135
- value = 130
-
- ;------------------------------------------------------------------
- ; Time over
- [Statedef 170]
- type = S
- anim = 170
-
- [State 170, 1]
- type = AssertSpecial
- trigger1 = Time = [0,110]
- flag = RoundNotOver
-
- ;---------------
- ; winning pose
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = Time = 1
- v = 1
- range = 1,3
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = var(55) = 4
- var(1) = 4
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_A"
- var(1) = 1
-
- [State 180, 3] ;Choose win2
- type = VarSet
- trigger1 = Command = "hold_B"
- var(1) = 2
-
- [State 180, 5] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_C"
- var(1) = 3
-
-
- [State 180, 8]
- type = ChangeState
- trigger1 = Var(1) = 1
- value = 181
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 2
- value = 182
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 3
- value = 183
-
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(1) = 4
- value = 184
- ;-----------------
- ; Win pose A
- [Statedef 181]
- type = S
- physics = S
- velset = 0
- ctrl = 0
- anim = 181
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 181, 2]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 181, 2]
- type = Explod
- trigger1 = animelemtime(4) = 2
- anim = 2001
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 5
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 5
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 4
- shadow = 64,64,64
- ownpal = 1
-
- [State 181,5]
- type = Helper
- trigger1 = animelem = 7
- name = "flame2"
- pos = 0, 0
- postype = p1
- stateno = 2018
- helpertype = normal
- sprpriority = 4
- keyctrl = 0
- ownpal = 1
-
- [State 181, 6]
- type = AssertSpecial
- trigger1 = Time = [0,200]
- flag = RoundNotOver
-
- [State 181, 7]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;------------
- ; Win pose B
- [Statedef 182]
- type = S
- physics = S
- velset = 0
- ctrl = 0
- anim = 11000
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 182, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 182,0
-
- [State 182, 3]
- type = AssertSpecial
- trigger1 = Time = [0,170]
- flag = RoundNotOver
-
- [State 182, 4]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;-----------------
- ; Win pose C
- [Statedef 183]
- type = S
- physics = S
- velset = 0
- ctrl = 0
- anim = 183
-
- [State 183, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 5210,0
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = RoundNotOver
-
- [State 183, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 183, 3]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;============================
- ; intro
- [Statedef 191]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 191
-
- ;[State 191, 1]
- ;type = ChangeState
- ;triggerall = Time = 0
- ;trigger1 = p2name = "Krizalid"
- ;trigger2 = p4name = "Krizalid"
- ;value = 1902
-
- ;[State 191, 1]
- ;type = varset
- ;triggerall = Time = 0
- ;trigger1 = (p2name = "Kyo Kusanagi") || (p4name = "Kyo Kusanagi")
- ;trigger2 = (p2name = "KYO KUSANAGI") || (p4name = "KYO KUSANAGI")
- ;trigger3 = (p2name = "Kyo-G") || (p4name = "Kyo-G")
- ;var(55) = 4
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = enemy, Name = "K'" && enemy,authorname = "NAO&M."
- value = 950
-
- [State 191, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = (p2name = "K9999") || (p4name = "K9999")
- value = 951
-
- [state 191]
- type = varset
- triggerall = time = 0
- ;trigger = (p2name = "K/") || (p4name = "K/")
- trigger1 = (p2name = "kyo") || (p4name = "kyo")
- trigger2 = (p2name = "Kyo Kusanagi") || (p4name = "Kyo Kusanagi")
- trigger3 = (p2name = "MIT") || (p4name = "MIT")
- trigger4 = (p2name = "Foxy") || (p4name = "Foxy")
- trigger5 = (p2name = "Iori") || (p4name = "Iori")
- trigger6 = (p2name = "Iori Yagami") || (p4name = "Iori Yagami")
- var(40) = 4
-
- ;óò╨òté»é─éΓéΘé║?
- [state 191]
- type = changestate
- triggerall = time = 1
- trigger1 = (p2name = "kriz") || (p4name = "kriz")
- trigger2 = (p2name = "krizalid") || (p4name = "krizalid")
- trigger3 = (p2name = "Kyozalid") || (p4name = "Kyozalid")
- trigger4 = (p2name = "asasd") || (p4name = "asasd")
- trigger5 = (p2name = "Zero") || (p4name = "Zero")
- trigger6 = (p2name = "C-Orochi") || (p4name = "C-Orochi")
- trigger7 = (p2name = "SHIN KRIZ") || (p4name = "SHIN KRIZ")
- value = 1902 ;anim = 197
-
- ;û│î╛
- [state 191]
- type = changestate
- triggerall = time = 0
- trigger1 = (p2name = "K'") || (p4name = "K'")
- trigger2 = (p2name = "Maxima") || (p4name = "Maxima")
- trigger3 = (p2name = "Original zero") || (p4name = "Original zero")
- trigger4 = (p2name = "Igniz") || (p4name = "Igniz")
- value = 198
-
- ;âKâôö≥é╬é╡
- [state 191]
- type = changestate
- triggerall = time = 0
- trigger1 = (p2name = "k/") || (p2name = "k/")
- trigger2 = (p2name = "kyo") || (p4name = "kyo")
- trigger3 = (p2name = "Kyo Kusanagi") || (p4name = "kyo Kusanagi")
- trigger4 = (p2name = "Iori") || (p4name = "Iori")
- trigger5 = (p2name = "Iori Yagami") || (p4name = "Iori Yagami")
- value = 199
-
- ;óé╚é▀é±é╢éßé╦éªé╝é─é▀éªüc?
- [state 191]
- type = changestate
- triggerall = 1
- trigger1 = (p2name = "MIT") || (p4name = "MIT")
- trigger2 = (p2name = "Eiji Shirow") || (p4name = "Eiji Shirow")
- trigger3 = (p2name = "Angel") || (p4name = "Angel")
- trigger4 = (p2name = "Y'") || (p4name = "Y'")
- trigger5 = (p2name = "Another K'") || (p4name = "Another K'")
- value = 197 ;anim = 1901
-
-
-
- [state 191]
- type = changestate
- triggerall = time = 0
- trigger1 = (p2name = "Nao") || (p4name = "Nao")
- value = 192 ;anim = 194
-
- [state 191.vs hiel]
- type = changestate
- triggerall = time = 0
- trigger1 = (p2name = "hiel") || (p4name = "hiel")
- trigger2 = (p2name = "Kula") || (p4name = "Kula")
- trigger3 = (p2name = "Foxy") || (p4name = "Foxy")
- trigger4 = (p2name = "Whip") || (p4name = "Whip")
- value = 194 ;anim = 12020
-
-
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,100]
- flag = Intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 191,0
-
- [State 191, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;----------
- [statedef 199]
- type = S
- movetype = I
- physics = S
- velset = 0,0,0
- anim = 199
- ctrl = 0
-
- [state 199]
- type = posadd
- trigger1 = time = 0
- x = 90
-
- [state 199]
- type = posadd
- trigger1 = animelem = 9,1
- trigger2 = animelem = 9,2
- trigger3 = animelem = 9,3
- trigger4 = animelem = 9,4
- trigger5 = animelem = 9,5
- trigger6 = animelem = 10,1
- trigger7 = animelem = 10,2
- trigger8 = animelem = 10,3
- trigger9 = animelem = 10,4
- trigger10 = animelem = 10,5
- trigger11 = animelem = 11,1
- trigger12 = animelem = 11,2
- trigger13 = animelem = 11,3
- trigger14 = animelem = 11,4
- trigger15 = animelem = 11,5
- trigger16 = animelem = 12,1
- trigger17 = animelem = 12,2
- trigger18 = animelem = 12,3
- trigger19 = animelem = 12,4
- trigger20 = animelem = 12,5
- trigger21 = animelem = 13,1
- trigger22 = animelem = 13,2
- trigger23 = animelem = 13,3
- trigger24 = animelem = 13,4
- trigger25 = animelem = 13,5
- trigger26 = animelem = 14,1
- trigger27 = animelem = 14,2
- trigger28 = animelem = 14,3
- trigger29 = animelem = 14,4
- trigger30 = animelem = 14,5
- x = -3
-
-
- [State 192, 1]
- type = veladd
- trigger1 = AnimElem = 20
- x = 0
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = Intro
-
- [state 199]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
-
- ;--------------
- ; Pre-fight intro (vs. K')
- [Statedef 950]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 950
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,800]
- flag = Intro
-
- [state 192]
- type = posadd
- trigger1 = time = 0
- x = 50
-
- [state 197]
- type = playsnd
- trigger1 = animelem = 2
- value = 931,16
-
- [state 197]
- type = playsnd
- trigger1 = animelem = 6
- value = 931,12
-
- [state 197]
- type = playsnd
- trigger1 = animelem = 11,2
- value = 931,17
-
- [state 192]
- type = explod
- trigger1 = animelem = 18
- anim = 930
- postyoe = p1
- pos = 12,-30
- removetime = 41
- sprpriority = 9
- scale = 1.2,1.2
-
- [state 192]
- type = envshake
- trigger1 = animelem = 18
- ampl = -2
- time = 15
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 18
- value = 2100,0
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 18
- value = 1040,0
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 18
- value = 2200,0
-
- ;[State 192, 1]
- ;type = veladd
- ;trigger1 = AnimElem = 19
- ;x = -9
-
- [state 199]
- type = posadd
- trigger1 = animelem = 19,1
- trigger2 = animelem = 19,2
- trigger3 = animelem = 19,3
- trigger4 = animelem = 20,1
- trigger5 = animelem = 20,2
- trigger6 = animelem = 20,3
- trigger7 = animelem = 20,4
- trigger8 = animelem = 21,1
- trigger9 = animelem = 21,2
- trigger10 = animelem = 21,3
- x = -4
-
- [state 199]
- type = posadd
- trigger1 = animelem = 21,4
- trigger2 = animelem = 22,1
- trigger3 = animelem = 22,2
- trigger4 = animelem = 22,3
- trigger5 = animelem = 22,4
- x = -2
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ;--------------
-
- ;----------K9999
- [statedef 951]
- type = S
- movetype = I
- physics = S
- velset = 0,0,0
- anim = 951
- ctrl = 0
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,500]
- flag = Intro
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 2
- value = 931,18
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 7
- value = 931,17
-
- [state 1901]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
- ;----------0 k'
- [statedef 198]
- type = S
- movetype = I
- physics = S
- velset = 0,0,0
- anim = 198
- ctrl = 0
-
-
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = Intro
-
- [state 1901]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
- ;------------kriza
- [statedef 197]
- type = S
- movetype = I
- physics = S
- velset = 0,0,0
- anim = 197
- ctrl = 0
-
- [state 197]
- type = playsnd
- trigger1 = time = 15
- value = 931,2
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = Intro
-
- [state 1901]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
-
-
- ;--------------------
- ; Pre-fight intro (vs. Krizalid)
- [Statedef 1902]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 192
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = Intro
-
- [State 192, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 192,0
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
-
-
- ;------------------new intro
- ;----------æ╬ nao
- [Statedef 192]
- type = S
- movetype = I
- physics = S
- velset = 0
- sprpriority = 4
- anim = 196
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,800]
- flag = Intro
-
- [state 192]
- type = posadd
- trigger1 = time = 0
- x = 45
-
- [state 199]
- type = posadd
- trigger1 = animelem = 40,1
- trigger2 = animelem = 40,2
- trigger3 = animelem = 40,3
- trigger4 = animelem = 41,1
- trigger5 = animelem = 41,2
- trigger6 = animelem = 41,3
- x = -6
-
- [state 199]
- type = posadd
- trigger1 = animelem = 42,1
- trigger2 = animelem = 42,2
- trigger3 = animelem = 43,3
- trigger4 = animelem = 43,1
- x = -2
-
- [state 199]
- type = posadd
- trigger1 = animelem = 43,2
- x = -1
-
- [state 3901 ,shake]
- type = envshake
- trigger1 = animelem = 35
- ampl = -2
- time = 15
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 35
- value = 2300,0
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 36
- value = 192,0
-
- [state 192]
- type = envshake
- trigger1 = animelem = 39
- ampl = -6
- time = 30
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 39
- value = 2100,0
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 39
- value = 1040,0
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 39
- value = 2200,0
-
- [state 13101]
- type = envcolor
- trigger1 = animelem = 39
- value = 240,240,240
- time = 2
- under = 0
-
- ;[state 192]
- ;type = envshake
- ;trigger1 = animelem = 42
- ;ampl = -2
- ;time = 15
-
- [state 192]
- type = explod
- trigger1 = animelem = 3
- postype = p1
- pos = 8,5
- anim = 2001
- removetime = 158
-
- [state 192]
- type = explod
- trigger1 = animelem = 35
- postype = p1
- pos = 8,5
- anim = 2002
- removetime = 5
-
- [state 192]
- type = explod
- trigger1 = animelem = 41
- anim = 930
- postyoe = p1
- pos = 30,-30
- removetime = 41
- sprpriority = 9
- scale = 1.4,1.4
-
- [State 3901 , 5]
- type = Explod
- triggerall = NumExplod(2200) < 1
- triggerall = Random < 499
- trigger1 = (AnimElemTime(0) >= 0)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 12,-60
- random = 180,180
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 5]
- type = Explod
- triggerall = NumExplod(2200) < 1
- triggerall = Random < 599
- ;trigger1 = (AnimElemTime(20) >= 0)
- trigger1 = 1
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 12,-60
- random = 200,200
- bindtime = 1
- ignorehitpause = 1
-
- [State 192]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ;-------------------
-
-
-
-
- [statedef 194]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 12020
-
- [State 194, 1]
- type = AssertSpecial
- ;trigger1 = Time = [0,5000]
- trigger1 = 1
- flag = Intro
-
- [state 192]
- type = playsnd
- trigger1 = animelem = 1,30
- value = 931,5
-
- [state 194,end]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
- ;--------------
- ; Pre-fight intro (vs. Kyo)
- [Statedef 193]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 193
-
- [State 193, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = Intro
-
- [State 193,3]
- type = Helper
- trigger1 = animelemtime(3) = 3
- name = "flame"
- pos = 8, 4
- postype = p1
- stateno = 2000
- helpertype = normal
- keyctrl = 0
- ownpal = 1
-
- [State 192, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;--------------------------
- ; helper flame 2000
- [Statedef 2000]
- type = A
- movetype = I
- physics = N
- anim = 2001
- velset = 0
- ctrl = 0
- sprpriority = 3
-
- [State 2000, 3]
- type = Changeanim
- trigger1 = Time = 51
- value = 2002
-
- [State 2000, 3]
- type = destroyself
- trigger1 = anim = 2002 && animtime = 0
-
-
- ;--------------
- ; helper flame 2018
- [Statedef 2018]
- type = S
- movetype = I
- physics = N
- anim = 2001
- velset = 0
- ctrl = 0
-
- [State 2018, 1]
- type = posadd
- trigger1 = time = 6
- trigger2 = time = 18
- trigger3 = time = 30
- trigger4 = time = 42
- trigger5 = time = 54
- trigger6 = time = 66
- trigger7 = time = 78
- trigger8 = time = 90
- trigger9 = time = 102
- trigger10 = time = 114
- y = 2
-
- [State 2000, 1]
- type = posadd
- trigger1 = time = 12
- trigger2 = time = 24
- trigger3 = time = 36
- trigger4 = time = 48
- trigger5 = time = 60
- trigger6 = time = 72
- trigger7 = time = 84
- trigger8 = time = 96
- trigger9 = time = 108
- trigger10 = time = 120
- y = -2
-
- [State 2000, 3]
- type = Changestate
- trigger1 = Time = 120
- value = 2019
- ctrl = 0
-
- ;--------------
- [Statedef 2019]
- type = S
- movetype = I
- physics = N
- anim = 2002
- velset = 0
- ctrl = 0
- sprpriority = 2
-
- [State 110, 1]
- type = PlaySnd
- trigger1 = Time = 5
- value = 2300,0
-
- [State 2000, 3]
- type = destroyself
- trigger1 = Time = 5
-
- ;=============================
- ; Taunt
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 12000
- velset = 0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 195,0
- channel = 3
-
- [State 195, 2]
- type = CtrlSet
- trigger1 = time >= 30
- value = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;============================================================
- ; ñp╡┤⌐█ eine trigger
- ;============================================================
- ; 1000 iron trigger
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- poweradd = 63
- anim = 1000
- velset = 0,0,0
-
- [State 1000, var]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1000, 0] ; voice
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,1
-
- [State 1000, 0] ;flame burst
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 1000,0
- volume = 40
-
- [State 1000, 1]
- type = Projectile
- trigger1 = AnimElem = 3, = 1
- ProjAnim = 1001
- ProjID = 1001
- ProjHitAnim = 1001
- ProjRemoveTime = 15
- offset = 4,-45
- accel = 0, 0
- hitflag = MA
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 115,20 ;125,20
- animtype = Hard
- getpower = 104
- givepower = 50
- pausetime = 4,3
- sparkno = 0
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -10.9
- guard.velocity = -10.9
- airguard.velocity = -4.0,-3.0
- air.velocity = -4,-5
- ;air.juggle = 1 + var(12)
- air.fall = 1
- air.recover = 0
- fall.recover = 0
- air.animtype = Back
- palfx.time = 23
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
-
- ; AI use Shell
- [State 1000, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- triggerall = P2statetype != C
- trigger1 = FrontEdgeDist <= 100
- trigger2 = P2statetype = A && p2stateno != [105,107]
- trigger2 = P2BodyDist X = [0,135]
- trigger2 = P2BodyDist Y = [-99,0]
- trigger2 = P2stateno != (105,106)
- trigger3 = projhit1001 = 1
- trigger3 = P2bodydist X = (0,72)
- value = 1040
-
- ; gogo: i have to break up this state into two parts because
- ; this is the only way to make the AI check for eine trigger AND blackout together
- ; simutanouesly.
-
- ; AI use Shoot 1st use
- [State 1000, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = projhit1001 = 1
- trigger1 = FrontEdgeDist > 50
- trigger2 = p2bodydist X >= 160 ;126, 175 max range for AI eine trigger use
- trigger3 = p2statetype = C
- trigger4 = p2stateno = (105,106)
- value = 1010 + (p2bodydist X > 120)
- ctrl = 0
-
- ; AI use 2nd shoot 2nd use
- [State 1000, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = p2bodydist X = (15,89)
- trigger1 = p2statetype != A
- trigger1 = FrontEdgeDist >= 88
- trigger2 = ProjGuarded1001 = 1
- value = 1010 + (FrontEdgeDist <= 88 && P2statetype = S && P2movetype = H)*30
- ctrl = 0
-
- ; AI use Eine blackout B
- [State 1000, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- ;trigger1 = projhit1001 != 1
- ;trigger1 = projcontact1001 != 1
- trigger1 = p2bodydist X = (90,159)
- trigger1 = FrontEdgeDist >= 100
- trigger2 = p2bodydist X < 0 ; when opponent is behind
- value = 1720 - (projhit1001 = 1 || p2movetype = H)*710
- ctrl = 0
- ignorehitpause = 1
-
- [State 1000, 3] ;shell
- type = ChangeState
- trigger1 = (var(2) = 1) && (Animtime = 0)
- value = 1040
- ctrl = 0
-
- [State 1000, 3] ;second shoot
- type = ChangeState
- trigger1 = (var(2) = 2) && (Animtime = 0)
- value = 1010
-
- [State 1000, 3] ;blackout B
- type = ChangeState
- trigger1 = (var(2) = 3) && (Animtime = 0)
- value = 1720
- ctrl = 0
-
- [State 1000, 3] ;blackout D
- type = ChangeState
- trigger1 = (var(2) = 4) && (Animtime = 0)
- value = 1730
- ctrl = 0
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1005
- ctrl = 0
-
- ;---------------
- ; end of eine trigger
- [Statedef 1005]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- anim = 1005
- velset = 0,0,0
-
- [State 1005, 1]
- type = Explod
- trigger1 = time = 0
- anim = 1002 ;fire end
- bindtime = 1
- postype = P1
- pos = 4,-45
- sprpriority = 2
-
- [State 1005 , 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ; 1006 Eine Trigger C
- [Statedef 1006]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1000
- poweradd = 63
- velset = 0,0,0
-
- [State 1006, var-reset]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1006, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,1
-
- [State 1006, 0] ;flame burst
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 1000,0
- volume = 40
-
- [State 1006, 1]
- type = Projectile
- trigger1 = AnimElem = 3, = 1
- ProjAnim = 1001
- ProjID = 1001
- ProjHitAnim = 1001
- ProjRemoveTime = 15
- offset = 4,-45
- accel = 0, 0
- hitflag = MA
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 115,20
- animtype = Hard
- getpower = 104
- givepower = 50
- pausetime = 4,3
- sparkno = 0
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 23
- ground.hittime = 23
- ground.velocity = -10.9
- guard.velocity = -10.9
- airguard.velocity = -4.0,-3.0
- air.velocity = -4,-5
- ;air.juggle = 1 + var(12)
- air.fall = 1
- air.animtype = Back
- air.recover = 0
- fall.recover = 0
- palfx.time = 23
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- ; AI use Shell
- [State 1006, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = P2statetype != C
- trigger2 = p2bodydist X < 60
- value = 1040
- ctrl = 0
-
- [State 1006, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = Animtime = 0
- trigger1 = P2statetype = C
- trigger2 = p2bodydist X >= 60
- value = 1011
- ctrl = 0
-
- [State 1006, 2] ;second shoot fast type
- type = ChangeState
- trigger1 = (var(2) = 2) && (Animtime = 0)
- value = 1011
-
- [State 1006, 3] ;shell
- type = ChangeState
- trigger1 = (var(2) = 1) && (Animtime = 0)
- value = 1040
- ctrl = 0
-
- [State 1006, 3] ;blackout B
- type = ChangeState
- trigger1 = (var(2) = 3) && (Animtime = 0)
- value = 1720
- ctrl = 0
-
- [State 1006, 3] ;blackout D
- type = ChangeState
- trigger1 = (var(2) = 4) && (Animtime = 0)
- value = 1730
- ctrl = 0
-
- [State 1006, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1005
- ctrl = 0
-
-
- ;----------------------
- ; fwd Kick_B second shoot
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- anim = 1010
- poweradd = 42
- velset = 0,0,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = animelemtime(3) = 1
- value = 931,8
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElemTime(5) = 3
- value = 1010,0
-
- [State 1010, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1010, 2]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- x = 8
-
- [State 1010, 3]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- x = -8
-
- [State 1010, 4]
- type = Explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 10
- Bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1010, 5]
- type = Projectile
- trigger1 = AnimElemTime(5) = 3
- ProjAnim = 1020
- ProjID = 1020
- offset = 80,-65
- velocity = 5,0
- accel = 0, 0
- attr = S, SP
- projshadow = 68,68,68
- damage = 62,10
- animtype = Hard
- getpower = 42
- givepower = 50
- guardflag = MA,L
- pausetime = 0,8
- guard.pausetime = 0,7
- sparkno = 2
- sparkxy = -1
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -9
- guard.velocity = -8 ; -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5,-5.5
- air.juggle = 1 ;+ var(12)
- air.animtype = Back
- air.recover = 0
- fall.recover = 0
- palfx.time = 19
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1010, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 312
- ctrl = 0
-
- ;------------------------
- ; fwd Kick_B second shoot (hard)
- [Statedef 1011]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- anim = 1010
- poweradd = 42
- velset = 0,0,0
-
- [State 1011, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = animelemtime(3) = 3
- value = 931,8
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElemTime(4) = 3
- value = 1010,0
-
- [State 1011, 2]
- type = posadd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- x = 8
-
- [State 1011, 3]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- x = -8
-
- [State 1011, 4]
- type = Explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 10
- Bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1011 , 5]
- type = Projectile
- trigger1 = AnimElemTime(5) = 3
- ProjAnim = 1020
- ProjID = 1020
- offset = 80,-65
- velocity = 7,0
- accel = 0, 0
- attr = S, SP
- projshadow = 68,68,68
- damage = 62,10
- animtype = Hard
- getpower = 42
- givepower = 50
- guardflag = MA,L
- pausetime = 0,8
- guard.pausetime = 0,7
- sparkno = 2
- sparkxy = -1 = 0,5
- hitsound = S2000,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -9
- guard.velocity = -8 ; -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5,-5.5
- air.juggle = 1 ;+ var(12)
- air.animtype = Back
- air.recover = 0
- fall.recover = 0
- palfx.time = 19
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1011, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 312
- ctrl = 0
-
- ;---------------------
- ; 1040 fwd_D shell
- [Statedef 1040]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1040
- poweradd = 42
- velset = 0,0,0
-
- [State 1040, 0]
- type = PlaySnd
- trigger1 = Time = 1
- value = 931,9
-
- [State 1040, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1040,0
-
- [State 1040, 1]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1040, Nothitby]
- type = NotHitBy
- trigger1 = Time = 5
- value = SA
- time = 3
-
- [State 1040, 2]
- type = explod
- trigger1 = time = 0
- Anim = 1003
- Removetime = 7
- bindtime = 1
- pos = 4, -45
- sprpriority = 2
- shadow = 68,68,68
-
- [State 1040, 4]
- type = Projectile
- trigger1 = AnimElem = 5
- ProjRemoveTime = 13
- ProjAnim = 1030
- ProjHitAnim = 1030
- ProjID = 1030
- offset = 63,-109 ; 54, -120
- velocity = 0,0; 0,-1.4
- accel = 0, 0
- attr = S, SP
- hitflag = MAF
- guardflag = M ; MA
- projshadow = 68,68,68
- damage = 62,10
- animtype = Hard
- getpower = 42
- givepower = 50
- guardflag = MA,L
- pausetime = 6,14
- guard.pausetime = 0,8
- sparkno = 0
- yaccel = 0.48
- hitsound = 5,3
- guardsound = 6,0
- ground.type = Low
- ground.slidetime = 14
- ground.hittime = 16
- ground.velocity = -1.5, -10 ; -1.3,-10
- air.velocity = -1.5, -10 ; -1.3,-9
- air.juggle = 1 + var(13)
- air.animtype = Back
- fall = 0
- air.fall = 0
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- P2stateno = 1041
-
- ; auto AI use
- ; heat drive combo, if not enough power, see def 2999
- [State 1040, 4]
- type = ChangeState
- triggerall = var(59) = 1
- triggerall = animtime = 0
- triggerall = p2statetype = A
- triggerall = stateno != 2999
- trigger1 = projhit1030 = 1
- trigger2 = P2dist Y = (-170,-30)
- trigger2 = p2statetype = A
- value = 2999
- ctrl = 0
-
- ;[State 1040, 5]
- [State 1040, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- ;---------------------------------------
- ;been hit by 2nd shell
- [Statedef 1041]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1041, 0]
- type = ChangeAnim2
- trigger1 = hitshakeover = 0
- value = 1041
-
- [State 1041, 0]
- type = ForceFeedBack
- trigger1 = hitshakeover = 0
- time = 1
- waveform = square
-
- [State 1041, 0]
- type = ChangeState
- trigger1 = hitshakeover = 1
- value = 1042
-
- ;part2
- [Statedef 1042]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 1042, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 1041
-
- [State 1042, 2]
- type = ChangeAnim
- trigger1 = anim = 1041
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5030
-
- [State 1042, 2]
- type = ChangeAnim
- trigger1 = anim = 5030
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5035
-
- [State 1042, 2]
- type = ChangeAnim
- triggerall = Anim = 5030 || Anim = 5035
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5050)
- value = 5050
-
- [State 1042, 2]
- type = ChangeAnim
- triggerall = Anim = 5050
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5060)
- value = 5060
-
- [State 1042, 0]
- type = HitVelSet
- trigger1 = time = 0
- x = 1
- y = 1
-
- [State 1042, 1]
- type = VelAdd
- trigger1 = 1
- y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)
-
- [State 1042, 10]
- type = selfstate
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 5100
-
-
-
- ;-----------------------------------------------------------
- ; 1500 uppercut craw bite A
- [Statedef 1500]
- type = S
- movetype= A
- physics = S
- poweradd = 125
- ctrl = 0
- velset = 0,0,0
- anim = 1500
- juggle = 7
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1500,1
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7 ; 10
-
- [State 1500, 2]
- type = PosAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- x = 8
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 2, = 0
- anim = 1530
- postype = p1
- pos = -10,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1500, 6]
- type = Explod
- trigger1 = animelem = 4, = 2
- anim = 1520
- postype = p1
- pos = -20,-34
- ID = 1500
- sprpriority = 3
- ignorehitpause = 0
- bindtime = 1
- ownpal = 1
-
- [State 1500, 3]
- type = HitDef
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger2 = movecontact = 0
- trigger3 = animelem = 5
- trigger3 = movecontact = 0
- attr = S, SA
- animtype = Medium
- damage = 100,12
- getpower = 63
- sparkno = 1
- priority = 6
- guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 9,9
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -2.0,-10
- guard.velocity = -3.5
- air.velocity = -2.0,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 50
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1500, 4]
- type = HitDef
- trigger1 = animelem = 6
- attr = S, SA
- animtype = Medium
- damage = 40,12
- getpower = 42
- sparkno = 1
- priority = 6
- guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 10,10
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -3.0 + (movehit)*1,-10
- guard.velocity = -4.0
- air.velocity = -2.0,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 50
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 6
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 22
- ownpal = 1
-
- [State 1500, 4]
- type = varset
- trigger1 = movecontact = 1
- var(1) = 1
-
- [State 1500, CMcancel]
- type = ChangeState
- trigger1 = command = "EZheatdriver"
- trigger1 = var(6) != 0
- value = 3400
- ctrl = 0
-
- [State 1500, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1501
-
- ;------------------In Air
- [Statedef 1501]
- type = A
- movetype = A
- physics = N
- juggle = 7
- anim = 1501
- velset = 0,-5
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1501, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.48
-
- [State 1501, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1501, 6]
- type = HitDef
- trigger1 = animelem = 1
- trigger1 = var(1) = 0 ; first hit miss contact
- ;trigger2 = var(35) = 2 ; not in this state
- attr = A, SA
- animtype = Hard
- damage = 100,12
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- hitflag = MAF
- guardflag = MA
- yaccel = 0.5
- pausetime = 8,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -1.5,-10
- air.velocity = -1.5,-10
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1501, 7]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- [State 1501, 8]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
-
-
-
- ;-----------------------â`âFü[âôâhâëâCâuü@ü`ü@âNâìâEâoâCâcüiÄπüj
-
-
- ; 1500 uppercut craw bite A
- [Statedef 15000]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 2.3,0,0
- anim = 1500
-
-
- ;[State 1500, burn]
- ;type = varset
- ;trigger1 = movehit = 1
- ;var(3) = 1
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700,0
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7 ; 10
-
- [State 1500, 2]
- type = PosAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- x = 8
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 2, = 0
- anim = 1530
- postype = p1
- pos = -10,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1500, 6]
- type = Explod
- trigger1 = animelem = 4, = 2
- anim = 1520
- postype = p1
- pos = -20,-34
- ID = 1500
- sprpriority = 3
- ignorehitpause = 0
- bindtime = 1
- ownpal = 1
-
- [State 1500, 3]
- type = HitDef
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger2 = movecontact = 0
- trigger3 = animelem = 5
- trigger3 = movecontact = 0
- attr = S, SA
- animtype = Medium
- damage = 50,12 ;100,12
- sparkno = 1
- priority = 6
- ;guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 2,9
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -2.0 ;,-10
- guard.velocity = -3.5
- air.velocity = -2.0,-10
- air.animtype = Back
- fall = 0
- fall.recover = 0
- palfx.time = 50
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1500, 4]
- type = HitDef
- trigger1 = animelem = 6
- attr = S, SA
- animtype = Medium
- damage = 40,12
- sparkno = 1
- priority = 6
- ;guardflag = M
- yaccel = 0.5
- sparkxy = -10,-55
- pausetime = 2,10
- hitsound = S220,0
- guardsound = S150,1
- ground.type = high
- ground.slidetime = 12
- ground.hittime = 12
- ground.velocity = -3.0 + (movehit)*1 ;,-10
- guard.velocity = -4.0
- air.velocity = -2.0,-10
- air.animtype = Back
- fall = 0
- fall.recover = 0
- palfx.time = 50
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
-
-
- [state 15000]
- type = envcolor
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- under = 1
- color = 240,240,240
- time = 1
-
- [State 1500, 5]
- type = Explod
- trigger1 = animelem = 4, = 1
- trigger2 = animelem = 6
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 22
- ownpal = 1
-
- [State 1500, 4]
- type = varset
- trigger1 = movecontact = 1
- var(1) = 1
-
- [State 1500, CMcancel]
- type = ChangeState
- trigger1 = command = "EZheatdriver"
- trigger1 = var(6) != 0
- value = 3400
- ctrl = 0
-
- [State 1500, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 15001
-
- ;------------------In Air
- [Statedef 15001]
- type = A
- movetype = A
- physics = N
- juggle = 7
- anim = 1501
- velset = 2.3,-2 ;-5
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1501, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.48
-
- [State 1501, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1501, 6]
- type = HitDef
- trigger1 = animelem = 1
- ;trigger1 = var(1) = 0 ; first hit miss contact
- ;trigger2 = var(35) = 2 ; not in this state
- attr = A, SA
- animtype = Hard
- damage = 50,12
- sparkno = 2
- sparkxy = 0,-60
- hitflag = MAF
- ;guardflag = MA
- yaccel = 0.5
- pausetime = 2,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = high
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -1.5 ;-10
- air.velocity = -1.5;,-10
- air.animtype = Back
- fall = 0
- fall.recover = 0
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
-
- [state 15001]
- type = envcolor
- trigger1 = animelem = 1
- under = 1
- color = 240,240,240
- time = 1
-
-
- [State 1501, 7]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
-
-
- [State 1501, 8]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 15003
- ctrl = 0
-
-
-
- ;--------------------é▒é▒é▄é┼
-
-
-
-
-
-
-
-
-
-
-
- ;===========================================================
- ; 1503 uppercut_C crow bite C
- [Statedef 1503]
- type = S
- movetype= A
- physics = S
- poweradd = 125
- ctrl = 0
- velset = 0,0,0
- anim = 1503
- juggle = 4 + var(13)
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1500,1
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1503, 1]
- type = HitBy
- trigger1 = Time = 3
- value = SCA, SA,HA,AP
- time = 13
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(4) = 0
- trigger2 = AnimElemtime(5) = 0
- x = 8
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(5) = 1
- x = 7
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(6) = 0
- trigger2 = AnimElemtime(6) = 1
- x = 5
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5 && movecontact = 0
- attr = S, SA
- animtype = Medium
- damage = 42,9
- getpower = 63
- guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 6,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -5 ;,-6 no Y velocity on firsrt hit
- air.velocity = -5,-6
- air.animtype = Back
- fall.recover = 0
- palfx.time = 18
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Medium
- damage = 42,9
- getpower = 63
- guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 6,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 13
- ground.velocity = -5,-6.5 ; X -4 Y -6
- air.velocity = -5,-6
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
-
-
-
-
- [State 1503, 4]
- type = Explod
- trigger1 = time = 0
- anim = 1530
- postype = p1
- pos = -16,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1503, 5]
- type = explod
- trigger1 = animelem = 4, = 2
- Anim = 1520
- pos = -20,-34
- sprpriority = 3
- postype = p1
- ID = 1500
- bindtime = 18
- ownpal = 1
-
- [State 1503, 5]
- type = Explod
- trigger1 = animelem = 6, = 1
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 22
- ownpal = 1
-
- [State 1503, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1504
-
- ;-------------ò╧ìXü@â`âFü[âôâhâëâCâuü@ü`ü@âNâìâEâoâCâcü@é╠ò√(ÆnÅπ)
- [Statedef 15003]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 1503
- juggle = 4 + var(13)
-
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1500,1
-
- [state 1503,1]
- type = playsnd
- trigger1 = time = 0
- value = 1040,0
-
-
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 1500,0
- persistent = 0
-
- [State 1503, 1]
- type = HitBy
- trigger1 = Time = 3
- value = SCA, SA,HA,AP
- time = 13
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(4) = 0
- trigger2 = AnimElemtime(5) = 0
- x = 8
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(5) = 1
- x = 7
-
- [State 1503, 2]
- type = PosAdd
- trigger1 = AnimElemtime(6) = 0
- trigger2 = AnimElemtime(6) = 1
- x = 5
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1500,0
- persistent = 0
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5 && movecontact = 0
- attr = S, SA
- animtype = Medium
- damage = 20;,9
- ;guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 16,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -2 ;,-6 no Y velocity on firsrt hit
- air.velocity = -2,-6
- air.animtype = Back
- fall.recover = 0
- palfx.time = 18
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1503, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Medium
- damage = 30;,9
- ;guardflag = M ; MA
- sparkno = 1
- sparkxy = -10,-55
- pausetime = 16,8
- hitsound = S220,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 13
- ground.velocity = -3,-6.5 ; X -4 Y -6
- air.velocity = -2,-6
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3205, envcolor]
- type = envcolor
- trigger1 = animelem = 4
- trigger2 = animelem = 6
- time = 1
- under = 1
- value = 240,240,240
-
- [State 6841 , explod1]
- type = Explod
- triggerall = NumExplod(2200) < 2
- triggerall = Random < 750
- trigger1 = animelem = 4
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-70
- random = 100,100
- bindtime = 10
- ignorehitpause = 5
-
-
- [State 6841 , explod2]
- type = Explod
- triggerall = NumExplod(2200) < 2
- triggerall = Random < 750
- trigger1 = animelem = 6
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-70
- random = 100,100
- bindtime = 10
- ignorehitpause = 5
-
- [State 1503, 4]
- type = Explod
- trigger1 = animelem = 1
- ;trigger2 = animelem = 3
- ;trigger3 = animelem = 5
- anim = 1530
- postype = p1
- pos = -16,-26
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 1503, 5]
- type = explod
- trigger1 = animelem = 1
- trigger2 = animelem = 3 ;, = 2
- Anim = 1520
- pos = -20,-34
- sprpriority = 3
- postype = p1
- ID = 1500
- bindtime = 18
- ownpal = 1
-
- [State 1503, 5]
- type = Explod
- trigger1 = animelem = 2
- trigger2 = animelem = 4, = 1
- trigger3 = animelem = 6
- anim = 1510
- postype = p1
- pos = 24,-36
- ID = 1500
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 22
- ownpal = 1
-
- [State 1503, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 15004
- ;----------endü@â`âFü[âôâhâëâCâuü@ü`ü@âNâìâEâoâCâcü@é╠ò√(ÆnÅπ)
-
- ;------------------In Air
- [Statedef 1504]
- type = A
- movetype = A
- physics = N
- anim = 1504
- velset = 5, -10
- juggle = 2
-
- [State 1504, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.55
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1504, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 2000,0
- persistent = 0
-
- [State 1504, var-reset]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1504, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 50,9
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,8
- guardflag = MA
- hitsound = S220,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3,-7
- air.velocity = -4,-7
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1504, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = AnimElem = 3, = 4
- trigger1 = movecontact = 1
- value = 1505
- ctrl = 0
-
- [State 1504, 5]
- type = ChangeState
- trigger1 = (var(2) = 1) && (AnimElem = 3, = 4)
- value = 1505
-
- [State 1504, 5]
- type = ChangeState
- trigger1 = (var(2) = 2) && (AnimElem = 3, = 4)
- value = 1505
-
- [State 1504, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;------ò╧ìXü@â`âFü[âôâhâëâCâuü`ü@é╠ò√ü@(ï≤Æå)
- [Statedef 15004]
- type = A
- movetype = A
- physics = N
- anim = 1504
- velset = 5, -10
- juggle = 2
-
- [State 1504, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.55
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1504, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 1040,0
- persistent = 0
-
- [state 1504, 00]
- type = explod
- trigger1 = animelem = 3
- anim = 2200
- postype = p2
- ID = 2200
- shadow = 64,64,64
- sprpriority = 2
- ignorehitpause = 0
- bindtime = 50
- ownpal = 1
-
- [State 6841 , 6]
- type = Explod
- triggerall = NumExplod(2200) < 6
- triggerall = Random < 750
- trigger1 = movehit = 1
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-70
- random = 100,100
- bindtime = 10
- ignorehitpause = 5
-
-
-
-
-
- [State 1504, var-reset]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1504, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 60;,9
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 13,8
- ;guardflag = MA
- hitsound = S220,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3,-7
- air.velocity = -4,-7
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3205, envcolor]
- type = envcolor
- trigger1 = animelem = 2
- time = 1
- under = 1
- value = 240,240,240
-
-
- [state 15004,varset]
- type = varset
- trigger1 = animtime = 0
- var(40) = 0
-
-
- [State 1504, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
- ;-------------------------é▒é▒é▄é┼
- ;--------------------
- ;1505 fwd_D in air
- [Statedef 1505]
- type = A
- movetype = A
- physics = N
- anim = 1505
- poweradd = 42
- juggle = 2
-
- [State 1505 , 4]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.45
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 400,1
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = movehit
- value = 2000,0
- persistent = 0
-
- [State 1505 , 5]
- type = explod
- trigger1 = animelem = 3, = 1
- Anim = 1540
- pos = 20,-80
- sprpriority = 2
- shadow = 64,64,64
- postype = p1
- bindtime = 13
- ownpal = 1
-
- [State 1505 , 6]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- trigger3 = (AnimElem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = Hard
- damage = 40,9
- getpower = 42
- sparkno = 2
- guardflag = MA
- sparkxy = 0,-60
- pausetime = 8,8
- hitsound = S220,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = 0,7
- air.velocity = -7,-4
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 36
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 1505 , 10]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;===========================
- ; 1300 shala! minute bike B startup
- [Statedef 1300]
- type = S
- movetype= I
- physics = S
- poweradd = 146
- ctrl = 0
- velset = 0,0,0
- anim = 1300
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA ; SCA,NA,SA
- numhits = 0
- pausetime = 15,20
- sparkno = 40
- hitsound = 6,0
-
- [State 1300, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- x = 8
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1300, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1301
-
- ; 1301 minute spike B attack
- [Statedef 1301]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1301
- juggle = 9
- velset = 6,-1.2
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1301, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- x = 8
-
- [State 1301, 2]
- type = VelAdd
- trigger1 = Time > 7
- y = .55
-
- [State 1301, 3]
- type = velset
- trigger1 = time = 14
- x = 3
-
- [State 1301, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- damage = 110,20
- getpower = 63
- guardflag = M ; MA
- pausetime = 10,12
- sparkxy = -10,-70
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -5 ,-7
- air.velocity = -5,-4
- airguard.velocity = -3,-2
- fall = 1
- fall.recover = 0
-
- [State 1301, 5]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;----------------------------
- ; 1302 Air Minute Spike B
- [Statedef 1302]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1302
- poweradd = 146
- ;juggle = 10
- velset = 0,0,0
-
- [State 1302, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1302, 0]
- type = PlaySnd
- trigger1 = Time = 5
- value = 1300,1
-
- [State 1302, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1302, 2]
- type = Velset
- trigger1 = animelem = 3
- x = 6
- y = -1.2
-
- [State 1302, 3]
- type = Veladd
- trigger1 = Time > 11
- y = 0.55
-
- [State 1302, 4]
- type = velset
- trigger1 = time > 14
- x = 3
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,20
- sparkno = 40
- hitsound = 6,0
-
- [State 1302, 5]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = Diagup
- damage = 110,20
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 10,12
- guardflag = MA
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -6,-7
- air.velocity = -6,-7
- fall = 1
- fall.recover = 0
-
- [State 1302, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;===========================================================
- ; 1305 shala! Minute Bike D startup
- [Statedef 1305]
- type = S
- movetype= I
- physics = S
- poweradd = 146
- ctrl = 0
- velset = 0,0,0
- anim = 1305
-
- [State 1300,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 15,20
- sparkno = 40
- hitsound = 6,0
-
- [State 1305, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- x = 8
-
- [State 1305, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1305, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1306
-
- ; 1306 shala! Minute Spike D attack
- [Statedef 1306]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1306
- velset = 8,-2
- juggle = 9
-
- [State 1305, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 1306, 1]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1306, 2]
- type = VelAdd
- trigger1 = Time > 7
- y = .55
-
- [State 1306, 3]
- type = velset
- trigger1 = time = 15
- x = 3
-
- [State 1306, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = diagup
- guardflag = MA
- damage = 123,20
- getpower = 63
- sparkno = 2
- sparkxy = 0,-60
- yaccel = 0.45
- pausetime = 10,12
- hitsound = S240,0
- guardsound = S150,1
- guard.velocity = -14
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -6 ,-7
- air.velocity = -7,-7
- fall = 1
- fall.recover = 0
-
- [State 1306, 5]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;----------------------------
- ; 1307 Air Minute Spike D
- [Statedef 1307]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 1307
- poweradd = 146
- ;juggle = 10
- velset = 0,0,0
-
- [State 1307,0]
- type = ReversalDef
- trigger1 = time >= 0
- reversal.attr = SA,NA,SA
- numhits = 0
- pausetime = 12,20
- sparkno = 40
- hitsound = 6,0
-
- [State 1307, 1]
- type = Velset
- trigger1 = animelem = 3
- x = 8
- y = -2
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,0
-
- [State 1300, 0]
- type = PlaySnd
- trigger1 = Time = 6
- value = 1300,1
-
- [State 1307, 2]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = animelem = 9
- x = 8
-
- [State 1307, 3]
- type = Veladd
- trigger1 = Time > 11
- y = 0.52
-
- [State 1307, 3]
- type = Veladd
- trigger1 = Time > 15
- x = -0.3
-
- [State 1307, 5]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (Animelem = 6) && (movecontact = 0)
- attr = A, SA
- animtype = DiagUp
- damage = 123,20
- getpower = 63
- sparkno = 2
- guardflag = MA
- sparkxy = 0,-60
- pausetime = 10,12
- yaccel = 0.45
- hitsound = S240,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -7,-7 ;
- air.velocity = -7,-7
- fall = 1
- fall.recover = 0
-
- [State 1307, 6]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
- ctrl = 0
-
- ;---------------------------------------
- ; 1700 blackout B Normal
- [Statedef 1700]
- type = S
- movetype = A
- physics = N
- anim = 1700
- poweradd = 83
- velset = 0
- ctrl = 0
-
- [State 1700, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1700, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (12) = 1
- trigger2 = animelemtime (12) = 2
- trigger3 = animelemtime (13) = 1
- x = 4
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (13) = 0
- trigger2 = animelemtime (13) = 2
- trigger3 = animelemtime (13) = 3
- trigger4 = animtime = 0
- x = 3
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (3) = 3
- trigger2 = animelemtime (11) = 1
- x = 5
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (11) = 2
- x = 9
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (4) = 0
- trigger2 = animelemtime (9) = 0
- trigger3 = animelemtime (12) = 0
- x = 21
-
- [State 1700, 1]
- type = VelSet
- trigger1 = AnimElemtime (4) >= 1
- trigger1 = AnimElemTime (8) <= 0
- x = 5
-
- [State 1700, 1]
- type = VelSet
- trigger1 = AnimElemTime (8) = 1
- x = 0
-
- [State 1700, posadd]
- type = posadd
- trigger1 = animelemtime (10) = 0
- trigger2 = animelemtime (11) = 0
- x = 13
-
- [State 1700, 3]
- type = PlayerPush
- trigger1 = Time <= 22
- value = 0
-
-
- ;---------Æ╟ë┴
- [State 1700, hit]
- type = HitDef
- trigger1 = AnimElemtime(7) = 0
- ;trigger2 = animelem = 5
- ;trigger3 = animelem = 6
- ;trigger4 = animelem = 7
- ;trigger5 = animelem = 8
- attr = A, SA
- ground.type = High
- guardflag = L
- damage = 12
- ground.velocity = -2,-3
- air.velocity = -2,-3
- fall = 1
-
- ;-----------
-
-
-
- [State 1700, 4]
- type = AfterImage
- trigger1 = AnimElem = 5, = 0
- time = 12
- length = 5
- framegap = 3
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1700, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1700, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; --------------------------------------------
- ; 1710 blackout D Normal
- [Statedef 1710]
- type = S
- movetype = I
- physics = N
- anim = 1710
- velset = 0
- poweradd = 83
- ctrl = 0
-
- [State 1710, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,0
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1710, velset]
- type = velset
- trigger1 = animelemtime(9) = 0
- x = 0
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(3) = 4
- trigger2 = animelemtime(4) = 1
- trigger3 = animelemtime(9) = 1
- x = 8
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(4) = 0
- trigger2 = animelemtime(9) = 0
- x = 23
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(10) = 0
- x = 15
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(12) = 0
- x = 9
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(13) = 1
- trigger2 = animelemtime(13) = 2
- x = 4
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(13) = 3
- trigger2 = animelemtime(13) = 4
- x = 3
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(12) = 1
- trigger2 = animelemtime(12) = 2
- trigger3 = animelemtime(13) = 0
- x = 4
-
- [State 1710, posadd]
- type = posadd
- trigger1 = animelemtime(11) = 0
- x = 15
-
- [State 1710, velset]
- type = velset
- trigger1 = animelemtime(5) >= 0
- trigger1 = animelemtime(8) <= 1
- x = 9
-
- [State 1710, 3]
- type = PlayerPush
- trigger1 = Time <= 36
- value = 0
-
- [State 1710, 4]
- type = AfterImage
- trigger1 = AnimElem = 4, = 1
- time = 10
- framegap = 4
- length = 6
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1710, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------
- ; 1720 blackoutB after eine / iron trigger
- [Statedef 1720]
- type = S
- movetype = I
- physics = N
- anim = 1720
- poweradd = 42
- velset = 0,0
- ctrl = 0
-
- [State 1720, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1720, 1]
- type = explod
- triggerall = time = 0
- trigger1 = (prevstateno = 1000) || (prevstateno = 1006)
- Anim = 1002
- bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1720, shadow]
- type = AfterImage
- trigger1 = AnimElem = 4, = 0
- time = 10
- length = 5
- framegap = 4
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1720, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,2
-
- [State 1720, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1720, 0]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 1720, 1]
- type = VelSet
- trigger1 = AnimElem = 3, = 2
- x = 12
-
- [State 1720, 2]
- type = Veladd
- trigger1 = AnimElem = 3, > 2
- x = -0.4
-
- [State 1720, 3]
- type = PlayerPush
- trigger1 = Time <= 24
- value = 0
-
- [State 1720, 5]
- type = VelSet
- trigger1 = AnimElem = 13, = 0
- x = 0
-
- [State 1720, AIkoko]
- type= changestate
- trigger1 = var(59) = 1
- trigger1 = AnimTime = 0 && statetype != A
- trigger1 = P2bodydist X = (8,35)
- trigger1 = P2movetype != A && P2statetype != L && P2statetype != C
- trigger1 = stateno != 409 || stateno != 410
- value = 409 ; stand to crouch temporay state
-
- [State 1720, AIkoko]
- type= changestate
- trigger1 = var(59) = 1
- trigger1 = AnimTime = 0 && statetype != A
- trigger1 = P2bodydist X = (5,8)
- trigger1 = P2movetype != A && P2statetype != L && P2statetype = C
- value = 420 ; crouch HP
-
- [State 1720, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;---------------------------------
- ; 1730 blackout D after iron trigger
- [Statedef 1730]
- type = S
- movetype = I
- physics = N
- anim = 1730
- velset = 0
- poweradd = 42
- ctrl = 0
-
- [State 1730, turn]
- type = turn
- trigger1 = animtime = 0 && P2dist X < 0
-
- [State 1730,0]
- type = explod
- triggerall = time = 0
- trigger1 = (prevstateno = 1000) || (prevstateno = 1006)
- Anim = 1002
- bindtime = 1
- pos = 4,-45
- shadow = 68,68,68
- sprpriority = 2
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = AnimElem = 4, = 0
- time = 14
- length = 7
- framegap = 4
- PalBright = 0,0,0
- PalContrast = 255,255,255
-
- [State 1730, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1700,2
-
- [State 1730, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
- [State 1730, 0]
- type = varset
- trigger1 = animtime = 0
- var(2) = 0
-
- [State 1730, 1]
- type = VelSet
- trigger1 = AnimElem = 3, = 3
- x = 15
-
- [State 1730, 2]
- type = VelAdd
- trigger1 = AnimElem = 3, > 3
- x = -0.42
-
- [State 1730, 3]
- type = PlayerPush
- trigger1 = Time <= 26
- value = 0
-
- [State 1730, 5]
- type = VelSet
- trigger1 = AnimElem = 13, = 0
- x = 0
-
- [State 1730, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================
- ;===========================================================
- ; Standing light punch
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- velset = 0
- ctrl = 0
- juggle = 9 + var(33)
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 400)
- value = 400,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 200, 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 63
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- sparkxy = -15,-86
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -3,-1
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; standing light kick
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- velset = 0,0
- ctrl = 0
- juggle = 9
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 400)
- value = 400,0
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 210, 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 63
- guardflag = L
- pausetime = 12,12
- sparkno = 1
- sparkxy = -10,-46
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -3,-1
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- ; Standing strong punch (far)
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 220 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (AnimElem = 6) && (movecontact = 0)
- attr = S, NA
- animtype = Med
- getpower = 125
- givepower = 80
- damage = 111
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = 2
- sparkxy = -10,-80
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- guard.velocity = -3
- air.velocity = -5,-1
- airguard.velocity = -5,-1
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Standing strong kick
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Med
- getpower = 125
- givepower = 80
- damage = 125
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = 2
- sparkxy = -10,-80
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- guard.velocity = -5
- air.velocity = -5,-3
- airguard.velocity = -4,-1
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Crouching light punch
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 500)
- value = 400,0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 400 , 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- animtype = Light
- getpower = 63
- givepower = 15
- hitflag = MA
- guardflag = M
- pausetime = 11,11 ;12
- sparkxy = -3,-40
- sparkno = 1
- hitsound = S200,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -2,-3
- air.animtype = Back
- down.velocity = -4,0
- down.hittime = 20
- air.fall = 1
- fall.recover = 0
-
- [State 400, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 1000
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
-
- ;---------------------------------------------------------------------------
- ; AI Stand to Crouch temporary
- ; common state is state 10, we use state 409
- ; purpose: because stand to crouch takes 2 ticks to archieve.
-
- [Statedef 409]
- type = C
- physics = C
- anim = 10
-
- [State 409, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 409, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = var(59) = 1
- ;value = 11 ; regular crouch
- value = 410 ; crouching light kick
-
- ;---------------------------------------------------------------------------
- ; Crouching light kick
- [Statedef 410]
- type = C
- movetype = A
- physics = C
- anim = 410
- velset = 0
- ctrl = 0
- juggle = 9
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 500)
- value = 400,0
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 410, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- getpower = 63
- givepower = 15
- hitflag = MA
- animtype = light
- guardflag = L
- pausetime = 11,11 ;12
- sparkno = 1
- sparkxy = -5,-6
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5.5
- ground.cornerpush = 1
- air.velocity = -2,-3
- air.animtype = Back
- guard.velocity = -5
- air.fall = 1
- fall.recover = 0
-
- [State 410, 4]
- type = ChangeState
- trigger1 = var(59) = 1
- trigger1 = p2bodydist X < 4
- trigger1 = movehit || moveguarded
- value = 400
-
- [State 410, 4]
- type = ChangeState
- trigger1 = var(59) = 1
- trigger1 = movecontact = 1
- value = 1000 ; eine trigger
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard punch
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- velset = 0
- ctrl = 0
- ;juggle = 4
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = C, NA
- animtype = Med
- damage = 98
- getpower = 125
- givepower = 80
- guardflag = M
- pausetime = 11,11
- sparkxy = -10,-50
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 15
- ground.velocity = -8
- ground.cornerpush.veloff = -15
- air.velocity = -4,-3
- air.animtype = Back
- airguard.velocity = -3,1.5
- fall = 0
- air.fall.recover = 0
- ground.fall.recover = 1
-
- [State 420, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2statetype != A
- value = 301
-
- [State 420, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard kick
- [Statedef 430]
- type = C
- movetype = A
- physics = C
- anim = 430
- velset = 0
- juggle = 10
- ctrl = 0
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 430 , 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 70
- getpower = 125
- animtype = Med
- givepower = 55
- hitflag = MA
- guardflag = L
- pausetime = 11,11
- sparkxy = -10,-25
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Trip
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -1,-7
- yaccel = 0.55
- air.velocity = -1.2,-3
- air.animtype = Back
- guard.velocity = -5
- fall = 1
- fall.recover = 0
-
- [State 420, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movehit = 1
- trigger1 = p2statetype != A
- value = 1710 ;1300
-
- [State 430, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = moveguarded = 1
- value = 301
-
- [State 430, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Jumping light punch
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- ctrl = 0
- juggle = 9
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = light
- damage = 30
- getpower = 63
- givepower = 30
- guardflag = HA
- pausetime = 10,12
- sparkxy = -10,-50
- hitsound = S200,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -3,-2
- air.animtype = Back
- airguard.velocity = -2.5,-1
- fall.recover = 0
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping light kick
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- ctrl = 0
- juggle = 9
-
- [State 610, 0]
- type = changeanim
- trigger1 = time = 0
- value = ifelse(vel X = 0,610,615)
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 610, 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = A, NA
- animtype = light
- damage = 53
- getpower = 63
- givepower = 10
- guardflag = HA
- priority = 5
- pausetime = 10,12
- sparkxy = -10,-50
- sparkno = 1
- hitsound = S210,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -1.3,-3
- air.animtype = Back
- fall.recover = 0
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping strong punch
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- ctrl = 0
- juggle = 9
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 620 , 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = A, NA
- damage = 83
- animtype = Med
- getpower = 125
- givepower = 45
- guardflag = HA
- priority = 5
- pausetime = 10,12
- sparkxy = -10,-58
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -1.3,-3
- air.animtype = Back
- fall.recover = 0
-
- [State 620,6]
- type = ChangeState
- trigger1 = (var(59) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 644 ; AI land and combo state
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jump_D
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- ctrl = 0
- juggle = 9
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 630 , 2]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- trigger3 = (AnimElem = 6) && (movecontact = 0)
- attr = A, NA
- damage = 111
- animtype = Med
- getpower = 125
- givepower = 45
- guardflag = HA
- priority = 6
- pausetime = 10,12
- sparkxy = -10,-51
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -2,-3
- air.animtype = Back
- fall = 0
- air.fall = 1
- fall.recover = 1
-
-
- [State 630, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- [State 630,6]
- type = ChangeState
- trigger1 = (var(59) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 644
-
- ;----------------------------------
- ; temp AI jump-in combo state
- [Statedef 644]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 47
-
- [State 644,1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 644,2]
- type = velset
- trigger1 = time = 0
- y = 0
-
- [State 644,3]
- type = ChangeState
- trigger1 = time = 4
- trigger1 = P2bodydist X = [0,18]
- value = 270
-
- [State 644,3]
- type = ChangeState
- trigger1 = time = 3
- trigger1 = P2bodydist X = [19,34]
- value = 430
-
- [State 644,3]
- type = ChangeState
- trigger1 = animtime = 0
- ;trigger1 = (P2bodydist X > 34) || (P2bodydist X < 0)
- value = 0
- ctrl = 1
-
- ;-----------------------------------
- ; close attacks
-
- ; stand A close
- [Statedef 250]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 250
- juggle = 9
-
- [State 250, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 250 , 3]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = Light
- damage = 30
- getpower = 63
- givepower = 12,6
- guardflag = MA
- pausetime = 12,12
- sparkno = 1
- sparkxy = -10,-90
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -3,-2
- air.cornerpush = 1
- air.juggle = 9
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 250, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- value = 260
-
- [State 250 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing B (close)
- ;---------------
- [Statedef 260]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 260
- juggle = 9
-
- [State 260, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 260, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 260 , 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- damage = 33
- getpower = 63
- givepower = 12,6
- guardflag = L
- pausetime = 12,12
- sparkno = 1
- sparkxy = -16,-30
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 6 ; 9 KOF99 default
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -3,-2
- air.cornerpush = 1
- air.juggle = 9
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 260, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movehit = 1
- value = 1500
- ;value = 1503
-
- [State 260, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = moveguarded = 1
- value = 1000
-
- [State 260 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- ; Standing C (close)
-
- [Statedef 270]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 270
- juggle = 9 + var(13)
-
- [State 270, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 270 , 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 40
- getpower = 125
- givepower = 45
- hitflag = MA
- guardflag = M
- pausetime = 10,10 ;12,12
- sparkxy = -10,-60
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 15 ;17
- ground.velocity = 0
- ground.cornerpush.veloff = -7
- air.velocity = -2,-3
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 270 , 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 40
- getpower = 125
- givepower = 45
- guardflag = M
- pausetime = 11,11 ;12,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17 ; 17
- ground.hittime = 15 ;17
- ground.velocity = -9
- ground.cornerpush.veloff = -14
- air.velocity = -2,-3
- air.cornerpush = 1
- air.juggle = 9 + var(13)
- air.animtype = Back
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(50) = 1 ; AI focus use only
- trigger1 = Random <= 450
- trigger1 = p2statetype = S && (movehit) && power >= 1000 && (p2bodydist X = [0,1]) ;&& (hitcount < 2)
- value = 1006 - (random > 450)*705
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- triggerall = p2statetype = C
- triggerall = movecontact || movehit || moveguarded
- trigger1 = hitcount < 2
- trigger1 = random <= 400
- trigger2 = hitcount >= 2
- ;trigger1 = p2bodydist X > 0
- value = 301
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = random <= 500
- trigger1 = moveguarded = 1
- trigger1 = p2bodydist X > 0
- value = 1000
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = random > 500
- trigger1 = moveguarded = 1
- value = 301
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = hitcount >= 2 ; && power >= 1000
- trigger1 = movehit = 1
- trigger1 = p2bodydist X > 0
- value = 3000 - (power < 1000 || random >= 200)*2699
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = p2statetype != C
- trigger1 = (power < 1000)
- trigger1 = movehit = 1
- value = 313; 1300
-
- [State 270 , 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- ; stand D close
-
- [Statedef 280]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 280
- juggle = 9
-
- [State 280, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 280, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 280 , 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Medium
- damage = 87
- getpower = 125
- givepower = 50
- hitflag = MA
- guardflag = M
- pausetime = 12,12
- sparkxy = -5,-40
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 15
- ground.velocity = -7
- ground.cornerpush.veloff = -13
- air.velocity = -2,-3
- air.cornerpush = 1
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 280, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X <= 18
- value = 1006
- ctrl = 0
-
- [State 280, 3]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2bodydist X > 18
- value = 301
-
- [State 280, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;====================================
- ; Special attacks
- ;====================================
- ; 300 one inch
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 300
- velset = 0,0
- juggle = 9 + var(13)
-
- [State 300, 0]
- type = playsnd
- trigger1 = time = 0
- value = 931,14
-
- [State 300 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Medium
- damage = 77
- getpower = 146
- givepower = 25
- guardflag = M
- pausetime = 12,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5.5,-5
- guard.cornerpush.veloff = -14
- air.velocity = -5.5,-5
- air.animtype = Back
- yaccel = .66
- fall = 1
- air.fall = 1
- fall.recover = 0
- P2stateno = 305
- air.fall = 1
- fall.recover = 0
-
- [State 300, 2]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -4
- time = 10
-
- [State 300 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------Type 2 (cancelled version)
- ; 1 inch cancelled
- [Statedef 301]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 301
- velset = 0,0
- juggle = 9 + var(13)
-
- [State 301, 0]
- type = playsnd
- trigger1 = time = 0
- value = 931,14
-
- [State 301 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Medium
- damage = 70 ;77
- getpower = 146
- givepower = 25
- guardflag = M
- pausetime = 12,12
- sparkxy = -10,-70
- sparkno = 2
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -9
- ground.cornerpush.veloff = -15
- air.velocity = -5,-2
- air.juggle = 9 + var(13)
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [State 301, 3]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -5
- time = 10
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = Power < 1000
- trigger1 = PrevStateNo = 420
- trigger1 = movecontact
- value = 1300
-
- [State 301, 4]
- type = ChangeState
- triggerall = var(59) >= 1
- trigger1 = (movecontact) && (frontedgebodydist <= 22)
- trigger2 = (p2bodydist X >= 23) && (P2statetype = C)
- trigger2 = moveguarded = 1
- trigger3 = moveguarded = 1
- value = 1000 + (random <= 400 && moveguarded = 1 && FrontEdgeDist > 110)*700
- ctrl = 0
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = power >= 1000 && p2life > 120
- trigger1 = movehit
- value = 3000
- ctrl = 0
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = power < 1000 || p2life <= 120
- trigger1 = movehit
- value = 1300 - (p2statetype = C)*300
- ctrl = 0
-
- [State 301 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;-------------------------------
- ; 305 been hit by normal one inch
- [statedef 305]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 305, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 305
-
- [State 305, 0]
- type = ForceFeedBack
- trigger1 = hitshakeover = 0
- time = 1
- waveform = square
-
- [State 305, 0]
- type = ChangeState
- trigger1 = hitshakeover = 1
- value = 306
-
- ;part2
- [Statedef 306]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 306, 1]
- type = VelAdd
- trigger1 = 1
- y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)
-
- [State 306, 0]
- type = changeanim2
- trigger1 = time = 0
- value = 305
-
- [State 305, 2]
- type = ChangeAnim
- trigger1 = anim = 305
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5030
-
- [State 305, 2]
- type = ChangeAnim
- trigger1 = anim = 5030
- trigger1 = animtime = 0
- trigger1 = AnimExist(5035)
- value = 5035
-
- [State 305, 2]
- type = ChangeAnim
- triggerall = Anim = 5030 || Anim = 5035
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5050)
- value = 5050
-
- [State 305, 2]
- type = ChangeAnim
- triggerall = Anim = 5050
- trigger1 = AnimTime = 0
- trigger1 = AnimExist(5060)
- value = 5060
-
- [State 1042, 0]
- type = HitVelSet
- trigger1 = time = 0
- x = 1
- y = 1
-
- [State 1042, 10]
- type = changestate
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 307
-
- ;slide in ground
- [Statedef 307]
- type = S
- movetype = H
- physics = N
- velset = -5,0
- ctrl = 0
-
- [State 307, 1]
- type = changeanim2
- trigger1 = time = 0
- value = 307
-
- [State 307, 0]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 307, veladd]
- type = veladd
- trigger1 = time >= 0
- trigger1 = time <= 14
- x = 0.32
-
- [State 307, veladd]
- type = velset
- trigger1 = animelem = 2
- x = 0
-
- [State 307, self]
- type = selfstate
- trigger1 = alive
- trigger1 = animtime = 0
- value = 5120
-
- [State 307, self]
- type = selfstate
- trigger1 = !alive
- trigger1 = animtime = 0
- value = 5150
-
- ;------------------
- ; 310 FWD+B on ground
- [Statedef 310]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 310, 1]
- type = playsnd
- trigger1 = time = 0
- value = 931,15
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- trigger2 = animelem = 3, = 0
- x = 16
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- x = 8
-
- [State 310 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 311
- ctrl = 1
-
- ; 311 knees kick in air
- [Statedef 311]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- anim = 311
- juggle = 9 + var(13)
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 0
- x = 3
- y = -3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 1
- x = 4
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- x = 12
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 2
- trigger2 = AnimElem = 2, = 1
- x = 3
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 2
- trigger2 = AnimElem = 2, = 3
- x = 3
- y = -1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 0
- x = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 1
- x = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 2
- trigger2 = AnimElem = 3, = 3
- y = 1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- trigger2 = AnimElem = 4, = 1
- y = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 2
- y = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 0
- y = 4
-
- [State 311 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Medium
- damage = 77
- getpower = 146
- givepower = 25
- guardflag = H ; overhead attack
- pausetime = 12,12
- sparkxy = -16,-84
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -2.2,-3.2
- air.animtype = Back
-
- [State 311, 8]
- type = ChangeState
- trigger1 = animelemtime(5) = 1
- value = 312
-
- ; 312 knees kick landing
- [Statedef 312]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 312 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 312, 3]
- type = VarSet
- trigger1 = AnimTime = 0
- var(2) = 0
-
- [State 312 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------
- ; type 2
- ;------------------
- ; 313 knees kick in ground cancelled
- [Statedef 313]
- type = S
- movetype= A
- physics = S
- juggle = 9
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 313, 0]
- type = playsnd
- trigger1 = time = 0
- value = 931,15
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- trigger2 = animelem = 3, = 0
- x = 16
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- x = 8
-
- [State 313 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 314
- ctrl = 1
-
- ; 311 knees kick in air
- [Statedef 314]
- type = A
- movetype= A
- physics = N
- juggle = 9
- poweradd= 30
- ctrl = 0
- anim = 311
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 0
- x = 3
- y = -3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 1
- x = 4
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 0
- x = 12
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 1, = 2
- trigger2 = AnimElem = 2, = 1
- x = 3
- y = -2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 2, = 2
- trigger2 = AnimElem = 2, = 3
- x = 3
- y = -1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 0
- x = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 1
- x = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 3, = 2
- trigger2 = AnimElem = 3, = 3
- y = 1
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 0
- trigger2 = AnimElem = 4, = 1
- y = 2
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 4, = 2
- y = 3
-
- [State 311, 1]
- type = posadd
- trigger1 = AnimElem = 5, = 0
- y = 4
-
- [State 314 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Medium
- damage = 50
- getpower = 146
- givepower = 25
- guardflag = M ; cancelled type is NOT overhead
- pausetime = 12,12
- sparkxy = -16,-84
- sparkno = 2
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -6
- air.velocity = -2.2,-3.2
- air.animtype = Back
-
- [State 314, 4]
- type = ChangeState
- trigger1 = var(59) >= 1
- trigger1 = movecontact
- value = 1302
-
- [State 314, 8]
- type = ChangeState
- trigger1 = animelemtime(5) = 1
- value = 315
-
- ; 312 knees kick landing
- [Statedef 315]
- type = S
- movetype= I
- physics = S
- juggle = 9
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 315 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 315 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------
- ; 321 CD during guard
- [Statedef 321]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 320
- velset = 0,0
- poweradd = -1000
- juggle = 1 ; guard cancel
-
- [State 321,1]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 321, 0]
- type = playsnd
- trigger1 = time = 0 && random < 800
- value = 700,0
-
- [State 321, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 321, 2]
- type = HitBy
- trigger1 = Time >= 0
- value = SCA, AT
-
- [State 321, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 2
-
- [State 330 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 1
- getpower = 0
- givepower = 30
- pausetime = 16,16
- sparkxy = -10,-74
- sparkno = 3
- hitflag = MA
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-4
- air.velocity = -5,-4
- air.animtype = Back
- fall = 1
- fall.recover = 0
-
- [State 331 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; 240 CD regular
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 320
- velset = 0,0,0
- juggle = 9 + var(13)
-
- [State 240,1]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 240, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 240 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 141
- getpower = 167
- givepower = 30
- priority = 6
- pausetime = 16,16
- sparkxy = -10,-74
- sparkno = 3
- hitflag = MA
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-4
- air.velocity = -5,-4
- air.animtype = Back
- fall = 1
- fall.recover = 0
-
- [State 240 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- ; 650 CD hit high in air
- ; jump CD
- [Statedef 650]
- type = A
- movetype= A
- physics = A
- ctrl = 0
- anim = 650
- juggle = 9 + var(13)
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = animelemtime(2) = 0
- value = 600,1
- persistent = 0
-
- [State 650, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 650 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 120
- getpower = 167
- givepower = 30
- priority = 6
- pausetime = 10,12
- sparkxy = -10,-74
- sparkno = 3
- guardflag = HA
- yaccel = 0.4
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-6
- air.velocity = -5,-6
- air.animtype = Back
- fall = 1
- fall.recover = 0
-
- [State 650 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;=======================================================
- ; Throws
- ;=======================================================
- ; 370 throw
- [Statedef 370]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 370
-
- [State 370, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 24, 0, 0, 1
- sparkno = 0
- p2facing = 1
- p1stateno = 371
- p2stateno = 372
-
- [State 370, end1]
- type = changestate
- trigger1 = var(59) >= 1
- trigger1 = animtime = 0
- value = 105
- ctrl = 1
-
- [State 370, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;------------
- [Statedef 371] ;ºδ┼¡
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 371
-
- [State 371, 0]
- type = Sprpriority
- trigger1 = Animelem >= 3
- value = -1
-
- [State 371, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 220,0
-
- [State 371, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 371, 4]
- type = gamemakeanim
- trigger1 = animelem = 7
- value = 7
- pos = 28, -46
-
- ;╝─ñΓ░╩º@(│QºδÑX)
- [Statedef 372]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 372, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 372
-
- [State 372, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 0
-
- [State 372, 3]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -120
-
- [State 372, 4]
- type = SelfState
- trigger1 = animtime = 0
- value = 5100
- ctrl = 0
-
-
- ;--------------
- ; 380 throw D
- [Statedef 380]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 380
-
- [State 380, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 27, 0, 0, 1
- sparkno = 0
- p2facing = 1
- p1stateno = 381
- p2stateno = 382
-
- [State 380, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------
- [Statedef 381] ;Dôèé░
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 381
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 220,0
-
- [State 381, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 381, 2]
- type = turn
- trigger1 = animelem = 11
- value = 1
-
- [State 381, 3]
- type = targetbind
- trigger1 = animelem = 4
- pos = -20, -70
-
- [State 381, 4]
- type = gamemakeanim
- trigger1 = animelem = 4
- value = 2
- pos = -20, -72
-
- [State 381, 5]
- type = posadd
- trigger1 = animelem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- x = 8
-
- [State 381, 5]
- type = posadd
- trigger1 = AnimElem = 10
- x = 4
-
- [State 381, 5]
- type = posadd
- trigger1 = AnimElem = 11
- x = -8
-
- [State 381, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------
- ;╝─ñΓ░╩º@(│QºδÑX)
- [Statedef 382]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 382, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 382
-
- [State 382, 2]
- type = posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 382, 3]
- type = posadd
- trigger1 = animtime = 0
- y = 60
-
- [State 382, 4]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 30
-
- [State 382, 5]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -120
-
- [State 382, 6]
- type = VelAdd
- Trigger1 = AnimElem = 5
- x = 4
- y = -1
-
- [State 382, 7]
- type = SelfState
- trigger1 = animtime = 0
- value = 5050
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- ; KOF safe landing
- [Statedef 5201]
- type = S
- movetype= I
- physics = N
- anim = 5200
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 5201, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 5210,0
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = (Time = 0) && (p2dist X < -5)
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -18
-
- [State 5201, 2]
- type = Veladd
- trigger1 = Time >= 0
- x = 2.5
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Vel X >= 0
- x = 0
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time >= 0
- y = 0
-
- [State 5201, 7]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; Heat Drive A -------- new ò╧ìX
- ;==========================================================
- ; heat drive A, AI use
- [Statedef 2999]
- anim = 0
- ctrl = 0
-
- [State 2999, AIuse1]
- type = changestate
- triggerall = var(59) = 1
- triggerall = P2dist Y <= -28
- trigger1 = power >= 1000
- trigger1 = p2life > 120
- trigger1 = time > 12
- value = 3000
-
- [State 2999, AIuse1]
- type = changestate
- triggerall = var(59) = 1
- triggerall = P2dist Y <= -28
- triggerall = (p2life <= 120) || (power < 1000)
- trigger1 = time > 9
- value = 1305
-
-
- ;-----------âqü[âgâhâëâCâu
- [Statedef 3000]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3000, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3000, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3000, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 13000
- postype = p1
- pos = 19,-90
- sprpriority = 7
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 13500
- postype = p1
- pos = 17,-97
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- ;[State 3000, 4]
- ;type = Explod
- ;trigger1 = time = 5
- ;anim = 800
- ;pos = 17,-90
- ;supermove = 1
- ;sprpriority = -2
- ;bindtime = 1
- ;ownpal = 1
-
- ;[State 3000, 4]
- ;type = Explod
- ;trigger1 = time = 1
- ;anim = 810
- ;pos = 17,-90
- ;supermove = 1
- ;sprpriority = 2
- ;bindtime = 1
- ;ownpal = 1
-
- [State 3000, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 20
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 3, 15
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = -4, 0
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -14,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3000, end1]
- type = changestate
- trigger1 = (command = "hold_A") && (Time >= 34)
- value = 3001
-
- [State 3000, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = animtime = 0
- value = 3002
-
-
- ;-------------------------------
- [Statedef 3001]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3001, handflame]
- type = Explod
- triggerall = command = "hold_A"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- pos = -4,0
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
- [State 3001, end1]
- type = changestate
- trigger1 = (command != "hold_A") && (time >= 0)
- trigger2 = time = 240
- trigger3 = var(59) = 1
- trigger3 = p2stateno != 120 || P2stateno != 130
- ;trigger3 = time >= 0
- trigger4 = var(59) = 1
- trigger4 = p2statetype = A
- trigger4 = p2dist y >= 120
- trigger4 = time >= 19
- value = 3002
-
- ;-----------------------------
- ; release
- [Statedef 3002]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3002
- velset = 0,0,0
- juggle = 2
-
- [State 3002, muteki]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 3002, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = time = 3
- value = 3000,1
-
- [State 3002, explod]
- type = Explod
- trigger1 = time = 0
- anim = 2002
- sprpriority = 3
- bindtime = 1
- shadow = 64,64,64
- ownpal = 1
-
- [State 3002, 1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = 8
-
- [State 3002, 2]
- type = velset
- trigger1 = animelem = 2, = 3
- x = 10
-
- [State 3002, 6]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,22 ; 0,10
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = MA
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [State 3002, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- value = -280 ; -333 KOF99
- absolute = 1
-
- ;[State 3002, 8]
- ;type = PlayerPush
- ;trigger1 = Time >= 8
- ;value = 0
-
- [State 3002, afterimage]
- type = AfterImage
- trigger1 = AnimElem = 2, = 1
- time = 36
- Trans = Add1
- FrameGap = 3
- length = 8
- time = 20
-
- [State 3002, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3003
- ctrl = 1
-
- [State 3002, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3004
- ctrl = 1
-
-
- ;-----------------------------
- [Statedef 3003]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3003
- velset = 0,0,0
- juggle = 2
-
- [State 3003, 1]
- type = HitDef
- trigger1 = time =[0,4]
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,22 ; 0,10
- sparkno = 2
- sparkxy = 0,-60
- priority = 6
- pausetime = 2,0
- guardflag = MA
- hitsound = S2200,0
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- air.animtype = Back
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 3003, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- value = -280 ; -333 KOF99
- absolute = 1
- persistent = 0
-
- [State 3003, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- trigger5 = animelem = 5
- x = 8
-
- [State 3003, 2]
- type = velset
- trigger1 = time = 0
- x = 6
-
- [State 3003, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.2
-
- [State 3003, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3000, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- ;--------------------------------
- ; 3004 movehit
- [Statedef 3004]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3003
- velset = 0,0,0
-
- [State 3004, 0]
- type = explod
- trigger1 = time = 0
- anim = 2050
- sprpriority = -2
- pos = 10, -1
- bindtime = 7
- ownpal = 1
-
- [State 3004, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- x = 8
-
- [State 3004, 2]
- type = velset
- trigger1 = time = 0
- x = 8
-
- [State 3004, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3004, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3004, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------------------------
- ; 3010 Being hit by heat drive
- [Statedef 3010]
- type = A
- movetype = H
- physics = N
- ctrl = 0
- anim = 5030
-
- [State 3010, 1]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3010, 2]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3010, 4]
- type = EnvShake
- trigger1 = time = 0
- trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0)
- time = 20
- ampl = 5
-
- [State 3010, 5]
- type = PosFreeze
- trigger1 = HitShakeOver = 0
-
- [State 3010, 6]
- type = ForceFeedBack
- trigger1 = HitShakeOver = 0
- time = 1
- waveform = square
-
- [State 3010, 7]
- type = posadd
- trigger1 = HitShakeOver = 1
- persistent = 0
- y = -35
-
- [State 3010, 8]
- type = EnvColor
- trigger1 = (time = 0) && (life > 0)
- time = 2
- value = 240,240,240
- under = 1
- ignorepausetime = 1
-
- [State 3010, 9]
- type = ChangeAnim2
- trigger1 = HitShakeOver = 1
- persistent = 0
- value = 3010
-
- [State 3010, 10]
- type = HitVelSet
- trigger1 = HitShakeOver = 1
- persistent = 0
- x = 1
- y = 1
-
- [State 3010, 11]
- type = VelAdd
- trigger1 = HitShakeOver = 1
- y = 0.4
-
- [State 3010, 12]
- type = SelfState
- triggerall = Anim = 3010
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 5100
-
- ;----------------------------------------------------------
- ; 3005 heatdrive C ; removed see 3100
- [Statedef 3005]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3005, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3005, 1] ; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3005, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3005, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 5
- anim = 800
- pos = 17,-90
- supermove = 1
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 1
- anim = 810
- pos = 17,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3005, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3005, end1]
- type = changestate
- trigger1 = (command = "hold_C") && (time >= 34)
- value = 3006
-
- [State 3005, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_C")
- value = 3002
-
- ;---------------------------------------
- [Statedef 3006]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3006, handflame]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- postype = p1
- pos = -3,0
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
- [State 3006, end1]
- type = changestate
- trigger1 = command != "hold_C"
- trigger1 = time >= 0
- trigger2 = time = 240
- value = 3002
-
- ;==========================================================
- ;==========================================================
- ;----------------------------------------------------------
- ; 3200 chain drive launch
- [Statedef 3200]
- type = S
- movetype= A
- physics = S
- anim = 65505
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
- juggle = 10
-
-
-
- ;[State 3000, 1]
- ;type = PlaySnd
- ;trigger1 = time = 0
- ;value = 3200,1
-
-
- [State 3250, 0]
- type = PlaySnd
- trigger1 = animelem = 10
- value = 3200,0 ;3200,1
-
-
-
-
-
-
- [State 3000, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = animelem = 1
- ;trigger1 = time = 2
- anim = -1
- movetime = 75
- time = 75
-
- [State 3200, 4]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3200, 4]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- ;[State 3200, 4]
- ;type = Explod
- ;trigger1 = time = 5
- ;anim = 800
- ;pos = 0,-90
- ;supermove = 1
- ;sprpriority = -2
- ;bindtime = 1
- ;ownpal = 1
-
- ;[State 3200, 4]
- ;type = Explod
- ;trigger1 = time = 2
- ;anim = 810
- ;pos = 0,-90
- ;supermove = 1
- ;sprpriority = 2
- ;bindtime = 1
- ;ownpal = 1
-
- [State 3200, 3]
- type = envcolor
- trigger1 = time = 1
- time = 45
- under = 1
- value = 0, 0, 0
-
-
-
-
-
- [State 3200, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 3201
- ctrl = 1
-
- ;------------------------
- ; 3201 chain drive attack success
- [Statedef 3201]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
-
-
- [State 3202, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- ;[State 3201, shadow] ; ò╧ìX
- ;type = explod
- ;trigger1 = time = 0 ;;;;
- ;trigger1 = projcontact2020 = 1 ;;
- ;trigger2 = NumProjID(2020) = 0 ;;
- ;anim = 65500 ;;3201
- ;persistent = 0
- ;sprpriority = 2
- ;pos = 0,0
- ;postype = P1
- ;velset = 0,0
- ;ownpal = 1
- ;bindtime = 1
- ;shadow = 80,80,80
-
- ;[State 3201, 1]
- ;type = posadd
- ;trigger1 = time = 12
- ;x = 20
-
- ;[State 3201, 2]
- ;type = playsnd
- ;trigger1 = time = 16
- ;value = 3200,0
-
- [State 3201, 2]
- type = velset
- trigger1 = time = 16
- ;x = 3
- x = (P2dist X+40)/16
-
- [State 3201, 3]
- type = veladd
- trigger1 = time >= 22
- x = -0.5
-
- [State 3201, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3201, 5]
- type = HitDef
- trigger1 = AnimElem = 1;4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- p2facing = 1
- attr = S, HA
- animtype = hard
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 1,6
- hitflag = MAF
- guardflag = MA
- forcestand = 1
- hitsound = 5,2
- fall.recover = 0
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3, 0
-
- [State 3201, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3201, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3202
- ctrl = 1
-
- [State 3201, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3210
- ctrl = 0
-
- ;------------------------
- ; 3210 guarded
- [Statedef 3210]
- type = S
- movetype= I
- physics = S
- anim = 3210
- ctrl = 0
-
- [State 3210, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------
- ;=========================================
- ;-----------------------------------------
- ; 3205 chain drive attacking
- [Statedef 3202]
- type = S
- movetype= A
- physics = N
- anim = 3205
- ctrl = 0
- velset = 2.2,0,0
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 1
- value = 931,10
-
- [State 3202, muteki]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3202, targetbind]
- type = targetbind
- trigger1 = 1
- pos = 60,0
-
- [State 3202, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3202, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 27
- trigger6 = animelem = 31
- attr = S, HA
- forcestand = 1
- animtype = hard
- damage = 18 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 2,0
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
-
-
- [State 3202, 1]
- type = HitDef
- trigger1 = animelem = 38
- attr = S, HA
- p2facing = 1
- forcestand = 1
- animtype = hard
- damage = 18 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 2,0
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = 1
- fall.recover = 0
- kill = 0
-
-
-
-
-
-
-
-
-
-
-
- [State 3202, 2]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 13
- trigger3 = animelem = 22
- trigger4 = animelem = 36
- attr = S, HA
- animtype = hard
- damage = 18 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
- [State 3202, envcolor]
- type = envcolor
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- trigger11 = animelem = 38
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3202, width]
- type = Width
- trigger1 = time >= 0
- edge = 60, 0
-
-
- ;---ò╧ìX
- ;[State 3202, end1]
- ;type = changestate
- ;trigger1 = animtime = 0
- ;value = 3205
- ;ctrl = 0
-
- [State 3202, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 15003
- ctrl = 0
- ;---end
-
-
- ;------------------------
- ; 3205 finish Chain drive
- [Statedef 3205]
- type = S
- movetype= A
- physics = S
- anim = 3206
- ctrl = 0
- velset = 0,0,0
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 6
- value = 3200,2
-
- [State 3205, 1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, HA
- animtype = up
- damage = 110 ; 98
- givepower = 15
- ;guardflag =
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- fall = 1
- fall.recover = 0
- ground.velocity = -5,-6
-
- [State 3205, envcolor]
- type = envcolor
- trigger1 = animelem = 6
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3205, 2]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -4
- time = 30
-
- [State 3205, Muteki]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3205, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; Heatdrive C <--- inherited from SDM heatdrive 99
- ;==========================================================
- [Statedef 3100]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3100, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3100, 1] ; flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3100, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3100, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3100, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 13000
- postype = p1
- pos = 19,-90
- sprpriority = 7
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 13500
- postype = p1
- pos = 17,-97
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- ;[State 3000, 4]
- ;type = Explod
- ;trigger1 = time = 5
- ;anim = 800
- ;pos = 17,-90
- ;supermove = 1
- ;sprpriority = -2
- ;bindtime = 1
- ;ownpal = 1
-
- ;[State 3100, 4]
- ;type = Explod
- ;trigger1 = time = 1
- ;anim = 810
- ;pos = 17,-90
- ;supermove = 1
- ;sprpriority = 2
- ;bindtime = 1
- ;ownpal = 1
-
- [State 3100, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3100, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3100, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- ; hold
- [State 3100, end1]
- type = changestate
- trigger1 = !var(59)
- trigger1 = (command = "hold_A" || command = "hold_C") && (time >= 34)
- trigger2 = var(59) = 1 && time >= 34
- trigger2 = p2stateno = [130,160]
- ;trigger2 = random <= 100
- value = 3101
-
- ; release
- [State 3100, end2]
- type = changestate
- triggerall = AnimTime = 0
- trigger1 = (command != "hold_A") && (command != "hold_C")
- trigger2 = var(59) = 1
- trigger2 = p2stateno != [130,160]
- value = 3102
-
- ;-------------------------------
- [Statedef 3101]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 3001, handflame]
- type = Explod
- triggerall = command = "hold_A"
- trigger1 = Time = 0
- anim = 2010
- ID = 2010
- pos = -3,0
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- bindtime = 240
- removetime = 240
- ownpal = 1
-
-
- [State 3001, end1]
- type = changestate
- trigger1 = command != "hold_A" && command != "hold_C"
- trigger1 = time >= 0
- trigger2 = time = 240
- value = 3102
-
- ;-----------------------------dash out
- [Statedef 3102]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 3102
- velset = 0,0,0
- juggle = 9
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,1
-
- [State 1500, burn]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3102, explod]
- type = Explod
- trigger1 = time = 0
- anim = 2002
- sprpriority = 3
- bindtime = 1
- shadow = 64,64,64
- ownpal = 1
-
- [State 3102, explodflame]
- type = Explod
- trigger1 = time = 4
- anim = 2040
- pos = -20, -60
- sprpriority = 3
- bindtime = 2
- ownpal = 1
-
- [State 3102, 1]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- x = 8
-
- [State 3102, 2]
- type = velset
- trigger1 = animelem = 2, = 2
- x = 10 ; 11
-
- [State 3102, 3]
- type = veladd
- trigger1 = time >= 9
- x = -0.3
-
- [State 3102, 5]
- type = VelSet
- trigger1 = (Time >= 9) && (Vel X <= 0)
- x = 2
-
- [State 3102, 6]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, HA
- animtype = up
- damage = 0,25 ; 0,10
- priority = 6
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 2,0
- guardflag = MA
- hitsound = -1
- guardsound = S150,1
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -2,-11
- air.velocity = -2,-11
- air.juggle = 9
- fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [State 3102, 7]
- type = TargetLifeAdd
- trigger1 = movehit = 1
- ;value = -440 ; -476 KOF99 <--- from SDM
- value = -322 + (p2movetype =H)*32 ; -333 KOF99
- absolute = 1
-
- [State 3102, 8]
- type = PlayerPush
- trigger1 = Time >= 8
- value = 0
-
- [State 3102, afterimage]
- type = AfterImage
- trigger1 = AnimElem = 2, = 1
- time = 20
- FrameGap = 3
- length = 8
-
- [State 3102, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3103
- ctrl = 1
-
- [State 3102, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3004
- ;value = 3104
- ctrl = 1
-
-
- ;-----------------------------Miss
- [Statedef 3103]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3103
- velset = 0,0,0
-
- [State 3103, 1]
- type = posadd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- x = 8
-
- [State 3103, afterimage]
- type = AfterImage
- trigger1 = time = 0
- time = 20
- Trans = Add1
- length = 14
-
- [State 3103, 2]
- type = velset
- trigger1 = animelem = 1
- x = 11 ;12
-
- [State 3103, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3103, 3]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0
-
- [State 3103, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ; 3104 movehit
- [Statedef 3104]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 3104
- velset = 0,0,0
-
- [State 3104, GroundSpark]
- type = explod
- trigger1 = time = 0
- anim = 2050
- sprpriority = -2
- pos = 10, -1
- bindtime = 7
- ownpal = 1
-
- [State 3102, afterimage]
- type = AfterImage
- trigger1 = time = 0
- time = 16
- trans = add1
- FrameGap = 4
- length = 12
-
- [State 3104, 1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- trigger4 = animelem = 7
- x = 8
-
- [State 3104, 2]
- type = velset
- trigger1 = animelem = 1
- x = 12
-
- [State 3104, 2]
- type = veladd
- trigger1 = time >= 0
- x = -0.4
-
- [State 3104, 3]
- type = VelSet
- trigger1 = (time >= 1) && (Vel X <= 0)
- x = 0
-
- [State 3104, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------
- [Statedef 3105]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3105, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3105, 1]; flash sound
- type = PlaySnd
- trigger1 = time = 2
- value = 800,0
- volume = -50
-
- [State 3105, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 25
-
- [State 3105, 2]
- type = SuperPause
- trigger1 = time = 2
- anim = -1
- movetime = 30
-
- [State 3005, 4]
- type = Explod
- trigger1 = time = 5
- anim = 900
- pos = 17,-90
- supermove = 1
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 1
- anim = 910
- pos = 17,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3105, 3]
- type = envcolor
- trigger1 = time = 1
- time = 30
- under = 1
- value = 0, 0, 0
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 19
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3005, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 6, 16
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = 0, -1
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3105, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -10,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3105, end1]
- type = changestate
- trigger1 = (command = "hold_C") && (Time >= 34)
- value = 3106
-
- [State 3105, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_C")
- value = 3102
-
- ;-------------------------------
- [Statedef 3106]
- type = S
- movetype= I
- physics = S
- anim = 3001
- ctrl = 0
- velset = 0,0,0
-
- [State 2200, 13]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 0
- trigger2 = Time = 1
- trigger3 = Time = 10
- trigger4 = Time = 11
- trigger5 = Time = 20
- trigger6 = Time = 21
- trigger7 = Time = 30
- trigger8 = Time = 31
- trigger9 = Time = 40
- trigger10 = Time = 41
- trigger11 = Time = 50
- trigger12 = Time = 51
- trigger13 = Time = 60
- trigger14 = Time = 61
- trigger15 = Time = 70
- trigger16 = Time = 71
- trigger17 = Time = 80
- trigger18 = Time = 81
- trigger19 = Time = 90
- trigger20 = Time = 91
- trigger21 = Time = 100
- trigger22 = Time = 101
- trigger23 = Time = 110
- trigger24 = Time = 111
- trigger25 = Time = 120
- trigger26 = Time = 121
- trigger27 = Time = 130
- trigger28 = Time = 131
- trigger29 = Time = 140
- trigger30 = Time = 141
- trigger31 = Time = 150
- trigger32 = Time = 151
- trigger33 = Time = 160
- trigger34 = Time = 161
- trigger35 = Time = 170
- trigger36 = Time = 171
- trigger37 = Time = 180
- trigger38 = Time = 181
- trigger39 = Time = 190
- trigger40 = Time = 191
- trigger41 = Time = 200
- trigger42 = Time = 201
- trigger43 = Time = 210
- trigger44 = Time = 211
- trigger45 = Time = 220
- trigger46 = Time = 221
- trigger47 = Time = 230
- trigger48 = Time = 231
- trigger49 = Time = 240
- anim = 2010
- postype = p1
- shadow = 64,64,64
- sprpriority = 2
- ownpal = 1
- bindtime = 1
-
- [State 2200, 14]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 2
- trigger2 = Time = 3
- trigger3 = Time = 12
- trigger4 = Time = 13
- trigger5 = Time = 22
- trigger6 = Time = 23
- trigger7 = Time = 32
- trigger8 = Time = 33
- trigger9 = Time = 42
- trigger10 = Time = 43
- trigger11 = Time = 52
- trigger12 = Time = 53
- trigger13 = Time = 62
- trigger14 = Time = 63
- trigger15 = Time = 72
- trigger16 = Time = 73
- trigger17 = Time = 82
- trigger18 = Time = 83
- trigger19 = Time = 92
- trigger20 = Time = 93
- trigger21 = Time = 102
- trigger22 = Time = 103
- trigger23 = Time = 112
- trigger24 = Time = 113
- trigger25 = Time = 122
- trigger26 = Time = 123
- trigger27 = Time = 132
- trigger28 = Time = 133
- trigger29 = Time = 142
- trigger30 = Time = 143
- trigger31 = Time = 152
- trigger32 = Time = 153
- trigger33 = Time = 162
- trigger34 = Time = 163
- trigger35 = Time = 172
- trigger36 = Time = 173
- trigger37 = Time = 182
- trigger38 = Time = 183
- trigger39 = Time = 192
- trigger40 = Time = 193
- trigger41 = Time = 202
- trigger42 = Time = 203
- trigger43 = Time = 212
- trigger44 = Time = 213
- trigger45 = Time = 222
- trigger46 = Time = 223
- trigger47 = Time = 232
- trigger48 = Time = 233
- anim = 2011
- shadow = 64,64,64
- ownpal = 1
- postype = p1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 15]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 4
- trigger2 = Time = 5
- trigger3 = Time = 14
- trigger4 = Time = 15
- trigger5 = Time = 24
- trigger6 = Time = 25
- trigger7 = Time = 34
- trigger8 = Time = 35
- trigger9 = Time = 44
- trigger10 = Time = 45
- trigger11 = Time = 54
- trigger12 = Time = 55
- trigger13 = Time = 64
- trigger14 = Time = 65
- trigger15 = Time = 74
- trigger16 = Time = 75
- trigger17 = Time = 84
- trigger18 = Time = 85
- trigger19 = Time = 94
- trigger20 = Time = 95
- trigger21 = Time = 104
- trigger22 = Time = 105
- trigger23 = Time = 114
- trigger24 = Time = 115
- trigger25 = Time = 124
- trigger26 = Time = 125
- trigger27 = Time = 134
- trigger28 = Time = 135
- trigger29 = Time = 144
- trigger30 = Time = 145
- trigger31 = Time = 154
- trigger32 = Time = 155
- trigger33 = Time = 164
- trigger34 = Time = 165
- trigger35 = Time = 174
- trigger36 = Time = 175
- trigger37 = Time = 184
- trigger38 = Time = 185
- trigger39 = Time = 194
- trigger40 = Time = 195
- trigger41 = Time = 204
- trigger42 = Time = 205
- trigger43 = Time = 214
- trigger44 = Time = 215
- trigger45 = Time = 224
- trigger46 = Time = 225
- trigger47 = Time = 234
- trigger48 = Time = 235
- anim = 2012
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 16]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 6
- trigger2 = Time = 7
- trigger3 = Time = 16
- trigger4 = Time = 17
- trigger5 = Time = 26
- trigger6 = Time = 27
- trigger7 = Time = 36
- trigger8 = Time = 37
- trigger9 = Time = 46
- trigger10 = Time = 47
- trigger11 = Time = 56
- trigger12 = Time = 57
- trigger13 = Time = 66
- trigger14 = Time = 67
- trigger15 = Time = 76
- trigger16 = Time = 77
- trigger17 = Time = 86
- trigger18 = Time = 87
- trigger19 = Time = 96
- trigger20 = Time = 97
- trigger21 = Time = 106
- trigger22 = Time = 107
- trigger23 = Time = 116
- trigger24 = Time = 117
- trigger25 = Time = 126
- trigger26 = Time = 127
- trigger27 = Time = 136
- trigger28 = Time = 137
- trigger29 = Time = 146
- trigger30 = Time = 147
- trigger31 = Time = 156
- trigger32 = Time = 157
- trigger33 = Time = 166
- trigger34 = Time = 167
- trigger35 = Time = 176
- trigger36 = Time = 177
- trigger37 = Time = 186
- trigger38 = Time = 187
- trigger39 = Time = 196
- trigger40 = Time = 197
- trigger41 = Time = 206
- trigger42 = Time = 207
- trigger43 = Time = 216
- trigger44 = Time = 217
- trigger45 = Time = 226
- trigger46 = Time = 227
- trigger47 = Time = 236
- trigger48 = Time = 237
- anim = 2013
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 2200, 13]
- type = Explod
- triggerall = command = "hold_C"
- trigger1 = Time = 8
- trigger2 = Time = 9
- trigger3 = Time = 18
- trigger4 = Time = 19
- trigger5 = Time = 28
- trigger6 = Time = 29
- trigger7 = Time = 38
- trigger8 = Time = 39
- trigger9 = Time = 48
- trigger10 = Time = 49
- trigger11 = Time = 58
- trigger12 = Time = 59
- trigger13 = Time = 68
- trigger14 = Time = 69
- trigger15 = Time = 78
- trigger16 = Time = 79
- trigger17 = Time = 88
- trigger18 = Time = 89
- trigger19 = Time = 98
- trigger20 = Time = 99
- trigger21 = Time = 108
- trigger22 = Time = 109
- trigger23 = Time = 118
- trigger24 = Time = 119
- trigger25 = Time = 128
- trigger26 = Time = 129
- trigger27 = Time = 138
- trigger28 = Time = 139
- trigger29 = Time = 148
- trigger30 = Time = 149
- trigger31 = Time = 158
- trigger32 = Time = 159
- trigger33 = Time = 168
- trigger34 = Time = 169
- trigger35 = Time = 178
- trigger36 = Time = 179
- trigger37 = Time = 188
- trigger38 = Time = 189
- trigger39 = Time = 198
- trigger40 = Time = 199
- trigger41 = Time = 208
- trigger42 = Time = 209
- trigger43 = Time = 218
- trigger44 = Time = 219
- trigger45 = Time = 228
- trigger46 = Time = 229
- trigger47 = Time = 238
- trigger48 = Time = 239
- anim = 2014
- shadow = 64,64,64
- postype = p1
- ownpal = 1
- sprpriority = 2
- bindtime = 1
-
- [State 3001, end1]
- type = changestate
- trigger1 = (command != "hold_C") && (Time >= 0)
- trigger2 = time = 240
- value = 3102
-
- ;================================
- ; Chain driver
- ;================================
- [Statedef 3280]
- type = S
- movetype = A
- physics = N
- anim = 3280
- velset = 2.3,0,0
- ctrl = 0
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 31
- value = 931,10
-
- [State 3280, push]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3280, muteki]
- type = nothitby
- trigger1 = time >= 0
- value = SCA
- time = 1
-
- [State 3280, width]
- type = Width
- trigger1 = time >= 0
- edge = 60,0
-
- [State 3280, 0]
- type = targetbind
- trigger1 = time >= 0
- pos = 60,0
-
- [State 3280, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 31
- trigger6 = animelem = 38
- attr = S, HA
- forcestand = 1
- animtype = hard
- damage = 16 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 3,2
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3280, 2]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 13
- trigger3 = animelem = 22
- attr = S, HA
- animtype = hard
- damage = 17 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 3,2
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3280, 3]
- type = HitDef
- trigger1 = animelem = 27
- trigger2 = animelem = 41
- trigger3 = animelem = 43
- trigger4 = animelem = 56
- trigger5 = animelem = 58
- trigger6 = animelem = 66
- trigger7 = animelem = 70
- trigger8 = animelem = 77
- attr = S, HA
- animtype = hard
- damage = 17 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3280, 4]
- type = HitDef
- trigger1 = animelem = 36
- trigger2 = animelem = 48
- trigger3 = animelem = 52
- trigger4 = animelem = 61
- trigger5 = animelem = 75
- attr = S, HA
- animtype = hard
- damage = 17 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3280, envcolor]
- type = envcolor
- triggerall = movehit = 1
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- trigger11 = animelem = 38
- trigger12 = animelem = 41
- trigger13 = animelem = 43
- trigger14 = animelem = 48
- trigger15 = animelem = 52
- trigger16 = animelem = 56
- trigger17 = animelem = 58
- trigger18 = animelem = 61
- trigger19 = animelem = 66
- trigger20 = animelem = 70
- trigger21 = animelem = 75
- trigger22 = animelem = 77
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3280 , 5]
- type = Explod
- triggerall = NumExplod(2200) < 3
- triggerall = Random < 899
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 6]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 699
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 7]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 549
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280, 8]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State 3280 , 10]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
-
- [state 3280 ,varset]
- type = varset
- trigger1 = time = 0
- var(40) = 1
-
-
-
-
- [State 3280, end1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 15000
- ctrl = 0
-
- ;-------------------------
- [Statedef 3290]
- type = S
- movetype = A
- physics = S
- anim = 3290
- velset = 0
- ctrl = 0
-
- [State 3290, muteki]
- type = nothitby
- trigger1 = time >= 0
- value = SCA
- time = 1
-
- [State 3290, 0]
- type = posadd
- trigger1 = animelem = 8
- x = -10
-
- [State 3290, 1]
- type = velset
- trigger1 = animelem = 11
- x = 6
-
- [State 3290, 2]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- animtype = Hard
- damage = 75 ; 65
- givepower = 15
- guardflag = MA
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S3300,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- fall = 0
- ground.velocity = -6
- palfx.time = 60
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3290, 3]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 60,-110
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 4]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 60,-70
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 5]
- type = explod
- trigger1 = animelem = 5
- Anim = 2206
- pos = 20,-60
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 6]
- type = explod
- trigger1 = animelem = 5
- Anim = 2207
- pos = 16,-120
- shadow = 64,64,64
- sprpriority = 7
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3290, 7]
- type = explod
- trigger1 = animelem = 5
- Anim = 2207
- pos = 40,-60
- shadow = 64,64,64
- sprpriority = 8
- postype = p1
- bindtime = 1
- ownpal = 1
-
- [State 3100, 1]
- type = PlaySnd
- trigger1 = animelem = 20
- value = 3200,2
-
- [State 3290, 8]
- type = HitDef
- trigger1 = AnimElem = 20
- attr = S, HA
- animtype = diagup
- damage = 95 ; 80
- givepower = 15
- guardflag =
- pausetime = 30,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S3300,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- fall = 1
- fall.recover = 0
- ground.velocity = -7,-6
- palfx.time = 70
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3290, 9]
- type = varset
- trigger1 = movehit = 1
- var(3) = 1
-
- [State 3290, 10]
- type = envcolor
- trigger1 = animelem = 5
- trigger2 = animelem = 20
- time = 3
- under = 1
- value = 240,240,240
-
- [State 3290, end]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================
- ; 3250 SDM chain drive launch
- [Statedef 3250]
- type = S
- movetype= I
- physics = S
- anim = 65505
- ctrl = 0
- poweradd = -2000
- velset = 0,0,0
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 39
- under = 1
- value = 0, 0, 0
-
-
- [State 3250, 0]
- type = PlaySnd
- trigger1 = animelem = 10
- value = 3200,0 ;3200,1
-
- [State 3250, 1]
- type = PlaySnd
- trigger1 = time = 2
- value = 800,1
-
- [state 3250 ,voice]
- type = playsnd
- trigger1 = animelem = 3
- value = 192,0
-
- [State 3250, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 30 ;25 is all pause time
-
- [State 3250, 2]
- type = SuperPause
- trigger1 = animelem = 1
- anim = -1
- movetime = 76
- time = 76
- darken = 0
-
-
-
- [State 3250, 2]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = 7
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3250, 2]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
-
-
- [state 3250 ,var]
- type = varset
- trigger1 = animtime = 0
- var(40) = 0
-
-
- [State 3250, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 3253
- ctrl = 0
-
- ;------------------------
- ; 3251 SDM chain drive attack success
- [Statedef 3251]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
-
- [State 3252, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3251, shadow]
- type = explod
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- anim = 3201
- pos = 0,0
- postype = P1
- velset = 0,0
- sprpriority = 2
- ownpal = 1
- bindtime = 1
- persistent = 0
- shadow = 80,80,80
-
- ;[State 3251, 1]
- ;type = posadd
- ;trigger1 = time = 12
- ;x = 20
-
- [State 3251, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 1700,1 ;3200,0
-
- [State 3251, 2]
- type = velset
- trigger1 = time = 16
- x = 17 ; 16
-
- [State 3201, 3]
- type = veladd
- trigger1 = time >= 18 ;20
- x = -0.4
-
- [State 3201, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 0.5 ;1
-
- [State 3251, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- p2facing = 1
- attr = S, HA
- animtype = hard
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 1,6
- hitflag = MAF
- guardflag = MA
- forcestand = 1
- hitsound = 5,2
- fall.recover = 0
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3, 0
- guard.slidetime = 17
- guard.velocity = -10
-
- [State 3251, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3251, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3280
- ctrl = 1
-
- [State 3201, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3260
- ctrl = 0
-
- ;----------------------
- ; 3253 SDM chain drive attack success when body dist <= 30
- [Statedef 3253]
- type = S
- movetype= A
- physics = N
- anim = 3202
- ctrl = 0
- velset = 0,0,0
-
- [State 3252, 0]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- ;[State 3251, 1]
- ;type = PlaySnd
- ;trigger1 = time = 16
- ;value = 1700,1 ;3200,0
-
-
- ;[State 3253, 2]
- ;type = velset
- ;trigger1 = time = 28
- ;x = 16
-
-
- [State 3201, 2]
- type = velset
- trigger1 = time = 16
- ;x = 3
- x = (P2dist X+40)/16
-
-
-
- [State 3253, 3]
- type = veladd
- trigger1 = time >= 28
- x = -0.4
-
- [State 3203, 4]
- type = VelSet
- trigger1 = Vel X <= 0
- x = 1
-
- [State 3253, 5]
- type = HitDef
- trigger1 = AnimElem = 1;4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = S, HA
- animtype = hard
- p2facing = 1
- damage = 0,0
- sparkno = 2
- sparkxy = 0,-60
- pausetime = 6,6
- hitflag = MAF
- forcestand = 1
- guardflag = MA
- hitsound = 5,2
- fall.recover = 0
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -3, 0
-
- [State 3253, sunglass]
- type = envcolor
- trigger1 = movehit = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3253, end1]
- type = changestate
- trigger1 = movehit = 1
- value = 3280
- ctrl = 1
-
- [State 3253, end1]
- type = changestate
- trigger1 = animtime = 0
- trigger2 = moveguarded
- value = 3260
- ctrl = 0
-
- ;------------------------
- ; 3260 guarded
- [Statedef 3260]
- type = S
- movetype= I
- physics = S
- anim = 3210
- ctrl = 0
-
- [State 3210, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
-
-
-
-
- ;=========================================
- [Statedef 3400]
- type = S
- movetype= I
- physics = S
- anim = 3000
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
-
- [State 3400, 1] ; voice
- type = PlaySnd
- trigger1 = time = 0
- value = 3000,0
-
- [State 3400, 1] ;flash sound
- type = PlaySnd
- trigger1 = time = 1
- value = 800,0
- volume = -50
-
- [State 3400, 4]
- type = Explod
- trigger1 = time = 1
- anim = 810
- pos = 17,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3400, 4]
- type = Explod
- trigger1 = animelem = 4
- anim = 2000
- pos = 10,30
- supermove = 1
- supermovetime = 2
- sprpriority = 2
- bindtime = 1
- removetime = 2
- shadow = 64,64,64
- ownpal = 1
-
- [State 3400, 4]
- type = Explod
- trigger1 = animelem = 5
- anim = 2001
- supermove = 1
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- pos = 8, 20
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3400, 4]
- type = Explod
- trigger1 = animelem = 6
- anim = 2001
- supermove = 1
- pos = 3, 15
- supermovetime = 3
- sprpriority = 2
- bindtime = 1
- removetime = 3
- shadow = 64,64,64
- ownpal = 1
-
- [State 3400, 4]
- type = Explod
- trigger1 = animelem = 7
- anim = 2001
- supermove = 1
- pos = -4, 0
- supermovetime = 20
- sprpriority = 2
- bindtime = 1
- removetime = 20
- shadow = 64,64,64
- ownpal = 1
-
- [State 3400, 4]
- type = Explod
- trigger1 = time = 30
- anim = 1530
- pos = -14,-80
- sprpriority = -2
- bindtime = 1
- ownpal = 1
-
- [State 3400, end1]
- type = changestate
- trigger1 = (command = "hold_A") && (Time >= 34)
- value = 3001
-
- [State 3400, end2]
- type = changestate
- trigger1 = (animtime = 0) && (command != "hold_A")
- trigger2 = var(59) = 1
- trigger2 = animtime = 0
- value = 3002
-
-
-
-
-
-
- ;----------------------------------------------------------
- ; 3199 CM chain drive launch
- [Statedef 3199]
- type = S
- movetype= A
- physics = S
- anim = 3199
- ctrl = 0
- poweradd = -1000
- velset = 0,0,0
- juggle = 10
-
- [State 3199, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 3200,1
-
- [State 3199, 1]; DM sound
- type = PlaySnd
- trigger1 = time = 1
- value = 800,0
- volume = -50
-
- [State 3199, 4]
- type = Explod
- trigger1 = time = 1
- anim = 810
- pos = 0,-90
- supermove = 1
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 3199 , 2] ;sun glasses
- type = Projectile
- trigger1 = AnimElem = 6, =1
- Projpriority = 7
- ProjAnim = 2020
- ProjID = 2020
- ProjHitAnim = 2021
- projheightbound = -300,0
- projedgebound = 320
- projstagebound = 320
- offset = 26,-90
- hitflag = MAP
- guardflag = MA
- accel = 0, 0.3
- velocity = 7,-3
- attr = S, HP
- projshadow = 68,68,68
- damage = 30,2
- animtype = hard
- air.animtype = up
- givepower = 50
- pausetime = 0,4
- sparkno = 3
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 36
- ground.hittime = 36
- ground.velocity = -5
- guard.hittime = 24
- guard.slidetime = 24
- guard.pausetime = 8,10
- guard.velocity = -1
- air.velocity = -4,-4
- air.fall = 1
- air.juggle = 10
- fall.recover = 0
- air.animtype = Back
-
- [State 3199, end1]
- type = changestate
- trigger1 = projcontact2020 = 1
- trigger2 = NumProjID(2020) = 0
- trigger2 = AnimElemTime (6) > 1
- trigger2 = time <= 56
- value = 3201
- ctrl = 0
-
- [State 3199, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------
- ; 6100 Counter Mode start
- [Statedef 6100]
- type = S
- movetype= I
- physics = S
- anim = 6100
- velset = 0,0
- poweradd = -3000
- ctrl = 0
-
- [State 6100, 0]
- type = playsnd
- trigger1 = animelemtime(5) = 0
- value = 800,2
-
- [State 6100, 2]
- type = SuperPause
- trigger1 = animelemtime(5) = 0
- time = 18
- movetime = 18
- anim = -1
-
- [State 6100, BarP1]
- type = explod
- trigger1 = var(0) = 1
- trigger1 = time = 27
- anim = 4000
- ID = 4000
- pos = 8,212
- postype = left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
-
- [State 6100, blackbarP1]
- type = explod
- trigger1 = var(0) = 1
- trigger1 = animtime = 0
- anim = 4400
- ID = 4400
- pos = 100,224
- postype = left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- ownpal = 1
- scale = 0,1
-
- [State 6100, BarP2]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = time = 27
- anim = 4200
- ID = 4000
- pos = -103,212
- postype = right
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
-
- [State 6100, blackbarP2]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = animtime = 0
- anim = 4410
- ID = 4400
- pos = -100,224
- postype = right
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- ownpal = 1
- scale = 0,1
-
- [State 6100, 0]
- type = varset
- trigger1 = animtime = 0
- var(6) = 1128
- ignorehitpause = 1
-
- [State 6100, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
-
- ;------------------------------------------
- ; 6200 Armor Mode start
- [Statedef 6200]
- type = S
- movetype= I
- physics = S
- anim = 6200
- velset = 0,0
- poweradd = -3000
- ctrl = 0
-
- [State 6200, 0]
- type = playsnd
- trigger1 = animelemtime(4) = 0
- value = 800,2
-
- [State 6200, 1]
- type = EnvShake
- trigger1 = AnimElemtime(3) = 0
- ampl = -4
- time = 10
-
- [State 6200, 2]
- type = SuperPause
- trigger1 = animelemtime(4) = 0
- time = 26
- movetime = 26
- anim = -1
-
- [State 6200, BarP1]
- type = explod
- trigger1 = var(0) = 1
- trigger1 = time = 27
- anim = 4100
- ID = 4001
- pos = 8,212
- postype = left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
-
- [State 6200, blackbarP1]
- type = explod
- trigger1 = var(0) = 1
- trigger1 = animtime = 0
- anim = 4400
- ID = 4401
- pos = 100,224
- postype = left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- ownpal = 1
- scale = 0,1
-
- [State 6200, BarP2]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = time = 27
- anim = 4300
- ID = 4001
- pos = -103,212
- postype = right
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
-
- [State 6200, blackbarP2]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = animtime = 0
- anim = 4410
- ID = 4401
- pos = -100,224
- postype = right
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- ownpal = 1
- scale = 0,1
-
- [State 6200, 0]
- type = varset
- trigger1 = animtime = 0
- var(7) = 470
- ignorehitpause = 1
-
- [State 6200, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------
- ; 9995 guard crush helper (left)
- [Statedef 9995]
- type = A
- movetype= I
- anim = 9999 ;invisible
- velset = 0,0
- sprpriority = 9
-
- [State 9995, 0]
- type = explod
- trigger1 = NumExplod(9995) = 0
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9995
- id = 9995
- pos = 16, 180
- postype = Left
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9995, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9995, 3]
- type = destroyself
- trigger1 = time >= 15
-
- ;------------------------
- ; 9996 guard crush helper (right)
- [Statedef 9996]
- type = A
- movetype= I
- anim = 9999 ;invisible
- velset = 0,0
- sprpriority = 9
-
- [State 9996, 0]
- type = explod
- trigger1 = NumExplod(9996) = 0
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9996
- id = 9996
- pos = -100, 180
- postype = right
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9996, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9996, 3]
- type = destroyself
- trigger1 = time >= 15
-
-
- ;------------------------
- ; 9997 counter helper (left)
- [Statedef 9997]
- type = A
- movetype= I
- anim = 9999
- velset = 0,0
- sprpriority = 9
-
- [State 9997, 0]
- type = explod
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9997
- pos = 16, 195
- postype = Left
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9997, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9997, 4] ;reset
- type = parentvarset
- ;trigger1 = animtime = 0
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount != 1
- var(35)) = 0
-
- [State 9997, 3]
- type = destroyself
- trigger1 = animtime = 0 ;one tick
- ;trigger1 = NumExplod(9997) = 0
-
- ;------------------------
- ; 9998 counter helper (right)
- [Statedef 9998]
- type = A
- movetype= I
- anim = 9999
- velset = 0,0
- sprpriority = 9
-
- [State 9998, 0]
- type = explod
- trigger1 = time = 0
- trigger1 = facing = facing
- anim = 9998
- pos = -80, 195 ;60
- postype = right
- bindtime = 62
- removetime = 62
- sprpriority = 9
-
- [State 9998, 2]
- type = envcolor
- trigger1 = time = 0
- value = 240,240,240
- under = 1
- time = 1;2
- ignorehitpause = 1
- persistent = 0
-
- [State 9998, 4] ;reset
- type = parentvarset
- ;trigger1 = animtime = 0
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount != 1
- var(35)) = 0
-
- [State 9998, 3]
- type = destroyself
- trigger1 = animtime = 0 ;one tick
- ;trigger1 = NumExplod(9997) = 0
-
- ;-------------------------------
-
-
-
- ;------------------------
- ; 9999 AI switch
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 0]
- type = Turn
- trigger1 = facing != parent, facing
-
- [State 9999, ª█░╩¿M⌐wA.I.¼Oº_╢}▒╥]
- type = ParentVarSet
- triggerall = !var(10)
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "A"
- trigger2 = parent, command = "B"
- trigger3 = parent, command = "C"
- trigger4 = parent, command = "D"
- trigger5 = parent, command = "z"
- trigger6 = parent, command = "c"
- trigger7 = parent, command = "justfwd"
- trigger8 = parent, command = "justback"
- trigger9 = parent, command = "justup"
- trigger10 = parent, command = "justdown"
- var(59) = 0
-
- [State 9999, ª█░╩¿M⌐wA.I.¼Oº_├÷│¼]
- type = ParentVarSet
- triggerall = !var(10)
- triggerall = parent, RoundState = 2
- trigger1 = (command = "A" && parent, command = "A")
- trigger2 = (command = "B" && parent, command = "B")
- trigger3 = (command = "C" && parent, command = "C")
- trigger4 = (command = "D" && parent, command = "D")
- trigger5 = (command = "z" && parent, command = "z")
- trigger6 = (command = "c" && parent, command = "c")
- trigger7 = (command = "justfwd" && parent, command = "justfwd")
- trigger8 = (command = "justback" && parent, command = "justback")
- trigger9 = (command = "justup" && parent, command = "justup")
- trigger10 = (command = "justdown" && parent, command = "justdown")
- var(59) = 0
-
- [State 9999, 1]
- type = VarSet
- triggerall = !var(10)
- trigger1 = parent, command = "A"
- trigger2 = parent, command = "B"
- trigger3 = parent, command = "C"
- trigger4 = parent, command = "D"
- trigger5 = parent, command = "z"
- trigger6 = parent, command = "c"
- trigger7 = parent, command = "justfwd"
- trigger8 = parent, command = "justback"
- trigger9 = parent, command = "justup"
- trigger10 = parent, command = "justdown"
- var(10) = 1
-
-
- ;==========================================================
- [Statedef -2]
- [State -2, burn-over]
- type = varset
- trigger1 = (Var(3) = 1) && (P2movetype != H)
- var(3) = 0
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 899)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 349)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 299)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 249)
- trigger1 = ProjHit1001 = 1, < 40
- trigger2 = ProjHit1020 = 1, < 40
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 149)
- trigger1 = ProjHit1001 = 1, < 50
- trigger2 = ProjHit1020 = 1, < 50
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 99)
- trigger1 = ProjHit1001 = 1, < 70
- trigger2 = ProjHit1020 = 1, < 70
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==========================For Second shell
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 899) && (ProjHit1030 = 1, < 40)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 399) && (ProjHit1030 = 1, < 40)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 349) && (ProjHit1030 = 1, < 40)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 299) && (ProjHit1030 = 1, < 60)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (ProjHit1030 = 1, < 100)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 49) && (ProjHit1030 = 1, < 120)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==================================== For var3
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 899) && (P2statetype = A) && (var(3) = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 549) && (P2statetype = A) && (var(3) = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 449) && (P2statetype = A) && (var(3) = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 99) && (var(3) = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2, sunglass]
- type = envcolor
- trigger1 = projhit2020 = 1
- time = 1
- under = 1
- value = 240,240,240
-
- ; stop sounds
- ; run
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- trigger2 = var(59)
- trigger2 = stateno != 10044 && prevstateno = 10044
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && stateno != 10044
- trigger2 = command = "holddown"
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 195 && prevstateno = 195
- trigger2 = movetype = H
- channel = 3
-
- ; sliding sound
- [State -2, slidesound]
- type = PlaySnd
- trigger1 = P2stateno = 306
- trigger1 = P2movetype = H
- trigger1 = P2statetype = A
- trigger1 = enemy, Vel Y > 0
- trigger1 = enemy, Pos Y > 15
- value = 300,0
- persistent = 0
-
- [State -2, Left or Right] ; ñH¬½ªbѬñΦ
- type = VarSet
- trigger1 = Var(0) = 0
- trigger1 = facing = 1
- var(0) = 1
-
- [State -2, Left or Right] ; ñH¬½ªbÑkñΦ
- type = VarSet
- trigger1 = Var(0) = 0
- trigger1 = facing = -1
- var(0) = 2
-
-
- ;==================================================================
- [Statedef -3]
- ;----------------------------------
-
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundno = 1; only first round
- trigger1 = roundstate < 2
- flag = NoBarDisplay
-
- [state -3, 2nd shell juggle]
- type = AssertSpecial
- trigger1 = p2stateno = 1041 ;hit by 2nd shell
- trigger1 = var(11) = 5
- trigger1 = stateno != 1040 ; not shell again
- flag = NoJuggleCheck
-
- [State -3, juggle eine] ;only eine trigger stuff use
- type = varset
- trigger1 = stateno = [1000,1040] ; eine trigger, shot and shell
- trigger1 = p2statetype = A && p2movetype = H
- trigger2 = p2stateno = 1041 ;hit by shell
- var(12) = 20
-
- [State -3, juggle eine]
- type = varset
- trigger1 = stateno = [1000,1040]
- trigger1 = p2statetype = A && p2movetype != H
- trigger2 = p2statetype = L
- var(12) = 0
-
- [State -3, juggle stop] ; juggle limit
- type = varset
- trigger1 = stateno = [1300,1307] ; minute spike
- trigger1 = movehit
- trigger2 = p2stateno = 3010 ; hit by heatdrive custom state
- trigger3 = stateno = 1505 ; crawbite C kick
- trigger3 = movehit
- var(13) = 20
-
- [State -3, juggle stop] ; juggle reset
- type = varset
- trigger1 = p2statetype = L
- var(13) = 0
-
- [State -3, SDM invertbg]
- type = BGPalfx
- trigger1 = stateno = [3250,3299]
- trigger2 = stateno = 7010
- trigger3 = stateno = [7000,7002]
- trigger4 = stateno = [15000,15004]
- trigger4 = var(40) = 1 ;chack
- invertall = 1
- mul = 220,220,220
- ignorehitpause = 1
- time = 1
- color = 255 ; 64
-
- ;------------------------------------------------------------------------
- ; SLOW MOTION
- [State -3, varset-projhit]
- type = varset
- trigger1 = projhit1001 = 1 || projhit1030 = 1 || projhit1020 = 1
- var(4) = 28 ; 21
-
- [State -3, var4-minus1]
- type = varadd
- trigger1 = var(4) > 0
- var(4) = -1
-
- [State -3, 6];pausing effect!
- type = Pause
- trigger1 = stateno != 5900
- trigger1 = stateno != [190,195]
- trigger1 = (gametime%(var(5))) = 0
- trigger1 = var(4) > 0
- time = 1
-
- [State -3, var(5)]
- type = varset
- trigger1 = var(4) = 0
- var(5) = 3
-
- [State -3, var(5)add]
- type = varadd
- trigger1 = var(4) > 0
- trigger1 = timemod = 7,0
- var(5) = 1
-
- ;----------------------------------------------------
- ; jump sounds
-
- [State -3, jumpsound]
- type = PlaySnd
- trigger1 = stateno = 40 && animtime = 0
- value = 40,0
- volume = -80
-
- [state -3, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- channel = 4
-
- ;-------------------------
- ; hit sounds
-
- ; hit sound in light
- [State -3, light sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- trigger3 = anim = 5020
- value = 5000,1
- volume = 40
- ignorehitpause = 1
-
- ; hit sound in medium
- [State -3, medium sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- trigger3 = anim = 5021
- value = 5000,0
- volume = 30
- ignorehitpause = 1
-
- ; hit sound in medium
- [State -3, hard sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 1
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- trigger3 = anim = 5022
- value = 5000,3
- volume = 20
- ignorehitpause = 1
-
- [State -3, hard sound in air]
- type = PlaySnd
- triggerall = random < 249
- triggerall = Alive
- triggerall = stateno = 5020
- trigger1 = movetype = H
- trigger1 = time = 1
- value = 5000,3
- volume = 20
- persistent = 0
- ignorehitpause = 1
-
- ; ouch in bounce
- [State -3, bounce sound]
- type = PlaySnd
- ;trigger1 = random < 249
- trigger1 = stateno = 5100
- trigger1 = Alive
- trigger1 = time = 1
- value = 5000,2
- volume = 30
-
- [State -3, removehandflame]
- type = RemoveExplod
- trigger1 = (prevstateno = 3001 || prevstateno = 3006) && stateno != 3001
- trigger2 = movetype = H
- trigger3 = prevstateno = 3101 && stateno != 3101
- ID = 2010
-
- [State -3, removecrowflame]
- type = RemoveExplod
- trigger1 = movetype = H
- trigger2 = stateno = 3400 || stateno = 3199
- ID = 1500
-
- ;--------------------------------------------------
- ; KOF txt messages
-
- ; GUARD CRUSH txt display
- ; uses helper 9995(left) and 9996(right)
-
- ; P1
- [State -3, guard crush]
- type = helper
- trigger1 = NumHelper(9995) = 0
- trigger1 = p2stateno = 5305
- trigger1 = facing = facing
- trigger1 = var(0) = 1
- helpertype = normal
- name = "guardcrush"
- id = 9995
- stateno = 9995
- pos = 0,0
- postype = left
- keyctrl = 0
- ownpal = 1 ;in case flame effect
- ignorehitpause = 1
-
- ; P2
- [State -3, guardcrush]
- type = helper
- trigger1 = NumHelper(9996) = 0
- trigger1 = p2stateno = 5305
- trigger1 = facing = facing
- trigger1 = var(0) = 2
- helpertype = normal
- name = "guardcrush"
- id = 9996
- stateno = 9996
- pos = 0,0
- postype = right
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
- ;----------------------------------------------------
- ; COUNTER hit set up
- ; uses helper 9997(left) and 9998(right)
-
- ; Notes:
- ; in KOF, only SPECIAL ATTACKS trigger counter hit. This includes:
- ; - all special attacks (SA type)
- ; - all direction + button attacks (also SA type)
- ; - all DM/SDM attacks(HA type)
- ; - all jump attacks (NA,SA,HA types) -> this applies to KOF98, KOF99 removed.
- ; EXCEPTIONS: throws are not considered as "attacks". And will NOT
- ; register as COUNTER HIT. (NT,ST,HT are all ignored.)
- ;trigger1 = Enemy, hitdefattr != SCA, NA,NT,ST,HT ;mugen 414 only
-
-
- [State -3, counter]
- type = Varset
- trigger1 = p2movetype = A
- trigger1 = (p2stateno != [400,440]) && (p2stateno >= 300)
- ; stateno >= 300 should include most or all of the common direction+button attacks.
- ; while p2stateno! = [400,440] takes out the crouching normal attacks for consideration.
- trigger2 = p2movetype = I
- var(35) = 1 - (p2movetype = I)
-
- [State -3, counter]
- type = Varset
- trigger1 = var(35) = 1
- trigger1 = hitcount <= 1
- trigger1 = (p2movetype = H) || (p2stateno = 1041)
- trigger1 = (movetype = A) || (ProjHit = 1)
- trigger1 = hitdefattr = SCA, NA,SA,HA ; make sure it's not a throw attack
- var(35) = 2
- ignorehitpause = 1
-
- [State -3, counter]
- type = AssertSpecial
- trigger1 = var(35) = 2
- flag = nojugglecheck
-
- [State -3, counter] ;reest
- type = Varset
- trigger1 = p2statetype = L
- trigger2 = win
- trigger3 = hitcount > 1
- var(35) = 0
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = helper
- trigger1 = NumHelper(9997) = 0
- trigger1 = facing = facing
- trigger1 = hitcount <= 1
- trigger1 = P2statetype != L
- trigger1 = var(0) = 1
- trigger1 = var(35) = 2
- helpertype = normal
- name = "counter"
- id = 9997
- stateno = 9997 ; (left)
- pos = 0,0
- postype = left
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = helper
- trigger1 = NumHelper(9998) = 0
- trigger1 = facing = facing
- trigger1 = hitcount <= 1
- trigger1 = P2statetype != L
- trigger1 = var(0) = 2
- trigger1 = var(35) = 2
- helpertype = normal
- name = "counter"
- id = 9998
- stateno = 9998 ;(right)
- pos = 0,0
- postype = right
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
-
-
- ;---------------------------------------------------------------------------------
- ; AI stuff
-
- ;[State -3, AI-switch]
- ;type = Helper
- ;trigger1 = NumHelper(9999) = 0
- ;trigger1 = anim = 0
- ;trigger1 = movetype != H
- ;trigger1 = ctrl = 0
- ;trigger1 = RoundState = 2
- ;Name = "AI switch - Thanks to 'ANMC' && 'Bagalaio'"
- ;id = 9999
- ;pos = 0, 150
- ;stateno = 9999
- ;helpertype = normal
- ;keyctrl = 1
-
- ;[State -3, AIswitch2]
- ;type = Varset
- ;triggerall = var(59) != 1
- ;triggerall = RoundState != 3
- ;trigger1 = command = "AI_1"
- ;trigger2 = command = "AI_2"
- ;trigger3 = command = "AI_3"
- ;trigger4 = command = "AI_4"
- ;trigger5 = command = "AI_5"
- ;trigger6 = command = "AI_6"
- ;trigger7 = command = "AI_7"
- ;trigger8 = command = "AI_8"
- ;trigger9 = command = "AI_9"
- ;trigger10 = command = "AI_10"
- ;trigger11 = command = "AI_11"
- ;trigger12 = command = "AI_12"
- ;trigger13 = command = "AI_13"
- ;trigger14 = command = "AI_14"
- ;trigger15 = command = "AI_15"
- ;trigger16 = (movetype != A) && (time = 1500) ; if idle for a long time.
- ;var(59) = 1
-
- ;---------------------------------------------------------------------------
- ; AI defense control
- [State -3, dodge SP]
- type = changestate
- triggerall = var(59) = 1 && ctrl && (statetype != A)
- trigger1 = p2name = "K'"
- trigger1 = p2stateno = 3002 || p2stateno = 3102
- trigger2 = p2name = "Kyo-G"
- trigger2 = p2stateno = 2210 || p2stateno = 2260
- trigger2 = p2bodydist X <= 72
- value = 110
-
- [State -3, jump over projectile]
- type = ChangeState
- value = 40
- triggerall = var(59) = 1 && ctrl
- triggerall = Random <= 700
- triggerall = p2bodydist X = [70,169]
- triggerall = (stateno != (40,52)) && (Anim != (40,52))
- triggerall = (stateno != 2041) && (stateno != 4044)
- triggerall = statetype != A && p2statetype != A && p2movetype != H
- trigger1 = p2name = "Kyo-G" || p2name = "Iori-G"
- trigger1 = p2stateno = 1000 || p2stateno = 1020
-
- [State -3, universal AI guard]
- type = ChangeState
- value = 120 + (p2statetype = C)*11
- triggerall = Var(59) = 1 && ctrl
- triggerall = statetype != A
- triggerall = p2movetype = A
- trigger1 = p2bodydist x = (0,65)
- trigger2 = p2stateno > 1999
-
- [State -3, air guard]
- type = ChangeState
- value = 132
- triggerall = var(59) >= 1 && ctrl
- trigger1 = p2movetype = A
- trigger1 = P2bodydist X <= 40
- trigger1 = statetype = A
-
- ;-----------------------------------------------------------------
- [State -3, dodge]
- type = changestate
- value = 110
- trigger1 = var(59) = 1 && ctrl
- trigger1 = p2movetype = A && (p2stateno < 2000)
- trigger1 = statetype != A
- trigger1 = FrontEdgeDist > 109
- trigger1 = random <= 899
- trigger1 = P2bodydist X = [20,100]
- ;trigger1 = Enemy,Ctrl = 0 ; mugen 414 2001 only
-
- [State -3, dodge]
- type = changestate
- value = 110
- triggerall = var(59) = 1 && ctrl && (statetype != A)
- trigger1 = p2stateno = 5120 && (FrontEdgeDist > 119)
- trigger1 = P2bodydist X = [0,30]
-
- [State -3, AIfightboss]
- type = VarSet
- Triggerall = var(59) >= 1
- Triggerall = var(58) != 1
- Trigger1 = p2name = "Goenitz" || p4name = "Goenitz"
- var(58) = 1
-
- ; trigger all memory strings
- [State -3, AI focus]
- type = VarSet
- Triggerall = var(59) >= 1
- Triggerall = var(50) != 1
- trigger1 = (p2name = "Kyo-G") || (p2name = "Iori-G")
- trigger1 = life <= 750
- trigger2 = life <= 450
- var(50) = 1 - (RoundState = 3) ; resets every new round
-
- ; CM var(6) varadd
- [State -3, var6]
- type = varadd
- trigger1 = var(6) != 0
- trigger1 = time >= 0
- v = 6
- value = -1
- ignorehitpause = 1
- ignorepausetime = 1
-
- ; AM var(7) varadd
- [State -3, var7]
- type = varadd
- trigger1 = var(7) != 0
- trigger1 = time >= 0
- v = 7
- value = -1
- ignorehitpause = 1
- ignorepausetime = 1
-
- [State -3, 0]
- type = modifyexplod
- trigger1 = var(6) > 0
- ID = 4400
- scale = (1128 - Var(6)) / 1128.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- [State -3, 0]
- type = modifyexplod
- trigger1 = var(7) > 0
- ID = 4401
- scale = (470 - Var(7)) / 470.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- [State -3, BarRemove]
- type = RemoveExplod
- trigger1 = var(6) <= 0
- trigger1 = stateno != 6100
- ID = 4000
-
- [State -3, BarRemove]
- type = RemoveExplod
- trigger1 = var(6) <= 0
- trigger1 = stateno != 6100
- ID = 4400
-
- [State -3, BarRemove]
- type = RemoveExplod
- trigger1 = var(7) <= 0
- trigger1 = stateno != 6200
- ID = 4001
-
- [State -3, BarRemove]
- type = RemoveExplod
- trigger1 = var(7) <= 0
- trigger1 = stateno != 6200
- ID = 4401
-
- [State -3, CM-palfx]
- type = palfx
- triggerall = (gametime%2) = 0
- triggerall = name = "K'"
- trigger1 = var(6) > 0
- trigger2 = stateno = 6100
- time = 1
- add = 108,8,8
- ignorepausetime = 1
- ignorehitpause = 1
-
- [State -3, AM-palfx]
- type = palfx
- triggerall = (gametime%2) = 0
- triggerall = name = "K'"
- trigger1 = var(7) > 0
- trigger2 = stateno = 6200
- time = 1
- add = 96,96,16
- ignorepausetime = 1
- ignorehitpause = 1
-
- [State -3, CM bar end]
- type = Explod
- trigger1 = var(0) = 1
- trigger1 = var(6) = 1
- anim = 4001
- pos = 8,212
- postype = left
- bindtime = 1
- vel = -7,0
- removetime = 16
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 7
- ownpal = 1
- supermove = 1
-
- [State -3, CM BarP2 remove]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = var(6) = 1
- anim = 4201
- pos = -103,212
- postype = right
- bindtime = 1
- vel = 7,0
- removetime = 16
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 7
- ownpal = 1
- supermove = 1
-
- [State -3, AM bar end]
- type = Explod
- trigger1 = var(0) = 1
- trigger1 = var(7) = 1
- anim = 4101
- pos = 8,212
- postype = left
- bindtime = 1
- vel = -7,0
- removetime = 16
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 7
- ownpal = 1
- supermove = 1
-
- [State -3, AM BarP2 remove]
- type = explod
- trigger1 = var(0) = 2
- trigger1 = var(7) = 1
- anim = 4301
- pos = -103,212
- postype = right
- bindtime = 1
- vel = 7,0
- removetime = 16
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 7
- ownpal = 1
- supermove = 1
-
- [State -3, CM-AM poweroff]
- type = powerset
- trigger1 = 1
- trigger1 = var(6) != 0 || var(7) != 0
- value = 0
-
- [state -3, debug output]
- type = DisplayToClipboard
- trigger1 = 1
- ;text="- AI :%d, juggle13=:%d, counter35=:%d, p2bodydistX=:%d"
- ;text="- AI :%d, juggle13=:%d, cvar(11)=:%d, p2bodydistX=:%d"
- text="- AI :%d, juggle13=:%d, var(40)=:%d, p2bodydistX=:%d"
- ;params = var(59), var(11), var(35), floor(p2bodydist X)
- params = var(59), var(11), var(40), floor(p2bodydist X)
-
- [state -3, debug output]
- type = AppendToClipboard
- trigger1 = 1
- text="\n- CM :%d, AM :%d"
- params = var(6), var(7)
-
-
-
- ;---------Æ╟ë┴
- ;----------------------ak kick
- ;DFDFy
- [Statedef 684]
- type = S
- movetype= I
- physics = S
- poweradd = -1000
- ctrl = 0
- juggle = 0
- velset = 0,0
- anim = 676
- sprpriority = 2
-
-
- [State 9989, stop]
- type = SuperPause
- trigger1 = time = 0
- anim = -1
- ;movetime = 25
- time = 50
-
- [State 3250, 1]
- type = NotHitBy
- trigger1 = animelem = 1
- value = SCA
- time = 13 ;25 is all pause time
-
-
- [State 9989, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9989, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 25
- under = 1
- value = 0, 0, 0
-
-
- [State 1700, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 800,2
-
- [State 410, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 6841
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- [Statedef 6841]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- juggle = 10
- velset = 8.5,-4.4
- anim = 6751
- sprpriority = 2
-
-
- [State 1503, 0]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1500,1
-
- [State 106, 2]
- type = posadd
- trigger1 = Time = 0
- x = 5
-
- [State 106, 2];y = -24
- type = posadd
- trigger1 = animelem = 2
- y = -24
-
- [State 106, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.4
-
- [State 400, 2]
- type = HitDef
- trigger1 = time = 0
- ;attr = A, NA
- attr = A, HA
- ;attr = S, HA
- damage = 290, 10
- animtype = hard
- getpower = 30
- givepower = 10
- hitflag = MAF
- sparkno = 2
- pausetime = 9,11
- guard.pausetime = 9,12
- sparkxy = -10,-9
- ;hitsound = 2200,1
- ;hitsound = s1000,72
- guardsound = s150,1
- guardflag = MA
- ground.type = high
- ground.slidetime = 5
- ground.hittime = 18
- ground.velocity = -2,-12
- air.velocity = -4,-9
- guard.velocity = -9
- airguard.velocity = -3,-4
- ground.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- palfx.time = 40
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
- p2stateno = 3010
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
-
- [State 6841 , 6]
- type = Explod
- triggerall = NumExplod(2200) < 6
- triggerall = Random < 750
- ;trigger1 = (AnimElemTime(27) >= 0) && (movehit = 1)
- trigger1 = movehit = 1
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-70
- random = 100,100
- bindtime = 10
- ignorehitpause = 5
-
-
-
-
-
- [State 106, 3]
- type = ChangeState
- trigger1 = (Vel y > 0) && (Pos y >= -30)
- value = 6842
-
- ;---------------------------------------------------------------------------
- [Statedef 6842]
- type = C
- movetype= A
- physics = C
- poweradd= 0
- ctrl = 0
- juggle = 8
- velset = 0,0
- anim = 6752
- sprpriority = 2
-
- [State 191, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,502
-
- [State 106, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = posadd
- trigger1 = Time = 0
- x = 7
-
- [State 106, 2]
- type = VelAdd
- trigger1 = Time = [0,20]
- x = -1
-
- [State 106, 2]
- type = velset
- trigger1 = Time = [0,20]
- x = 1.9
-
- [State 106, 2]
- type = velset
- trigger1 = Time = [21,25]
- x = 1
-
- [State 410, 4]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
-
- ;--------- ak kick end
-
-
-
-
- ;--------- ak panch start
- [statedef 7000]
- type = S
- movetype= A
- physics = S
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 7000
- sprpriority = 10
- under = 1
-
-
-
- [State 111, 3]
- type = HitDef
- trigger1 = p2statetype != A
- trigger1 = animelem = 2
- attr = S, NA
- damage = 0
- ;guardflag = MA
- ;pausetime = 0,12
- sparkno = 2
- sparkxy = -20,-80
- hitsound = s370,0
- guardsound = S150,0
- animtype = light
- ground.type = High
- ;ground.slidetime = 17
- ground.hittime = 9999
- ground.velocity = 0
- air.animtype = Back
- air.velocity = -3,-4
-
-
-
-
- [state 7000,hit_next]
- type = changestate
- trigger1 = movehit = 1
- value = 7001
-
- [state 7000,miss_end]
- type = changestate
- trigger1 = animtime = 0
- value = 7005
-
- ;----------ak p Æ═é▌Æå
- [statedef 7001]
- type = S
- movetype= I
- physics = N
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 7001
- sprpriority = -1
-
-
-
-
- [state 7002,explod_test]; żöÜö¡ü@éPî┬û┌
- type = explod
- ;triggerall = NumExplod(7001) < 2
- ;triggerall = Random < 200
- trigger1 = animelem = 4
- trigger2 = animelem = 6
- trigger3 = animelem = 7
- trigger4 = time = 122
- trigger5 = time = 127
- anim = 2204
- ID = 7001
- sprpriority = 5
- postype = p1
- pos = -17,-80
- random = 30,30
- removetime = 11
-
- [state 7002,sound]
- type = playsnd
- trigger1 = animelem = 6
- value = 2300,0
-
-
-
- [state 7002];ü@ü@ëµû╩éΣéΩ
- type = envshake
- trigger1 = animelem = 12
- ampl = 2
- time = 50
-
-
- [state 7002 ,explod]; ÄΦé╠ü@żöÜö¡ü@éQî┬û┌
- type = explod
- triggerall = NumExplod(2006) < 5
- triggerall = Random < 699
- trigger1 = animelem = 8
- anim = 2204
- ID = 2006
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -17,-70
- random = 30,30
- bindtime = 10
- removetime = 50
- ignorehitpause = 5
-
-
-
- [state 7002 ,explod]; ÄΦé╠ü@żöÜö¡ü@éRî┬û┌
- type = explod
- triggerall = NumExplod(7002) < 4
- triggerall = Random < 699
- trigger1 = animelem = 9
- trigger2 = animelem = 10
- trigger3 = animelem = 11
- ;trigger4 = animelem = 11
- ;trigger5 = animelem = 12
- anim = 2207
- ID = 7002
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -17,-70
- random = 30,30
- bindtime = 10
- removetime = 50
- ignorehitpause = 5
-
- [state 7002,explod];---------ÄΦé╠ü@öÜö¡ü@ì┼îπü@
- type = explod
- trigger1 = animelem = 12
- anim = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -30,-70
- bindtime = 20
- ignorehitpause = 5
-
-
-
-
-
- [state 7002,fire_snd] ; öÜö¡ë╣
- type = playsnd
- trigger1 = animelem = 12
- value = 1000,0
-
- ;[state 7002,exp sound]; öÜö¡ë╣
- ;type = playsnd
- ;trigger1 = animelem = 12
- ;value = 1040,0
-
- [state 7002,flash]; âtâëâbâVâà
- type = envcolor
- trigger1 = animelem = 12
- under = 1
- value = 240,240,240
- time = 2
-
-
-
- [state 7000, voice]; ÅIéφéΦé╔é╡éµéñé║
- type = playsnd
- trigger1 = animelem = 7
- value = 3000,0
-
- [state 7000,next]
- type = changestate
- trigger1 = animtime = 0
- value = 7002
-
-
- ;--------ak ================== p ëúéΘ
- [statedef 7002]
- type = S
- movetype= A
- physics = S
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 7002
- sprpriority = 2
-
-
- [State 371, 0]
- type = Sprpriority
- trigger1 = time >= 0
- value = -1
-
-
- [state 7002,explod ];öÜö¡ü@æσü@éPî┬û┌
- type = explod
- trigger1 = animelem = 1
- anim = 930
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 50,-20
-
- [state 7002,explod]; öÜö¡ü@æσü@éQî┬û┌
- type = explod
- trigger1 = animelem = 3
- anim = 930
- ownpal = 1
- sprpriority = 5
- postypr = p1
- pos = 110,-20
-
- [state 7002,exp sound]; öÜö¡ë╣
- type = playsnd
- trigger1 = animelem = 3
- value = 1040,0
-
-
- [state 7002,explod1_1]
- type = explod
- trigger1 = animelem = 1
- anim = 7006
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 55,-87
-
- [state 7002,explod1_2]
- type = explod
- trigger1 = animelem = 1
- anim = 7006
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 56,-88
-
-
- [state 7002,explod1_2]
- type = explod
- trigger1 = animelem = 1
- anim = 7007
- ID = 2200
- ownpal = 1
- velocity = 10,0
- sprpriority = 5
- postype = p1
- pos =10,-82
-
-
- [state 7002 ,explod]
- type = explod
- trigger1 = animelem = 3
- anim = 7007
- ownpal = 1
- sprpriority = 5
- postype = p1
- velocity = 1,0
- pos = 80,-82
- ;bindtime = 25
- removetime = 6
-
-
-
-
-
-
-
- [state 7002,att] ; âqâbâg
- type = HitDef
- trigger1 = time = 0
- attr = A, SA
- damage = 610, 5
- animtype = DiagUp
- givepower = 10
- hitflag = MAF
- sparkno = 2
- pausetime = 0,11
- guard.pausetime = 9,12
- sparkxy = -10,-90
- ;hitsound = 2200,1
- ;hitsound = s1000,72
- guardsound = s150,1
- guardflag = MA
- ground.type = high
- ground.slidetime = 5
- ground.hittime = 18
- ground.velocity = -20,-5
- air.velocity = -4,-9
- guard.velocity = -9
- airguard.velocity = -3,-4
- ground.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- palfx.time = 75
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
-
-
- [State 3000, 3] ; âtâëâbâVâàü@É╘
- type = envcolor
- trigger1 = animelem = 1
- time = 4
- under = 1
- value = 240, 0, 0
-
-
- [state 7002,flash];âtâëâbâVâàü@öÆ
- type = envcolor
- trigger1 = animelem = 3
- time = 3
- under = 1
- value = 240,240,240
-
-
- [State 3002, 1.5]; hit sound 1
- type = PlaySnd
- trigger1 = movehit
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]; hit sound 2
- type = PlaySnd
- trigger1 = movehit
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
-
-
- [state 7002,shake]; ëµû╩éΣéΩ
- type = envshake
- trigger1 = animelem = 1
- ampl = -4
- time = 40
-
-
- [state 7002 ,explod]; æèÄΦæñöÜö¡
- type = explod
- triggerall = NumExplod(2200) < 50
- triggerall = Random < 300
- trigger1 = movehit = 1
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-70
- random = 110,100
- bindtime = 10
- ignorehitpause = 5
-
-
-
-
- [state 7002 ,explod]; Ä⌐ò¬æñöÜö¡
- type = explod
- triggerall = NumExplod(2200) < 50
- triggerall = Random < 100
- trigger1 = movehit = 1
- anim = 2207
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 0,-70
- random = 110,100
- bindtime = 10
- ignorehitpause = 5
-
- [state 7002 ,explod]; Ä⌐ò¬æñöÜö¡
- type = explod
- triggerall = NumExplod(2200) < 20
- triggerall = Random < 100
- trigger1 = movehit = 1
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = 0,-70
- random = 110,100
- bindtime = 10
- ignorehitpause = 5
-
-
- [state 7002]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- ;--ak p hited enemy
- ;[statedef 7004]
- ;type = S
- ;movetype = H
- ;physics = N
- ;poweradd= 0
- ;ctrl = 0
- ;velset = 0,0
- ;anim = 7004
- ;sprpriority = 2
-
- ;[state 7004]
- ;type = changestate
- ;trigger1 = animtime = 0
- ;value = 0
-
-
- ;--ak p miss finish
- [statedef 7005]
- type = S
- movetype= I
- physics = S
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 7005
- sprpriority = 2
-
- [state 7005 ,end]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------------ak p ê├ô]
- [Statedef 7010]
- type = S
- movetype= I
- physics = S
- anim = 7010
- ctrl = 0
- poweradd = -3000
- velset = 0,0,0
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 39
- under = 1
- value = 0, 0, 0
-
-
- [State 3200, Muteki]
- type = nothitby
- trigger1 = time = 1
- value = SCA
- time = 36
-
-
-
-
- [State 3250, 1]
- type = PlaySnd
- trigger1 = time = 2
- value = 800,1
-
-
-
- [State 3250, 2]
- type = SuperPause
- trigger1 = animelem = 1
- anim = -1
- movetime = 50
- time = 50
- darken = 0
-
- [State 3250, 2]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = 7
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3250, 2]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
-
-
- [State 3250, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 7000
- ctrl = 0
-
-
-
-
- ;------é╬é±é⌐ü[
- [Statedef 3050]
- type = S
- movetype = A
- physics = S
- anim = 3050
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
- poweradd = -1000
-
- [State 3050, EnvColor]
- type = EnvColor
- trigger1 = Time < 31
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3050, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1070]) && Time < 31
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3050, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 29
- time = 28
- movetime = 28
- ;poweradd = ifelse (Var(12), -1000, -2000)
- darken = 0
-
- [State 3050, BGInvert]
- type = BGPalFX
- trigger1 = Time > 28
- time = 2
- invertall = 1
- ignorehitpause = 1
-
-
-
- [State 3050, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3050, Spark Back]
- type = Explod
- trigger1 = Time = 3
- anim = 13500
- postype = p1
- pos = -14, -11
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3050, Spark Front]
- type = Explod
- trigger1 = Anim != 3060 && AnimElem =5 ;;;;
- anim = 13000
- postype = p1
- pos = -21, -8
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3050, Muteki]
- type = NotHitBy
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 1
- value = SCA
-
- [State 3050, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 6
- time = 20
- ampl = -9
-
- [State 3050, Velocity]
- type = VelSet
- trigger1 = (Time = 42) || (Time = 62)
- y = ifelse (Time = 42, -30, 30)
-
- [State 3050, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 42
- StateType = A
- Physics = N
-
- [State 3050, Gravity]
- type = Gravity
- trigger1 = Vel Y
-
- [State 3050, Velocity]
- type = VelSet
- trigger1 = (Time = 49) || (Time = 69)
- x = ifelse (Time = 49, (P2Dist X + 20)/20, 0)
-
- [state 3050, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > 0
- value = 3060 ;
- elem = AnimElemNo(0) - 7
- persistent = 0
-
- [State 3050, Smog]
- type = Explod
- trigger1 = AnimElemTime(6) = 1
- anim = 930
- pos = -22,3
- postype = p1
- supermove = 1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
-
- [State 3050, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,12
- ;sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-24
- hitsound = 1,22
- persistent = 0
-
- ;[state 3050, Voice]
- ;type = PlaySnd
- ;trigger1 = Anim != 3060 && AnimElem = 3 ;; âoâôâJü[
- ;value = 0, 21
- ;channel = 0
-
- [state 3050, Voice]
- type = PlaySnd
- trigger1 = Anim != 3060 && AnimElem = 6 ;; âoâXâ^ü[
- value = 1500,1
- channel = 0
-
- [state 3050, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 3050,1
- channel = 1
-
- [State 1700, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 931,1
-
-
- [State 3050, 8]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HP
- damage = 120,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = HAFD
- guardflag = L
- pausetime = 12,6
- guard.pausetime = 7,7
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 8,-30
- hitsound = S2200,1
- guardsound = S150, 1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = 0,-12
- guard.velocity = -7
- air.velocity = 0,-10
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, 8]
- type = HitDef
- trigger1 = Vel Y < 0
- attr = A, HA
- damage = 120,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-50
- hitsound = S2200,1
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = -1,-16
- guard.velocity = -7
- air.velocity = -1,-16
- airguard.velocity = -6,-3
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, 8]
- type = HitDef
- trigger1 = Vel Y > 0
- attr = A, HA
- damage = 120,50
- animtype = Heavy
- air.animtype = Up
- priority = 5,Hit
- hitflag = MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-50
- hitsound = S2200,1
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = 1,16
- guard.velocity = -7
- air.velocity = -8,16
- airguard.velocity = -6,-3
- down.velocity = -1,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, EnvColor]
- type = EnvColor
- trigger1 = MoveHit
- value = 255, 255, 255
- time = 2
- under = 1
- ignorehitpause = 1
-
- [State 3201, 1]
- type = explod
- trigger1 = time = 30
- ID = 13202
- pos = 0,0
- postype = LEFT
- anim = 13202
- bindtime = 130
- removetime = 95
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = time = 0
- ;trigger1 = AnimElem = 1;4, = 0
- time = 90
- length = 30
- framegap = 7
- PalBright = 230,0,0
- PalContrast = 255,100,100
- palcolor = 120
- trans = Add1
-
- [State 3050, MoveHitReSet]
- type = MoveHitReSet
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 3050, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= -1
- value = 3055
- ctrl = 0
-
- ;-----------âoâôâJü[
- [Statedef 3055]
- type = C
- movetype = A
- physics = C
- sprpriority = 2
- ;juggle = 15
- velset = 0,0
- ctrl = 0
-
- [state 3005, Anim]
- type = ChangeAnim
- trigger1 = Time = 2
- value = 3055
-
- [state 3005, Position]
- type = PosSet
- trigger1 = Time = 2
- y = 0
-
- [State 3005, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(5) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,0
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
- hitsound = 1,22
-
- [State 3005, Push]
- type = PlayerPush
- trigger1 = AnimElemTime(3) < 0
- value = 0
-
- [State 3005, Smog]
- type = Explod
- trigger1 = Time = 0
- anim = 930
- pos = 0, 0
- postype = p1
- supermove = 1
- bindtime = -1
- sprpriority = 3
- ownpal = 1
-
- [state 3005, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3050,0
- channel = 1
-
- [State 3005, 2]
- type = HitDef
- trigger1 = Time > 1 && Time < 4
- attr = C, HA
- damage = 120,50
- animtype = up
- hitflag = MAD
- guardflag = M
- pausetime = 0,12
- sparkno = S2200
- guard.sparkno = S2200
- sparkxy = 8,-22
- hitsound = S2200, 1
- guardsound = S150, 1
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = -1,-10
- guard.velocity = -7
- air.velocity = -1,-8
- airguard.velocity = -6,-3
- down.velocity = -1,-10
- ground.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [state 3005, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------é╬é±é⌐ü[end
-
- ;-------------------win4
- [Statedef 184]
- type = S
- physics = S
- velset = 0
- ctrl = 0
- anim = 184
-
-
- [state 184,1]
- type = explod
- trigger1 = animelem = 4
- anim = 2001
- postype = p1
- pos = 53,-45
- priority = -2
- removetime = 60
-
- [state 184,2]
- type = explod
- trigger1 = animelem = 5
- anim = 2002
- postype = p1
- pos = 53,-45
- priority = -2
-
- [State 183, 0]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 2300,0
-
-
- ;[State 183, 1]
- ;type = AssertSpecial
- ;trigger1 = Time = [0,150]
- ;flag = RoundNotOver
-
- [State 183, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 183, 3]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
-
- ;[state 184,test]
- ;type = changestate
- ;trigger1 = time = 80
- ;value = 0
- ;ctrl = 1
-
- ;-------------win4 end
-
-
-
-
- ;-------------------------------òIéP
- [statedef 3540]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 3540
- poweradd = -1000
-
- [State 9989, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9989, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 41
- under = 1
- value = 0, 0, 0
-
-
- [State 1700, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 800,2
-
- [state 3540] ;chack
- type = superpause
- trigger1 = time = 0
- anim = -1
- movetime = 41
- time = 41
-
- [State 350, nothit]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [state 350, next_Act]
- type = changestate
- trigger1 = animtime = 0
- value = 3541
-
-
- ;--------------------------òIéQ
- [statedef 3541]
- type = S
- physics = S
- movetype = A
- ctrl = 0
- velset = 0,0,0
- anim = 3541
-
- [State 350, nothit]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [state 3541, shake]
- type = envshake
- trigger1 = animelem = 2
- time = 15
- ampl = -3
-
- [State 351 , hit]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = mid
- damage = 45
- givepower = 12,6
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-90
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- ground.cornerpush = 1
- air.velocity = -3,-2
- air.cornerpush = 1
- air.juggle = 9
- air.animtype = Back
- air.fall = 1
- fall.recover = 0
-
- [state 351,end] ;òIâ~âX
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [state 351 ,next_act] ;---òIâqâbâg
- type = changestate
- trigger1 = movehit = 1
- value = 3542
-
-
- ;------------------òIé⌐éτü@akÄ«â`âFü[âôâhâëâCâu òIâqâbâgÄ₧
- [Statedef 3542]
- type = S
- movetype= A
- physics = N
- anim = 3542
- ctrl = 0
- velset = 0,0,0
-
- [state 3202,var]
- type = varset
- trigger1 = time = 0
- var(40) = 0
-
-
- [State 3542,nothit]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3542]
- type = targetbind
- trigger1 = 1
- pos = 40,0
-
- [State 3542]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [state 3542]
- type = envshake
- trigger1 = animelem = 3
- trigger2 = animelem = 8
- trigger3 = animelem = 12
- ampl = -8
- time = 3
-
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 8
- ;trigger2 = animelem = 12
- ;trigger3 = animelem = 16
- attr = S, HA
- forcestand = 1
- animtype = hard
- damage = 23 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 4,0
- sparkno = 3
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
-
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 12
- attr = S, HA
- p2facing = 1
- forcestand = 1
- animtype = hard
- damage = 28 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 4,0
- sparkno = 3
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 30
- ground.velocity = 1
- fall.recover = 0
-
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 3
- ;trigger2 = animelem = 7
- ;trigger3 = animelem = 21
- attr = S, HA
- animtype = hard
- damage = 21 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 4,0
- forcestand = 1
- sparkno = 3
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
- [State 3542, envcolor]
- type = envcolor
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 7
- trigger4 = animelem = 12
- trigger5 = animelem = 16
- trigger6 = animelem = 21
- trigger7 = animelem = 23
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3542, width]
- type = Width
- trigger1 = time >= 0
- edge = 60, 0
-
- [State 3542, end1]
- type = changestate
- trigger1 = animtime = 0
- value = 3543 ;âÅâôâCâôâ`
-
- ;-----------akÄ«â`âFü[âôâhâëâCâuü`
- ;-----------âÅâôâCâôâ`
- [Statedef 3543]
- type = S
- movetype= A
- physics = S
- anim = 3206
- ctrl = 0
- velset = 0,0,0
-
- ;[State 3542]
- ;type = targetbind
- ;trigger1 = 1
- ;pos = 40,0
- ;removetime = 12
-
- [State 3543, 2]
- type = playsnd
- trigger1 = animelem = 6
- value = 3200,2
-
- [State 3453, 1]
- type = HitDef
- ;trigger1 = var(40) = 0
- trigger1 = AnimElem = 6
- attr = S, HA
- animtype = Hard
- damage = 110 ; 98
- givepower = 15
- guardflag =
- pausetime = 40,40 ;0,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- air.velocity = -4,-4
- fall = 0
- air.fall = 1
- fall.recover = 0
- ground.velocity = -1
-
-
- [state 3543]
- type = envshake
- trigger1 = animelem = 6
- ampl = -6
- time = 45
-
- [State 3543, envcolor]
- type = envcolor
- trigger1 = animelem = 6
- time = 1
- under = 1
- value = 240,240,240
-
- [State 3543, Muteki]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3543, end1]
- type = changestate
- trigger1 = var(40) = 0
- trigger1 = animtime = 0
- trigger2 = var(40) != 0
- trigger2 = movehit = 0
- trigger2 = animtime = 0
- value = 0
- ctrl = 1
-
- [state 3542,end2]
- type = changestate
- triggerall = var(40) != 0
- ;trigger1 = animelem = 7
- trigger1 = movehit = 1
- value = 3590
- ;--------------akÄ«┴¬░▌é⌐éτüuâÅâôâCâôâ`üvend
-
-
- ;--------âÅâôâCâôâ`ü`Æ╟ë┴(ò¬è≥É▌ÆΦ)
- [statedef 3590]
- type = S
- movetype= A
- physics = S
- anim = 3590
- ctrl = 0
- velset = 0,0,0
-
- [state 3590,vel]
- type = velset
- trigger1 = var(40) != 10
- trigger1 = time = 0
- ;x = ifelse (Time = 10, (P2Dist X + 20)/20, 0)
- x = 1
-
- [state 3590,2]
- type = changestate
- trigger1 = var(40) = 10
- trigger1 = animtime = 0
- value = 3900 ;â}âbâNâX
-
- [state 3590,1]
- type = changestate
- trigger1 = var(40) = 5
- trigger1 = animtime = 0
- value = 3050 ;é╬é±é⌐ü[
-
- [state 3590,1]
- type = changestate
- trigger1 = var(40) = 6
- trigger1 = animtime = 0
- value = 3600 ;é╖é╧ü[é¡
-
- [state 3590,2525]
- type = changestate
- trigger1 = var(40) = 7
- trigger1 = animtime = 0
- value = 3700 ;âLâbâNâëâbâVâà
-
- [state 3590,2]
- type = changestate
- trigger1 = var(40) = 8
- trigger1 = animtime = 0
- value = 3800 ;òI
-
- ;--------âÅâôâCâôâ`ü`Æ╟ë┴(ò¬è≥É▌ÆΦ)end
-
-
-
-
- ;-----------------âXâpü[âNü@ö¡ô«
- [statedef 3600]
- type = C
- movetype = A
- physics = S
- anim = 3600
- ctrl = 0
- velset = 0,0,0
- poweradd = -1000
-
- [state 3600]
- type = varset
- trigger1 = time = 0
- var(41) = 0
-
- ;[State 3201, 1]
- ;type = explod
- ;;trigger1 = facing = 1
- ;trigger1 = time = 1
- ;ID = 13202
- ;pos = 0,0
- ;postype = LEFT
- ;anim = 13202
- ;bindtime = 80
- ;removetime = 80
- ;sprpriority = -3
- ;ownpal = 1
- ;removeongethit = 1
- ;supermove = 1
- ;supermovetime = 999
- ;scale = 1.09,1.09
-
- [state 3600]
- type = envcolor
- trigger1 = time = 0
- value = 0,0,0
- time = 150
- ;under = 1
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = time = 0
- trigger1 = var(40) != 10
- ;trigger1 = AnimElem = 1;4, = 0
- time = 150
- length = 30
- framegap = 7
- PalBright = 230,0,0
- PalContrast = 255,100,100
- palcolor = 120
- trans = Add1
-
- [State 9989, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9989, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 150
- under = 1
- value = 0, 0, 0
-
-
- [State 1700, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 931,1
-
- [state 3540]
- type = superpause
- trigger1 = time = 0
- anim = 1001
- movetime = 66
- time = 66
-
- [State 350, nothit]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
-
- [state 3600]
- type = changestate
- trigger1 = animtime = 0
- value = 3601
-
- ;-----------------âXâpü[âNü@â_âbâVâà
- [statedef 3601]
- type = C
- movetype = A
- physics = S
- anim = 3601
- ctrl = 0
- velset = 0,0,0
-
-
-
-
- [state 3601]
- type = nothitby
- trigger1 = 1
- value = SCA
-
- [state 3601]
- type = playsnd
- trigger1 = animtime = 2
- value = 1700,1
-
- [State 3201, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = var(40) != 10
- trigger1 = time = 1
- ID = 13202
- pos = 0,0
- postype = LEFT
- anim = 13202
- bindtime = 70
- removetime = 70
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
- [State 3201, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = var(40) = 10
- trigger1 = time = 1
- ID = 13201
- pos = 0,0
- postype = LEFT
- anim = 13201
- bindtime = 70
- removetime = 70
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
- ;[State 3201, 1]
- ;type = explod
- ;trigger1 = facing = -1
- ;trigger1 = Animelemtime(6) = 0
- ;ID = 3210
- ;pos = 0,0
- ;postype = Right
- ;anim = 13200
- ;bindtime = 49
- ;removetime = 49
- ;sprpriority = -5
- ;ownpal = 1
- ;removeongethit = 1
- ;supermove = 1
- ;supermovetime = 999
-
-
-
- [State 3601,Ænû╩]
- type = Explod
- trigger1 = animelem = 2
- anim = 2050
- postype = p1
- pos = 0,0
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
-
- [State 3601,îπéδ]
- type = Explod
- trigger1 = animelem = 2
- anim = 3620
- postype = p1
- pos = 0,-10
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
-
- [State 3601,îπéδ]
- type = Explod
- trigger1 = animelem = 3
- anim = 1530
- postype = p1
- pos = 0,0
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3453, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, HA
- animtype = hard
- damage = 75 ;10
- givepower = 15
- guardflag =
- pausetime = 0 ;0,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S1010,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 300
- ground.fall = 0
- air.fall = 1
- fall.recover = 0
- ground.velocity = 0
- p1facing = -1 ;---aké╠îⁿé½é≡ò╧éªéΘ
- kill = 0
-
- [state 3601]
- type = envshake
- trigger1 = movehit = 1
- trigger2 = animelem = 4
- ampl = -4
- time = 20
-
- [state 3601]
- type = velset
- trigger1 = animelem = 2
- x = 22
-
- [state 3601]
- type = velset
- trigger1 = movehit = 1
- x = -9
-
- [state 3601]
- type = varset
- trigger1 = movehit = 1
- var (41) = 1
-
-
- [state 3601]
- type = changestate
- trigger1 = animtime = 0
- trigger1 = var(40) != 10
- value = 3602
-
-
- [state 3601]
- type = changestate
- trigger1 = animtime = 0
- trigger1 = var(40) = 10
- value = 3606
-
- ;-------------âXâpü[âNü@âXâëâCâh
- [statedef 3602]
- type = C
- movetype = I
- physics = S
- anim = 3602
- ctrl = 0
- velset = -8,0,0
- priority = -2
-
-
-
- [State 3201, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = time = 1
- ID = 13202
- pos = 0,0
- postype = LEFT
- anim = 13202
- bindtime = 23
- removetime = 23
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
-
-
- [State 3602,Ænû╩]
- type = Explod
- trigger1 = time = 1
- trigger1 = var(40) != 10
- anim = 2050
- postype = p1
- pos = 0,0
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
-
- [state 3602]
- type = changestate
- trigger1 = var(40) != 10
- trigger1 = animtime = 0
- value = 3603
-
-
- [state 3602]
- type = changeanim
- trigger1 =time = 0
- trigger1 = var(40) = 10
- value = 3607
-
-
- [state 3602]
- type = changestate
- trigger1 = var(40) = 10
- trigger1 = animtime = 0
- value = 3606
-
- ;---------------âXâpü[âNü@â}âbâNâX
- [statedef 3606]
- type = S
- movetype = I
- physics = S
- anim = 3606
-
- [state 3606]
- type = changestate
- trigger1 = animtime = 0
- value = 3605
- ctrl = 0
-
-
- ;-----------------â{âÇ
- [statedef 3605]
- type = C
- movetype = A
- physics = S
- ctrl = 0
- anim = 11001
- velset = 0,0,0
- priority = -2
-
- [state 3605]
- type = envshake
- trigger1 = movehit
- apml = -9
- time = 25
-
- [state 3605]
- type = playsnd
- trigger1 = time = 0
- value = 931,4
-
-
-
- [State 3201, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = time = 1
- ID = 13201
- pos = 0,0
- postype = LEFT
- anim = 13201
- bindtime = 190
- removetime = 190
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
-
- [State 3602,target exp]
- type = Explod
- trigger1 = animelem = 8
- anim = 930
- postype = p2
- pos = -50,-20
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3602,target exp]
- type = Explod
- trigger1 = animelem = 8,2
- anim = 930
- postype = p2
- pos = 0,-20
- sprpriority = 1
- supermove = 1
- bindtime = 1
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 8,1
- trigger2 = animelem = 9,1
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 10 ;98
- givepower = 15
- guardflag =
- pausetime = 20,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 9,2
- trigger2 = animelem = 9,4
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 12 ;98
- givepower = 15
- guardflag =
- pausetime = 10,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 10,1
- trigger2 = animelem = 10,3
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 14 ;98
- givepower = 15
- guardflag =
- pausetime = 7,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 10,4
- trigger2 = animelem = 10,5
- trigger3 = animelem = 10,7
- trigger4 = animelem = 10,8
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 11 ;98
- givepower = 15
- guardflag =
- pausetime = 5,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
- [State 3602, 1]
- type = HitDef
- trigger1 = animelem = 10,9
- trigger2 = animelem = 10,10
- trigger3 = animelem = 10,11
- trigger4 = animelem = 10,13
- trigger5 = animelem = 10,14
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 11 ;98
- givepower = 15
- guardflag =
- pausetime = 2,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
-
- [State 3602, 1]
- type = HitDef
- trigger1 = animelem = 10,16
- trigger2 = animelem = 10,18
- trigger3 = animelem = 10,20
- trigger4 = animelem = 10,24
- trigger5 = animelem = 10,27
- attr = S, HA
- hitflag = MAFD
- animtype = hard
- damage = 11 ;98
- givepower = 15
- guardflag =
- pausetime = 5,12 ;0,30
- ;sparkno = S930
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 0
- fall.recover = 0
- ground.velocity = 0,0
-
-
-
- [State 3901 , 9]
- type = Explod
- ;triggerall = NumExplod(930) < 2
- ;triggerall = Random < 1099
- trigger1 = AnimElem = 8,1
- trigger2 = animelem = 9,1
- trigger3 = AnimElem = 9,5
- trigger4 = animelem = 10,1
- trigger5 = AnimElem = 10,4
- trigger6 = animelem = 10,6
- trigger7 = AnimElem = 10,7
- trigger8 = animelem = 10,8
- trigger9 = animelem = 10,12
- trigger10 = animelem = 10,19
- trigger11 = animelem = 10,25
- trigger12 = animelem = 10,30
- trigger13 = animelem = 10,31
- trigger14 = animelem = 10,32
- anim = 930
- ID = 930
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 230,150
- bindtime = 1
- ignorehitpause = 1
-
-
- [State 3901 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 5
- ;triggerall = Random < 1099
- ;trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- trigger1 = movehit = 1
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
-
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 10,30
- attr = S, HA
- animtype = diagup
- damage = 55 ; 98
- givepower = 15
- guardflag =
- pausetime = 0,0 ;0,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 1
- fall.recover = 0
- ground.velocity = 6,-9
-
- [state 3602 ,color]
- type = envcolor
- trigger1 = 1
- ;time = 35
- under = 1
- value = 240,0,120
-
- [State 3602, BGcolor]
- type = envcolor
- ;trigger1 = time = 1
- trigger1 = time >= 35 && time < 60
- trigger1 = Timemod = 3,0
- time = 2
- under = 1
- value = 240, 240, 240
-
-
-
- [state 320]
- type = envcolor
- trigger1 = Animelem = 8,>=0
- trigger1 = Timemod = 3,0
- value = 240,240,240
- time = 2
-
-
- [State 3215]
- type = pause
- trigger1 = Enemy,Alive = 1
- trigger1 = Animelem = 8,>=0
- trigger1 = Timemod = 3,0
- time = 2
- ;movetyme = 2
-
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [state 3002]
- type = changestate
- trigger1 = animtime = 0
- value = 11002
- ctrl = 0
-
-
-
- [statedef 11002]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- valset = 0,0,0
- anim = 11002
-
- [state 3002]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------âXâpü[âN3 öÜö¡
- [statedef 3603]
- type = C
- movetype = A
- physics = S
- ctrl = 0
- anim = 3603
- velset = 0,0,0
- priority = -2
-
-
-
- [State 3602,target exp]
- type = Explod
- trigger1 = time = 38
- anim = 930
- postype = p2
- pos = -50,-20
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3602,target exp]
- type = Explod
- trigger1 = time = 36
- anim = 930
- postype = p2
- pos = 0,-20
- sprpriority = 1
- supermove = 1
- bindtime = 1
-
- [State 3602, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = diagup
- damage = 280 ; 98
- givepower = 15
- guardflag =
- pausetime = 0,0 ;0,30
- sparkno = 3
- sparkxy = -15,-60
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 60
- ground.hittime = 30
- fall = 1
- fall.recover = 0
- ground.velocity = 15,-7
-
-
- [state 3602 ,color]
- type = envcolor
- trigger1 = 1
- ;time = 35
- under = 1
- value = 240,240,240
-
- [State 3602, BGcolor]
- type = envcolor
- ;trigger1 = time = 1
- trigger1 = time >= 35 && time < 60
- trigger1 = Timemod = 3,0
- time = 2
- under = 1
- value = 240, 240, 240
-
-
- [State 3215]
- type = pause
- trigger1 = Enemy,Alive = 1
- trigger1 = Animelem = 2,>=0
- trigger1 = Timemod = 3,0
- time = 2
-
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [state 3603]
- type = changestate
- trigger1 = animtime = 0
- value = 3604
-
-
- ;------------âXâpü[âNü@ì┼îπ
- [statedef 3604]
- type = C
- movetype = I
- physics = S
- ctrl = 0
- anim = 3604
- velset = 0,0,0
- priority = -2
-
-
- [state 3604]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- ;--------------âLâbâNâëâbâVâàü@ö¡ô«
- [statedef 3700]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 3700
- velset = 0,0,0
- poweradd = -1000
-
-
- ;[State 3201, 1]
- ;type = explod
- ;;trigger1 = facing = 1
- ;trigger1 = time = 1
- ;ID = 13200
- ;pos = 0,0
- ;postype = LEFT
- ;anim = 13200
- ;bindtime = 51
- ;removetime = 51
- ;sprpriority = -3
- ;ownpal = 1
- ;removeongethit = 1
- ;supermove = 1
- ;supermovetime = 999
- ;scale = 1.09,1.09
-
-
- [State 9989, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9989, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 9899, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 60
- under = 1
- value = 0, 0, 0
-
- [State 1700, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 931,1
-
- [state 3540]
- type = superpause
- trigger1 = time = 0
- anim = 1001
- movetime = 50
- time = 50
-
- [State 350, nothit]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [state 3700]
- type = changestate
- trigger1 = animtime = 0
- value = 3701
-
- ;---------------------âLâbâNÆå
- [statedef 3701]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3701
- velset = 0,0,0
-
- [state 3600]
- type = targetbind
- trigger1 = 1
- pos = 50,0
-
-
- [State 3201, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = time = 1
- ID = 13202
- pos = 0,0
- postype = LEFT
- anim = 13202
- bindtime = 210
- removetime = 210
- sprpriority = -5
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
-
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 22
- trigger2 = animelem = 43
- attr = S, HA
- p2facing = 1
- forcestand = 1
- animtype = hard
- damage = 49 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- sparkno = 2
- sparkxy = -15,-70
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 90
- ground.velocity = 1
- fall.recover = 0
- kill = 0
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 4
- trigger2 = animelem = 11
- trigger3 = animelem = 33
- damage = 43 ; 15
- attr = S, HA
- animtype = hard
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 3
- sparkxy = -20,-40
- hitsound = S230,0
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 90
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 59
- damage = 47 ; 15
- attr = S, HA
- animtype = hard
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 3
- sparkxy = -20,-40
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 90
- ground.velocity = -3
- fall.recover = 0
- kill = 0
-
- [state 3701]
- type = envcolor
- trigger1 = animelem = 4
- trigger2 = animelem = 11
- trigger3 = animelem = 33
- trigger4 = animelem = 59
- trigger5 = animelem = 22
- trigger6 = animelem = 43
- value = 240,240,240
- ;under = 1
- time = 2
-
- [state 3701]
- type = envshake
- trigger1 = animelem = 4
- trigger2 = animelem = 11
- trigger3 = animelem = 33
- trigger4 = animelem = 59
- trigger5 = animelem = 22
- trigger6 = animelem = 43
- ampl = -6
- time = 7
-
-
- [State 1730,afterimage]
- type = AfterImage
- trigger1 = time = 0
- ;trigger1 = AnimElem = 1;4, = 0
- time = 235
- length = 30
- framegap = 7
- PalBright = 230,0,0
- PalContrast = 255,100,100
- palcolor = 120
- trans = Add1
-
- [state 3701]
- type = envcolor
- trigger1 = animtime = 0
- time = 18
- value = 240,240,240
-
- [state 3701]
- type = changestate
- trigger1 = animtime = 0
- value = 3702
- ctrl = 0
-
-
- ;-------------âLâbâNì┼îπ
- [statedef 3702]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3702
- velset = 0,0,0
-
- [State 3215]
- type = pause
- trigger1 = Enemy,Alive = 1
- trigger1 = Animelem = 1,>=0
- trigger1 = Timemod = 3,0
- time = 2
-
- [state 3801,snd]
- type = playsnd
- trigger1 = animelem = 6
- value = 931,3
-
- [state 3702]
- type = envcolor
- trigger1 Enemy,Alive = 1
- trigger1 = animelem = 1
- under = 1
- time = 18
- value = 240,240,240
-
- [state 3702]
- type = envcolor
- ;trigger1 = Enemy,Alive = 1
- ;trigger1 = animelem = 7
- trigger1 = Timemod = 3,0
- under = 1
- value = 240,240,240
- time = 1
-
- [State 3702]
- type = HitDef
- trigger1 = animelem = 9
- attr = S, HA
- animtype = diagup
- damage = 74 ; 15
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 3
- sparkxy = -20,-40
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -15,-3
- fall = 1
- fall.recover = 0
-
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit = 1
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit = 1
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [state 3702]
- type = explod
- trigger1 = animelem = 9
- anim = 930
- removetime = 30
- pos = 90,-50
- priority = 4
-
- [state 3702]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- ;-----------òIé⌐éτ
- [statedef 3800]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3800
- poweradd = -1000
-
- ;[State 3800, 1]
- ;type = explod
- ;;trigger1 = facing = 1
- ;trigger1 = time = 1
- ;ID = 13200
- ;pos = 0,0
- ;postype = LEFT
- ;anim = 13200
- ;bindtime = 51
- ;removetime = 51
- ;sprpriority = -3
- ;ownpal = 1
- ;removeongethit = 1
- ;supermove = 1
- ;supermovetime = 999
- ;scale = 1.09,1.09
-
-
- [State 3800, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3800, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3800, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 60
- under = 1
- value = 0, 0, 0
-
- [State 3800, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 931,1
-
- [state 3800]
- type = superpause
- trigger1 = time = 0
- anim = 1001
- movetime = 50
- time = 50
-
- [State 3800, nothit]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [state 3800]
- type = changestate
- trigger1 = animtime = 0
- value = 3801
-
- ;------------------òIé⌐éτ main
- [statedef 3801]
- type = S
- movetype = A
- physics = S
- anim = 3801
- ctrl = 0
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = time = 0
- ;trigger1 = AnimElem = 1;4, = 0
- time = 281
- length = 30
- framegap = 7
- PalBright = 230,0,0
- PalContrast = 255,100,100
- palcolor = 120
- trans = Add1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 370,0
-
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 220,0
-
- [state 3801 ,snd]
- type = playsnd
- trigger1 = animelem = 23,10
- value = 931,2
-
-
-
-
- [State 3800, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = time = 1
- ID = 13202
- pos = 0,0
- postype = LEFT
- anim = 13202
- bindtime = 235
- removetime = 235
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 3
- ;damage = 43 ; 15
- attr = S, HA
- animtype = hard
- givepower = 0
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = 1
- sparkxy = -10,-80
- hitsound = S230,0
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- ;guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 50
- ground.velocity = 0
- fall.recover = 0
- kill = 0
- p2stateno = 3810
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 15
- damage = 50 ; 15
- attr = C, HA
- animtype = diagup
- givepower = 15
- guardflag = MA
- hitflag = MAFD
- pausetime = 2,0
- forcestand = 1
- sparkno = S2200
- sparkxy = -10,-5
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 90
- ground.velocity = -3,-0;-1,-15
- fall = 1
- fall.recover = 0
- kill = 0
- p2stateno = 3812
-
- [state 3801]
- type = envcolor
- trigger1 = animelem = 8
- trigger2 = animelem = 15
- value = 240,240,240
- time = 1
-
-
- [State 3801, 3]
- type = targetLifeAdd
- Trigger1 = AnimElem = 8
- value = -60
-
- [state 3801]
- type = explod
- trigger1 = animelem = 8
- anim = 1530
- postype = p2
- pos = -20,-40
-
- [state 3801]
- type = envshake
- trigger1 = animelem = 5
- trigger2 = animelem = 15
- ampl = -5
- time = 15
-
- [state 3801]
- type = envshake
- trigger1 = animelem = 16
- ampl = -2
- time = 300
-
- [State 3901 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 1
- triggerall = Random < 599
- trigger1 = (AnimElemTime(26) >= 0); && (movehit = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -10,-20
- random = 20,40
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 1
- triggerall = Random < 599
- trigger1 = (AnimElemTime(26) >= 0); && (movehit = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -10,-20
- random = 20,40
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 1
- triggerall = Random < 599
- trigger1 = (AnimElemTime(26) >= 0); && (movehit = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p1
- pos = -10,-20
- random = 20,40
- bindtime = 1
- ignorehitpause = 1
-
- [state 3801,end]
- type = changestate
- trigger1 = animtime = 0
- value = 3802
- ctrl = 0
-
- ;-------------òIé⌐éτì┼îπ
- [statedef 3802]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 3802
-
-
- [state 3801,snd]
- type = playsnd
- trigger1 = animelem = 3
- value = 931,3
-
-
- [State 3215]
- type = pause
- trigger1 = Enemy,Alive = 1
- trigger1 = Animelem = 1,>=0
- trigger1 = Timemod = 3,0
- time = 1
-
- ;[state 3702]
- ;type = envcolor
- ;trigger1 Enemy,Alive = 1
- ;trigger1 = animelem = 1
- ;under = 1
- ;time = 18
- ;value = 240,240,240
-
- [state 3702]
- type = envcolor
- ;trigger1 = Enemy,Alive = 1
- ;trigger1 = animelem = 7
- trigger1 = Timemod = 3,0
- under = 1
- value = 240,240,240
- time = 1
-
- [State 3542]
- type = HitDef
- trigger1 = animelem = 4
- damage = 250 ; 15
- attr = S, NA
- animtype = hard
- givepower = 15
- guardflag = MA
- pausetime = 2,0
- forcestand = 1
- sparkno = S3
- sparkxy = -10,-40
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 90
- ground.velocity = -5,-12
- air.velocity = -5,-12
- ;air.juggle = 9
- ;air.animtype = Back
- fall = 1
- fall.recover = 0
- p2stateno = 3811
-
- [state 3802]
- type = explod
- trigger1 = animelem = 4
- anim = 3620
- postype = p1
- pos = 70,-10
- removetime = 20
- facing = -1
-
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit = 1
- value = 2200,1
- ignorehitpause = 1
- persistent = 0
- volume = -50
-
- [State 3002, 1.5]
- type = PlaySnd
- trigger1 = movehit = 1
- value = 2200,0
- ignorehitpause = 1
- persistent = 0
-
- [state 3801]
- type = envshake
- trigger1 = animelem = 33
- ample = -7
- time = 17
-
- [state 3802]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- ;-------òI æèÄΦ
- [statedef 3810]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [state 3810]
- type = changeanim2
- trigger1 = time = 0
- value = 3810
-
-
-
- ;[State 3010, 10]
- ;type = HitVelSet
- ;trigger1 = HitShakeOver = 1
- ;persistent = 0
- ;x = 1
- ;y = 1
-
-
-
- [State 3010, 12]
- type = SelfState
- triggerall = Anim = 3810
- trigger1 = animtime = 0
- ;trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 5100
-
-
- ;-------------òI æèÄΦéQ
- [statedef 3812]
- type = S
- movetype = H
- physics = N
- velset = -2,0
- ctrl = 0
-
-
- [state 3810]
- type = changeanim2
- trigger1 = time = 0
- value = 3812
-
- [state 3010]
- type = velset
- trigger1 = animelem = 6
- x = 5
- removetime = 20
-
- ;[State 3010, 10]
- ;type = HitVelSet
- ;trigger1 = HitShakeOver = 1
- ;persistent = 0
- ;x = 1
- ;y = 1
-
- [state 3812]
- type = changestate
- trigger1 = anim = 3812
- trigger1 = animtime = 0
- value = 3813
-
- ;---------òI æèÄΦ3
- [statedef 3813]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [state 3813]
- type = changeanim2
- trigger1 = time = 0
- value = 3813
-
- [State 3010, 12]
- type = SelfState
- triggerall = Anim = 381
- trigger1 = animtime = 0
- ;trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 5100
-
- ;---------òI æèÄΦ4
- [Statedef 3811]
- type = A
- movetype = H
- physics = N
- ctrl = 0
- anim = 5030
-
- [State 3010, 1]
- type = DefenceMulSet
- trigger1 = time = 0
- value = 1
-
- [State 3010, 2]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3010, 4]
- type = EnvShake
- trigger1 = time = 0
- trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0)
- time = 20
- ampl = 5
-
- [State 3010, 5]
- type = PosFreeze
- trigger1 = HitShakeOver = 0
-
- [State 3010, 6]
- type = ForceFeedBack
- trigger1 = HitShakeOver = 0
- time = 1
- waveform = square
-
- [State 3010, 7]
- type = posadd
- trigger1 = HitShakeOver = 1
- persistent = 0
- y = -35
-
- [State 3010, 8]
- type = EnvColor
- trigger1 = (time = 0) && (life > 0)
- time = 2
- value = 240,240,240
- under = 1
- ignorepausetime = 1
-
- [State 3010, 9]
- type = ChangeAnim2
- trigger1 = HitShakeOver = 1
- persistent = 0
- value = 3811
-
- [State 3010, 10]
- type = HitVelSet
- trigger1 = HitShakeOver = 1
- persistent = 0
- x = 1
- y = 1
-
- [State 3010, 11]
- type = VelAdd
- trigger1 = HitShakeOver = 1
- y = 0.4
-
- [State 3010, 12]
- type = SelfState
- triggerall = Anim = 3811
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 5100
- ;-------------òI æèÄΦ end
-
-
-
- ;-------------é▄é┴é¡é╖1st
- [statedef 3900]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 12000
- velset = 0,0,0
- poweradd = -2000
-
- [State 3800, BGcolor]
- type = envcolor
- trigger1 = time = 0
- time = 62
- under = 1
- value = 240,240, 240
-
- [State 3800, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 931
- postype = p1
- pos = 0,0
- sprpriority = 5
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [state 3900]
- type = playsnd
- trigger1 = time = 0
- value = 931,0 ;;;;é▒é▒é╛
-
- [State 3800, flash1]
- type = Explod
- trigger1 = time = 0
- anim = 13500
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3800, flash2]
- type = Explod
- trigger1 = time = 0
- anim = 13000
- postype = p1
- pos = 0,-90
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ownpal = 1
-
- [State 3800, 3]
- type = PlaySnd
- trigger1 = time = 0
- value = 931,1
-
- [state 3800]
- type = superpause
- trigger1 = time = 0
- anim = -1
- time = 60
- movetime = 60
-
- [state 3900,1]
- type = changestate
- trigger1 = time = 60
- value = 3901
- ctrl = 0
-
- ;------------é▄é┴é¡é╖2nd
- [statedef 3901]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3280
- velset = 0,0,0
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 31
- value = 931,10
-
- [State 3800, 1]
- type = explod
- ;trigger1 = facing = 1
- trigger1 = time = 1
- ID = 13201
- pos = 0,0
- postype = LEFT
- anim = 13201
- bindtime = 600
- removetime = 530
- sprpriority = -5
- ownpal = 1
- removeongethit = 1
- supermove = 1
- supermovetime = 999
- scale = 1.09,1.09
-
- [State 1730, shadow]
- type = AfterImage
- trigger1 = time = 0
- ;trigger1 = AnimElem = 1;4, = 0
- time = 370
- length = 30
- framegap = 7
- PalBright = 230,0,0
- PalContrast = 255,100,100
- palcolor = 120
- trans = Add1
-
-
- [State 3901, push]
- type = playerpush
- trigger1 = time >= 0
- value = 1
-
- [State 3901, muteki]
- type = nothitby
- trigger1 = time >= 0
- value = SCA
- time = 1
-
- [State 3901, width]
- type = Width
- trigger1 = time >= 0
- edge = 60,0
-
- [State 3901, 0]
- type = targetbind
- trigger1 = time >= 0
- pos = 60,0
-
- [State 3901, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 31
- trigger6 = animelem = 38
- attr = S, HA
- forcestand = 1
- animtype = hard
- damage = 12 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 3,2
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3901, 2]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 13
- trigger3 = animelem = 22
- attr = S, HA
- animtype = hard
- damage = 14 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 3,2
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
-
- [State 3901, 3]
- type = HitDef
- trigger1 = animelem = 27
- trigger2 = animelem = 41
- trigger3 = animelem = 43
- trigger4 = animelem = 56
- trigger5 = animelem = 58
- trigger6 = animelem = 66
- trigger7 = animelem = 70
- trigger8 = animelem = 77
- attr = S, HA
- animtype = hard
- damage = 12 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -15,-70
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3901, 4]
- type = HitDef
- trigger1 = animelem = 36
- trigger2 = animelem = 48
- trigger3 = animelem = 52
- trigger4 = animelem = 61
- trigger5 = animelem = 75
- attr = S, HA
- animtype = hard
- damage = 15 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 1,1
- forcestand = 1
- sparkno = 2
- sparkxy = -20,-40
- hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -2.3
- kill = 0
- palfx.time = 3
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [State 3901, envcolor]
- type = envcolor
- ;triggerall = movehit = 1
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- trigger11 = animelem = 38
- trigger12 = animelem = 41
- trigger13 = animelem = 43
- trigger14 = animelem = 48
- trigger15 = animelem = 52
- trigger16 = animelem = 56
- trigger17 = animelem = 58
- trigger18 = animelem = 61
- trigger19 = animelem = 66
- trigger20 = animelem = 70
- trigger21 = animelem = 75
- trigger22 = animelem = 77
- time = 1
- ;under = 1
- value = 240,240,240
-
- [state 3901 ,shake]
- type = envshake
- triggerall = movehit = 1
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 19
- trigger7 = animelem = 22
- trigger8 = animelem = 27
- trigger9 = animelem = 31
- trigger10 = animelem = 36
- ampl = -3
- time = 10
-
- [state 3901 ,shake]
- type = envshake
- trigger1 = animelem = 38
- trigger2 = animelem = 41
- trigger3 = animelem = 43
- trigger4 = animelem = 48
- trigger5 = animelem = 52
- trigger6 = animelem = 56
- trigger7 = animelem = 58
- trigger8 = animelem = 61
- trigger9 = animelem = 66
- trigger10 = animelem = 70
- trigger11 = animelem = 75
- trigger12 = animelem = 77
- ampl = -5
- time = 15
-
-
- [State 3901 , 5]
- type = Explod
- triggerall = NumExplod(2200) < 3
- triggerall = Random < 899
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 6]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 699
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 7]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 549
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901, 8]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 120,120
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 9]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State 3901 , 10]
- type = Explod
- triggerall = NumExplod(2200) < 4
- triggerall = Random < 599
- trigger1 = (AnimElemTime(1) >= 0) && (movehit = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-60
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
-
-
- [state 3901]
- type = changestate
- trigger1 = animtime = 0
- value = 3902
- ctrl = 0
-
-
- ;---------------------
- [statedef 3902]
- type = S
- physics = S
- movetype = A
- ctrl = 0
- velset = 0,0,0
- anim = 3702
-
- [state 3901]
- type = pause
- trigger1 = timemod = 2,0
- trigger1 = animelem = 9
- time = 3
-
- [State 3201, 2]
- type = playsnd
- trigger1 = animelem = 6
- value = 700,0
-
- [State 3901, 4]
- type = HitDef
- trigger1 = animelem = 9
- attr = S, HA
- animtype = hard
- damage = 20 ; 15
- givepower = 15
- ;guardflag = MA
- pausetime = 5,5
- forcestand = 1
- sparkno = 3
- sparkxy = -20,-40
- ;hitsound = Sifelse(random < 249,200,ifelse(random < 333,210,ifelse(random < 499,220,230)))
- hitsound = S2200,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = -16
- kill = 0
- palfx.time = 3
- palfx.mul = 240,220,128
- palfx.sinadd = 32,128,220,16
- palfx.add = 190,180,84
-
- [state 3902]
- type = envshake
- trigger1 = movehit
- ampl = -4
- time = 10
-
- [state 3901]
- type = explod
- trigger1 = animelem = 9
- anim = 930
- scale = 1.2,1.2
- postype = p1
- pos = 60,-20
- sprpriority = 5
-
- [state 3902]
- type = changestate
- trigger1 = animelem = 14
- value = 3601
- ctrl = 0
-
-
-
-
-
- ; âiâìâEâXâpâCâN
- [Statedef 13505]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 13505
-
- ;14
-
- ;[state 13505]
- ;type = velset
- ;trigger1 = time = 0
- ;Y = 10
-
- [state 13505]
- type = posset
- trigger1 = time = 0
- Y = 0
-
- [state 13505]
- type = HitDef
- trigger1 = time = 0
- persistent = 0
- attr = S, NA
- animtype = diagup
- damage = 50
- givepower = 12,6
- hitflag = HML
- guardflag = ML
- pausetime = 8,10
- sparkno = 2
- sparkxy = -10,-40
- hitsound = S240,0
- ground.velocity = -5,-6
- ground.hittime = 180
- velset = 0, 0, 0
- fall = 1
-
- [State 13505]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1300,1
-
- [State 13505]
- type = PlaySnd
- trigger1 = Time = 2
- value = 400,0
-
- [state 13505, vel x]
- type = velset
- trigger1 = time = 0
- x = 12
-
- ;[State 13505]
- ;type = VelSet
- ;trigger1 = Time >= 6
- ;x = 13
-
- [state 13505]
- type = veladd
- trigger1 = animelem >= 3
- x = 10
-
- [state 13505]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1