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INI File | 2004-01-12 | 182.0 KB | 11,646 lines |
- [Data]
- life = 1000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 60
- airjuggle = 15
- sparkno = 0,3
- guard.sparkno = 0,20
- KO.echo = 0
- volume = 50
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 20
- ground.front = 11
- head.pos = -31,-94
- mid.pos = -19,-62
- air.back = 12
- air.front = 11
- z.width = 3
- attack.width = 4,4
- attack.dist = 160
- proj.attack.dist = 90
-
- [Velocity]
- walk.fwd = 3.4
- walk.back = -3.3
- run.fwd = 5.9,0
- ;run.back = -3.5,-4.0
- jump.neu = 0,-9
- jump.back = -3.3
- jump.fwd = 3.4
-
- [Movement]
- airjump.num = 0
- yaccel = .57
- stand.friction = .8
- crouch.friction = .8
-
- ; Stance
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
-
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5 && Anim != 6000
- trigger2 = Anim = 5 && AnimTime = 0
- value = IfElse((Var(1) > 0),6000,0)
-
- [State 0, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 0, 3]
- type = VelSet
- trigger1 = abs(vel x) < 2
- trigger2 = Time = 4
- x = 0
-
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- sprpriority = 1
-
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 40, 2]
- type = VarSet
- trigger1 = Time = 0
- var(5) = 0
-
- [State 40, 3]
- type = VarSet
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 && command = "holdfwd"
- var(5) = 1
-
- [State 40, 4]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 40, 5]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 40, 6]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 7]
- type = PlaySnd
- trigger1 = AnimTime = 0 && (Var(5) = 0 || (Var(5) && Sysvar(1) = 0))
- value = 40,0
-
- [State 40, 8]
- type = PlaySnd
- trigger1 = Var(5) && Sysvar(1) != 0 && AnimTime = 0
- value = 40,1
-
- [State 40, 9]
- type = ChangeState
- trigger1 = AnimTime = 0 && command != "holdup"
- value = 950
- ctrl = 1
-
- [State 40, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jump Up
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = VelSet
- trigger1 = Time = 0 && Var(5)
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,5))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 4]
- type = AfterImage
- trigger1 = Time = 0 && Var(5) && Vel X != 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 12,12,12
- palcontrast = 225,225,225
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
-
- ; Run
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2]
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 100,0
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = command != "holdfwd"
- channel = 1
-
- [State 100, 5]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
- ; Hop back (start)
- [Statedef 105]
- type = S
- movetype = I
- physics = S
- anim = 105
- velset = 0,0
- ctrl = 0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; Hop back (in the air)
- [Statedef 106]
- type = A
- movetype = I
- physics = N
- anim = 106
- velset = -7.5,-4.5
-
- [State 106, 1]
- type = VelAdd
- trigger1 = Time > 0
- x = .2
- y = .5
-
- [State 106, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 105,0
-
- [State 106, 3]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 107
-
- ; Hop back (land)
- [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, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Time over (lose)
- [Statedef 170]
- type = S
- anim = 170
-
- [State 170, 1]
- type = AssertSpecial
- trigger1 = Time = [0,40]
- flag = RoundNotOver
-
- ; Time over (draw)
- [Statedef 175]
- type = S
- anim = 175
-
- [State 175, 1]
- type = AssertSpecial
- trigger1 = Time = [0,65]
- flag = RoundNotOver
-
- ; --------[Regular]--------
-
- ; Win initiation
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = ChangeState
- trigger1 = Var(1) > 0
- value = 6180
-
- [State 180, 2]
- type = VarRandom
- trigger1 = Time = 0
- v = 9
- range = 99
-
- [State 180, 3]
- type = ChangeState
- trigger1 = command = "hold_x"
- value = 181
-
- [State 180, 4]
- type = ChangeState
- trigger1 = command = "hold_a"
- value = 182
-
- [State 180, 5]
- type = ChangeState
- trigger1 = command = "hold_y"
- value = 183
-
- [State 180, 6]
- type = ChangeState
- trigger1 = command = "hold_b"
- value = 184
-
- [State 180, 7]
- type = ChangeState
- trigger1 = Var(9) <= 24
- value = 181
-
- [State 180, 8]
- type = ChangeState
- trigger1 = Var(9) = [25,49]
- value = 182
-
- [State 180, 9]
- type = ChangeState
- trigger1 = Var(9) = [50,74]
- value = 183
-
- [State 180, 10]
- type = ChangeState
- trigger1 = Var(9) >= 75
- value = 184
-
- ; Win pose A
- [Statedef 181]
- type = S
- anim = 181
-
- [State 181, 1]
- type = AssertSpecial
- trigger1 = Time = [0,145]
- flag = RoundNotOver
-
- [State 181, 2]
- type = PlaySnd
- trigger1 = AnimElem = 6, = 1
- value = 181,0
-
- ; Win pose B
- [Statedef 182]
- type = S
- anim = 182
-
- [State 182, 1]
- type = AssertSpecial
- trigger1 = Time = [0,140]
- flag = RoundNotOver
-
- [State 182, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 1
- value = 182,0
-
- [State 182, 3]
- type = PlaySnd
- trigger1 = AnimElem = 14, = 1
- value = 182,1
-
- ; Win pose C
- [Statedef 183]
- type = S
- anim = 183
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,70]
- flag = RoundNotOver
-
- [State 183, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 7
- value = 183,0
-
- ; Win pose D
- [Statedef 184]
- type = S
- anim = 184
-
- [State 184, 1]
- type = AssertSpecial
- trigger1 = Time = [0,65]
- flag = RoundNotOver
-
- [State 184, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 183,0
-
- ; Intro initiation
- [Statedef 190]
- type = S
-
- [State 190, 1]
- type = ChangeState
- trigger1 = p2name = "Yashiro Nanakase"
- trigger2 = p4name = "Yashiro Nanakase"
- value = 192
-
- [State 190, 2]
- type = ChangeState
- trigger1 = p2name = "Shermie"
- trigger2 = p4name = "Shermie"
- value = 193
-
- [State 190, 3]
- type = ChangeState
- trigger1 = Time = 0
- value = 191
-
- ; Pre-fight intro
- [Statedef 191]
- type = S
- anim = 191
-
- [State 191, 1]
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 191
-
- [State 191, 2]
- type = Assertspecial
- trigger1 = Time = [0,170]
- flag = intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = Time = 38
- value = 191,0
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = Time = 103
- value = 191,1
-
- [State 191, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ; Pre-fight intro vs. Yashiro
- [Statedef 192]
- type = S
- anim = 192
-
- [State 192, 1]
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 192
-
- [State 192, 2]
- type = Assertspecial
- trigger1 = AnimElem = 8, < 0
- flag = intro
-
- [State 192, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 192,0
-
- [State 192, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ; Pre-fight intro vs. Shermie
- [Statedef 193]
- type = S
-
- [State 193, 1]
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 192
-
- [State 193, 2]
- type = Assertspecial
- trigger1 = AnimElem = 8, < 0
- flag = intro
-
- [State 193, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 193,0
-
- [State 193, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ; Taunt A
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0
- ctrl = 0
-
- [State 195, 1]
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 196
-
- [State 195, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 195,0
- channel = 4
-
- [State 195, 3]
- type = CtrlSet
- trigger1 = AnimElem = 4, = 18
- value = 1
-
- [State 195, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Taunt B
- [Statedef 196]
- type = S
- movetype = I
- physics = S
- anim = 196
-
- [State 196, 1]
- type = Explod
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 12
- anim = 199
- sprpriority = 2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 196, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 1
- trigger2 = AnimElem = 8, = 1
- trigger3 = AnimElem = 12, = 1
- value = 196,0
-
- [State 196, 3]
- type = CtrlSet
- trigger1 = AnimElem = 6, = 3
- value = 1
-
- [State 196, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing light punch
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- poweradd = IfElse((Var(1)),30,20)
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 200,0
- channel = 1
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 30
- animtype = light
- hitflag = MA
- guardflag = MA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-85
- hitsound = S200,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -6.5
- air.velocity = -3,-3
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Spinning array
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- poweradd = IfElse((Var(1)),60,40)
- velset = 0
- ctrl = 0
-
- [State 210, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 5
- trigger5 = AnimElem = 6
- trigger6 = AnimElem = 7
- trigger7 = AnimElem = 8
- x = 8
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 240,1
- channel = 0
-
- [State 210, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 220,0
- channel = 1
-
- [State 210, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 70
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-70
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing light kick
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- poweradd = IfElse((Var(1)),30,20)
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 220,0
- channel = 1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 220, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 20
- animtype = light
- hitflag = MA
- guardflag = MA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-80
- hitsound = S220,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -6.5
- air.velocity = -3,-3
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Close standing light kick
- [Statedef 225]
- type = S
- movetype = A
- physics = S
- anim = 225
- poweradd = IfElse((Var(1)),30,20)
- velset = 0
- ctrl = 0
-
- [State 225, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 220,0
- channel = 1
-
- [State 225, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 225, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 30
- animtype = light
- hitflag = MA
- guardflag = MA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -20,-90
- hitsound = S220,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -6.5
- air.velocity = -3,-3
-
- [State 225, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Reverse anchor kick
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- poweradd = IfElse((Var(1)),60,40)
- velset = 0
- ctrl = 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 240,1
- channel = 0
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 220,0
- channel = 1
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-70
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 230, 4]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, NA
- damage = 30
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-45
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 230, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard punch
- [Statedef 240]
- type = S
- movetype = A
- physics = S
- anim = 240
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 200,0
- channel = 1
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 240, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 70
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-85
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -4,-3
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- damage = 40
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-70
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 240, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Close standing hard punch
- [Statedef 245]
- type = S
- movetype = A
- physics = S
- anim = 245
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 245, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 200,0
- channel = 1
-
- [State 245, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 245, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 70
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -20,-65
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 245, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard kick
- [Statedef 260]
- type = S
- movetype = A
- physics = S
- anim = 260
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 260, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 260, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 260, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 90
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-95
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 260, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Close standing hard kick
- [Statedef 265]
- type = S
- movetype = A
- physics = S
- anim = 265
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 265, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 220,0
- channel = 1
-
- [State 265, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 265, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 130
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -20,-110
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 265, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing knockdown attack
- [Statedef 280]
- type = S
- movetype = A
- physics = S
- anim = 280
- poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,IfElse((Var(1)),120,80))
- velset = 0
- ctrl = 0
-
- [State 280, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 280, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 240,1
- channel = 0
-
- [State 280, 3]
- type = Pause
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 6
- movetime = 6
-
- [State 280, 4]
- type = EnvColor
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 4
- value = 255,255,255
- under = 1
-
- [State 280, 5]
- type = Explod
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- anim = 3040
- sprpriority = 4
- postype = p1
- pos = 0,-75
- bindtime = 1
- pausemovetime = -1
-
- [State 280, 6]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 130
- getpower = IfElse((prevstateno = 150 || prevstateno = 152),0,100)
- animtype = back
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-75
- hitsound = S280,2
- guardsound = S200,3
- pausetime = 12,12
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
- fall.recover = 0
-
- [State 280, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Crouching light punch
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- poweradd = IfElse((Var(1)),30,20)
- velset = 0
- ctrl = 0
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 200,0
- channel = 1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 400, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 20
- animtype = light
- hitflag = MA
- guardflag = MA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-50
- hitsound = S200,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = low
- ground.slidetime = 9
- ground.velocity = -6.5
- air.velocity = -3,-3
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching light kick
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- poweradd = IfElse((Var(1)),30,20)
- velset = 0
- ctrl = 0
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 220,0
- channel = 1
-
- [State 420, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 20
- animtype = light
- hitflag = MA
- guardflag = LA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-10
- hitsound = S220,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = low
- ground.slidetime = 9
- ground.velocity = -6.5
- air.velocity = -3,-3
-
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Carry off kick (start)
- [Statedef 425]
- type = C
- movetype = A
- physics = C
- anim = 425
- poweradd = IfElse((Var(1)),60,40)
- velset = 0
- ctrl = 0
-
- [State 425, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 200,1
- channel = 0
-
- [State 425, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 426
-
- ; Carry off kick (slide)
- [Statedef 426]
- type = C
- movetype = A
- physics = C
- anim = 426
-
- [State 426, 1]
- type = VelSet
- trigger1 = Time < 8
- x = 7
-
- [State 426, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 425,0
- channel = 1
-
- [State 426, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 100
- animtype = light
- hitflag = MA
- guardflag = LA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-5
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 426, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 427
-
- ; Carry off kick (stop)
- [Statedef 427]
- type = C
- movetype = A
- physics = C
- anim = 427
- velset = 0
-
- [State 427, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard punch
- [Statedef 440]
- type = C
- movetype = A
- physics = C
- anim = 440
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 440, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 200,0
- channel = 1
-
- [State 440, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-80
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 440, 3]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 1
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 440, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = C, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-95
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 440, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching forward hard punch
- [Statedef 450]
- type = C
- movetype = A
- physics = C
- anim = 450
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 450, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 200,0
- channel = 1
-
- [State 450, 2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- trigger1 = Random < 500
- ignorehitpause = 1
- value = 240,1
- channel = 0
-
- [State 450, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = C, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-55
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 450, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- trigger1 = MoveContact != 1
- attr = C, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-100
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 450, 5]
- type = HitDef
- trigger1 = AnimElem = 8
- trigger1 = MoveContact != 1
- attr = C, NA
- damage = 80
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-115
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 450, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard kick
- [Statedef 460]
- type = C
- movetype = A
- physics = C
- anim = 460
- poweradd = IfElse((Var(1)),90,60)
- velset = 0
- ctrl = 0
-
- [State 460, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 220,0
- channel = 1
-
- [State 460, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 460, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = C, NA
- damage = 110
- animtype = back
- hitflag = MA
- guardflag = LA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-35
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = trip
- ground.slidetime = 19
- ground.velocity = -1,-5
- air.velocity = -4,-3
-
- [State 460, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Jumping light punch
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- poweradd = IfElse((Var(1)),30,20)
- ctrl = 0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 200,0
- channel = 1
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 50
- animtype = light
- hitflag = MA
- guardflag = HA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-75
- hitsound = S200,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -5
- air.velocity = -3,-3
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Diagonal jumping light punch
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- anim = 610
- poweradd = IfElse((Var(1)),30,20)
- ctrl = 0
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 200,0
- channel = 1
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 610, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 40
- animtype = light
- hitflag = MA
- guardflag = HA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-85
- hitsound = S200,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -5
- air.velocity = -3,-3
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping light kick
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- poweradd = IfElse((Var(1)),30,20)
- ctrl = 0
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 620, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 40
- animtype = light
- hitflag = MA
- guardflag = HA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-90
- hitsound = S220,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -5
- air.velocity = -3,-3
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Diagonal jumping light kick
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- poweradd = IfElse((Var(1)),30,20)
- ctrl = 0
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 200,1
- channel = 0
-
- [State 630, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 30
- animtype = light
- hitflag = MA
- guardflag = HA
- sparkno = S3200
- guard.sparkno = S3250
- sparkxy = -10,-40
- hitsound = S220,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 13
- ground.type = high
- ground.slidetime = 9
- ground.velocity = -5
- air.velocity = -3,-3
-
- [State 630, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Jumping hard punch
- [Statedef 640]
- type = A
- movetype = A
- physics = A
- anim = 640
- poweradd = IfElse((Var(1)),90,60)
- ctrl = 0
-
- [State 640, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 200,0
- channel = 1
-
- [State 640, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 640, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 160
- animtype = hard
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-90
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 640, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Diagonal jumping hard punch
- [Statedef 650]
- type = A
- movetype = A
- physics = A
- anim = 650
- poweradd = IfElse((Var(1)),90,60)
- ctrl = 0
-
- [State 650, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 200,0
- channel = 1
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 650, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 90
- animtype = hard
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-65
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 650, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Jumping hard kick
- [Statedef 660]
- type = A
- movetype = A
- physics = A
- anim = 660
- poweradd = IfElse((Var(1)),90,60)
- ctrl = 0
-
- [State 660, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 660, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 160
- animtype = hard
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-125
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 660, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Diagonal jumping hard kick
- [Statedef 670]
- type = A
- movetype = A
- physics = A
- anim = 670
- poweradd = IfElse((Var(1)),90,60)
- ctrl = 0
-
- [State 670, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 220,0
- channel = 1
-
- [State 670, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- trigger1 = Random < 500
- value = 240,1
- channel = 0
-
- [State 670, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 90
- animtype = hard
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-35
- hitsound = S260,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 670, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Jumping knockdown attack
- [Statedef 680]
- type = A
- movetype = A
- physics = A
- anim = 680
- poweradd = IfElse((Var(1)),120,80)
- ctrl = 0
-
- [State 680, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 220,0
- channel = 1
-
- [State 680, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 2
- value = 240,1
- channel = 0
-
- [State 680, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- damage = 120
- animtype = back
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S200,3
- pausetime = 12,12
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
- fall.recover = 0
-
- [State 680, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger1 = MoveContact != 1
- attr = A, NA
- damage = 150
- animtype = back
- hitflag = MA
- guardflag = HA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-10
- hitsound = S280,2
- guardsound = S200,3
- pausetime = 12,12
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
- fall.recover = 0
-
- [State 680, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Power charge (initiate)
- [Statedef 700]
- type = S
- movetype = I
- physics = S
- anim = 700
- velset = 0
- ctrl = 0
-
- [State 700, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700,0
- channel = 0
-
- [State 700, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700,1
- channel = 1
-
- [State 700, 3]
- type = PowerAdd
- trigger1 = ((Time + 2) % 2) = 0
- value = IfElse((Var(1)),8,5)
-
- [State 700, 4]
- type = ChangeState
- trigger1 = power >= 3000
- value = 715
-
- [State 700, 5]
- type = ChangeState
- triggerall = AnimElem = 2, >= 0
- trigger1 = command != "hold_x" || command != "hold_a" || command != "hold_y"
- trigger2 = Var(4) = 1 && Var(1) = 0
- value = 710
-
- [State 700, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 705
-
- ; Power charge (charging)
- [Statedef 705]
- type = S
- movetype = I
- physics = S
- anim = 705
-
- [State 705, 1]
- type = PowerAdd
- trigger1 = ((Time + 2) % 2) = 0
- value = IfElse((Var(1)),8,5)
-
- [State 705, 2]
- type = Explod
- trigger1 = ((Time + 12) % 12) = 0
- anim = 711
- ID = 700
- sprpriority = 3
- postype = p1
- pos = 0,0
- bindtime = -1
-
- [State 705, 3]
- type = ChangeState
- trigger1 = power >= 3000
- value = 715
-
- [State 705, 4]
- type = ChangeState
- trigger1 = command != "hold_x" || command != "hold_a" || command != "hold_y"
- trigger2 = Var(4) = 1 && Var(1) = 0
- value = 710
-
- ; Power charge (end)
- [Statedef 710]
- type = S
- movetype = I
- physics = S
- anim = 710
-
- [State 710, 1]
- type = StopSnd
- trigger1 = Time = 0
- channel = 0
-
- [State 710, 2]
- type = StopSnd
- trigger1 = Time = 0
- channel = 1
-
- [State 710, 3]
- type = RemoveExplod
- trigger1 = Time = 0
-
- [State 710, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = IfElse((Var(4) && Var(1) = 0),0,1)
-
- ; Power full
- [Statedef 715]
- type = S
- movetype = I
- physics = S
- anim = 715
-
- [State 715, 1]
- type = StopSnd
- trigger1 = Time = 0
- channel = 0
-
- [State 715, 2]
- type = StopSnd
- trigger1 = Time = 0
- channel = 1
-
- [State 715, 3]
- type = RemoveExplod
- trigger1 = Time = 0
-
- [State 715, 4]
- type = Explod
- trigger1 = Time = 0
- anim = 720
- postype = p1
- pos = 0,0
- sprpriority = 4
- bindtime = 1
- ownpal = 1
-
- [State 715, 5]
- type = EnvShake
- trigger1 = Time = 0
- time = 20
-
- [State 715, 6]
- type = PalFX
- trigger1 = Time % 2
- add = 64,64,64
- time = 1
-
- [State 715, 7]
- type = PlaySnd
- trigger1 = Time = 1
- value = 700,2
-
- [State 715, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Dodge
- [Statedef 725]
- type = S
- movetype = I
- physics = S
- anim = 725
- velset = 0
- ctrl = 0
-
- [State 725, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 37
-
- [State 725, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- [State 725, 3]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 725, 4]
- type = PlaySnd
- trigger1 = Time = 1
- value = 200,1
- channel = 0
-
- [State 725, 5]
- type = ChangeState
- triggerall = AnimElem = 3, >= 0
- triggerall = AnimElem = 4, < 0
- trigger1 = command = "x"
- trigger2 = command = "a"
- trigger3 = command = "y"
- trigger4 = command = "b"
- value = 730
-
- [State 725, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Dodge attack
- [Statedef 730]
- type = S
- movetype = A
- physics = S
- anim = 730
- poweradd = IfElse((Var(1)),90,60)
-
- [State 730, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 730, 2]
- type = PosAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 6
- x = 8
-
- [State 730, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 50
- animtype = hard
- guardflag = MA
- sparkno = S3210
- guard.sparkno = S3260
- sparkxy = -10,-65
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 730, 4]
- type = PosAdd
- trigger1 = AnimElem = 7
- x = 4
-
- [State 730, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Slide forward
- [Statedef 750]
- type = S
- movetype = I
- physics = S
- anim = 750
- poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)
- velset = 0
- ctrl = 0
-
- [State 750, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 20
-
- [State 750, 2]
- type = Pause
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 6
- movetime = 6
-
- [State 750, 3]
- type = EnvColor
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 4
- value = 255,255,255
- under = 1
-
- [State 750, 4]
- type = Explod
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- anim = 3040
- sprpriority = 4
- postype = p1
- pos = 0,-75
- bindtime = 1
- pausemovetime = -1
-
- [State 750, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 200,1
- channel = 0
-
- [State 750, 6]
- type = AfterImage
- trigger1 = Time = 3
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 750, 7]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 750, 8]
- type = VelSet
- trigger1 = Time = [9,24]
- x = IfElse((prevstateno = 150 || prevstateno = 152),7,5)
-
- [State 750, 9]
- type = PlayerPush
- trigger1 = Time = [9,24]
- value = 0
-
- [State 750, 10]
- type = VelSet
- trigger1 = AnimElem = 10
- x = 0
-
- [State 750, 11]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Slide backwards
- [Statedef 775]
- type = S
- movetype = I
- physics = S
- anim = 775
- poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)
- velset = 0
- ctrl = 0
-
- [State 775, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 19
-
- [State 775, 2]
- type = Pause
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 6
- movetime = 6
-
- [State 775, 3]
- type = EnvColor
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 4
- value = 255,255,255
- under = 1
-
- [State 775, 4]
- type = Explod
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- anim = 3040
- sprpriority = 4
- postype = p1
- pos = 0,-75
- bindtime = 1
- pausemovetime = -1
-
- [State 775, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 200,1
- channel = 0
-
- [State 775, 6]
- type = AfterImage
- trigger1 = Time = 3
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 775, 7]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 775, 8]
- type = VelSet
- trigger1 = Time = [8,24]
- x = IfElse((prevstateno = 150 || prevstateno = 152),-7,-5)
-
- [State 775, 9]
- type = PlayerPush
- trigger1 = Time = [8,24]
- value = 0
-
- [State 775, 10]
- type = VelSet
- trigger1 = AnimElem = 8
- x = 0
-
- [State 775, 11]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Step turn (attempt)
- [Statedef 800]
- type = S
- movetype = A
- physics = S
- anim = 800
- velset = 0,0
- ctrl = 0
-
- [State 800, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- priority = 2, miss
- sparkno = -1
- snap = 44,0,0,1
- p1stateno = 810
- p2facing = 1
- p2stateno = 830
-
- [State 800, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Step turn (success)
- [Statedef 810]
- type = S
- movetype = A
- physics = N
- anim = 810
-
- [State 810, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 810, 2]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 3210
- sprpriority = 4
- postype = p1
- pos = 51,-22
- bindtime = 1
-
- [State 810, 3]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 9
- value = 260,2
-
- [State 810, 4]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 9
- kill = IfElse((AnimElem = 9, < 0),0,1)
- value = IfElse((Var(1)),-50,-40)
-
- [State 810, 5]
- type = PosAdd
- trigger1 = AnimElem = 5
- y = -20
-
- [State 810, 6]
- type = Explod
- trigger1 = AnimElem = 7
- anim = 3210
- sprpriority = 4
- postype = p1
- pos = 63,-42
- bindtime = 1
-
- [State 810, 7]
- type = PosAdd
- trigger1 = AnimElem = 8
- y = -16
-
- [State 810, 8]
- type = Explod
- trigger1 = AnimElem = 9
- anim = 3210
- sprpriority = 4
- postype = p1
- pos = 68,-42
- bindtime = 1
-
- [State 810, 9]
- type = VelSet
- trigger1 = AnimElem = 9, = 8
- x = -3.5
- y = -6
-
- [State 810, 10]
- type = VelAdd
- trigger1 = AnimElem = 9, > 8
- y = .4
-
- [State 810, 11]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 820
-
- ; Step turn (land)
- [Statedef 820]
- type = S
- movetype = I
- physics = S
- anim = 820
- velset = 0,0
-
- [State 810, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 820, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 820, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 820, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hit by Step turn
- [Statedef 830]
- type = S
- movetype = H
- physics = S
- velset = 0,0
-
- [State 830, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 830, 2]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 830
-
- [State 830, 3]
- type = VelSet
- trigger1 = AnimTime = 0
- x = -3
- y = -5
-
- [State 830, 4]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 5050
-
- ; Aerial drop (attempt)
- [Statedef 850]
- type = S
- movetype = A
- physics = S
- anim = 850
- velset = 0,0
- ctrl = 0
-
- [State 850, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- priority = 2, miss
- sparkno = -1
- snap = 32,0,0,1
- p1stateno = 860
- p2facing = 1
- p2stateno = 870
-
- [State 850, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Aerial drop (success)
- [Statedef 860]
- type = S
- movetype = A
- physics = S
- anim = 860
-
- [State 860, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 81
-
- [State 860, 2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 860, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 880
- sprpriority = 0
- postype = p1
- pos = 56,-76
- bindtime = 1
-
- [State 860, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 1500,1
-
- [State 860, 5]
- type = TargetBind
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 5, < 0
- pos = 20,0
-
- [State 860, 6]
- type = TargetBind
- trigger1 = AnimElem = 5, >= 0
- trigger1 = AnimElem = 6, < 0
- pos = 42,-64
-
- [State 860, 7]
- type = TargetBind
- trigger1 = AnimElem = 6, >= 0
- trigger1 = AnimElem = 7, < 0
- pos = 30,-52
-
- [State 860, 8]
- type = TargetBind
- trigger1 = AnimElem = 7, >= 0
- trigger1 = AnimElem = 8, < 0
- pos = 22,-58
-
- [State 860, 9]
- type = TargetBind
- trigger1 = AnimElem = 8, >= 0
- trigger1 = AnimElem = 9, < 0
- pos = 2,-60
-
- [State 860, 10]
- type = TargetBind
- trigger1 = AnimElem = 9, >= 0
- trigger1 = AnimElem = 10, < 0
- pos = -26,-50
-
- [State 860, 11]
- type = TargetBind
- trigger1 = AnimElem = 10
- pos = -26,-110
-
- [State 860, 12]
- type = TargetLifeAdd
- trigger1 = AnimElem = 10, = 1
- value = IfElse((Var(1)),-187 ,-150)
-
- [State 860, 13]
- type = TargetState
- trigger1 = AnimElem = 10, = 1
- value = 880
-
- [State 860, 14]
- type = PlaySnd
- trigger1 = AnimElem = 10, = 1
- value = 850,0
-
- [State 860, 15]
- type = PlaySnd
- trigger1 = AnimElem = 10, = 3
- value = 240,1
-
- [State 860, 16]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Thrown by Aerial drop
- [Statedef 870]
- type = S
- movetype = H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 870, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 870
-
- [State 870, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 35
-
- [State 870, 3]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- ; Thrown by Aerial drop (in the air)
- (in the air)
- [Statedef 880]
- type = A
- movetype = H
- physics = N
-
- [State 880, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 2.3
- y = -7
-
- [State 880, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 880, 3]
- type = PosAdd
- trigger1 = Time = 3
- x = 10
-
- [State 880, 4]
- type = SelfState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 5100
-
- ; Short jump
- [Statedef 950]
- type = A
- movetype = I
- physics = A
- anim = 950
-
- [State 950, 1]
- type = VelSet
- trigger1 = Time = 0
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-3.1,3.4))
- y = -6.5
-
- [State 950, 2]
- type = VelSet
- trigger1 = Time = 0 && Var(5)
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,5))
-
- [State 950, 3]
- type = AfterImage
- trigger1 = Time = 0 && Var(5) && Vel X != 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 0,0,0
- palcontrast = 128,128,128
- palmul = 1,1,1
-
- [State 950, 4]
- type = ChangeState
- trigger1 = Pos Y >= 0 && Vel Y > 0
- value = 52
-
- ; Light scramble dash (start)
- [Statedef 1000]
- type = S
- movetype = I
- physics = S
- anim = 1000
- poweradd = 100
- velset = 0
- ctrl = 0
-
- [State 1000, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 1000, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,0
- channel = 0
-
- [State 1000, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 1000,1
- channel = 1
-
- [State 1000, 4]
- type = Explod
- trigger1 = AnimElem = 3
- anim = 1005
- sprpriority = 2
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1000, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1010
-
- ; Light scramble dash (slide)
- [Statedef 1010]
- type = S
- movetype = I
- physics = N
- anim = 1010
- velset = 12
-
- [State 1010, 1]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- [State 1010, 2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1010, 3]
- type = AfterImage
- trigger1 = Time = 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 0,0,0
- palcontrast = 255,255,255
- palmul = .8,.8,.8
-
- [State 1010, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1000,2
- channel = 2
-
- [State 1010, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1020
-
- ; Light scramble dash (stop)
- [Statedef 1020]
- type = S
- movetype = I
- physics = S
- anim = 1020
-
- [State 1020, 1]
- type = AfterImage
- trigger1 = Time = 0
- Time = 0
-
- [State 1020, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard scramble dash (start)
- [Statedef 1050]
- type = S
- movetype = I
- physics = S
- anim = 1050
- poweradd = 100
- velset = 0
- ctrl = 0
-
- [State 1050, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 9
-
- [State 1050, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,0
- channel = 0
-
- [State 1050, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 5
- value = 1000,1
- channel = 1
-
- [State 1050, 4]
- type = Explod
- trigger1 = AnimElem = 3
- anim = 1055
- sprpriority = 2
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1050, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1060
-
- ; Hard scramble dash (in the air)
- [Statedef 1060]
- type = A
- movetype = I
- physics = N
- anim = 1060
- velset = 9,-6
-
- [State 1060, 1]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- [State 1060, 2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1060, 3]
- type = VelAdd
- trigger1 = Time > 0
- y = .63
-
- [State 1060, 4]
- type = AfterImage
- trigger1 = Time = 0
- time = 20
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 0,0,0
- palcontrast = 255,255,255
- palmul = .8,.8,.8
-
- [State 1060, 5]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,2
- channel = 2
-
- [State 1060, 6]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1070
-
- ; Hard scramble dash (land)
- [Statedef 1070]
- type = S
- movetype = I
- physics = S
- anim = 1070
- velset = 0,0
-
- [State 1070, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1070, 2]
- type = AfterImage
- trigger1 = Time = 0
- Time = 0
-
- [State 1070, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Hunting air (start)
- [Statedef 1100]
- type = S
- movetype = A
- physics = S
- anim = 1100
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 1100, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 1
-
- [State 1100, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = 2
-
- [State 1100, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1100,0
- channel = 0
-
- [State 1100, 4]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 1105
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1100, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1110
-
- ; Light Hunting air (in the air)
- [Statedef 1110]
- type = A
- movetype = A
- physics = N
- anim = 1110
- velset = 5,-7
-
- [State 1110, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .54
-
- [State 1110, 2]
- type = VelAdd
- trigger1 = Vel X > 0
- x = -.4
-
- [State 1110, 3]
- type = VelSet
- trigger1 = Vel X < 0
- x = 0
-
- [State 1110, 4]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1110, 5]
- type = SprPriority
- trigger1 = Time = 0
- value = 2
-
- [State 1110, 6]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,2
- channel = 1
-
- [State 1110, 7]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, SA
- damage = 110,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-40
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 1110, 8]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 1130
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 1110, 9]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger1 = MoveContact != 1
- attr = A, SA
- damage = 110,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 1110, 10]
- type = HitDef
- trigger1 = AnimElem = 6
- trigger1 = MoveContact != 1
- attr = A, SA
- damage = 110,10
- animtype = hard
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-105
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 1110, 11]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1120
-
- ; Light Hunting air (land)
- [Statedef 1120]
- type = S
- movetype = I
- physics = S
- anim = 1120
- velset = 0,0
-
- [State 1120, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1120, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1120, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Hunting air (start)
- [Statedef 1150]
- type = S
- movetype = A
- physics = S
- anim = 1150
- poweradd = 140
- velset = 0
- ctrl = 0
-
- [State 1150, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 1150, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = 2
-
- [State 1150, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1100,0
- channel = 0
-
- [State 1150, 4]
- type = Explod
- trigger1 = AnimElem = 6
- anim = 1155
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1150, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1160
-
- ; Hard Hunting air (in the air)
- [Statedef 1160]
- type = A
- movetype = A
- physics = N
- anim = 1160
- velset = 0,-7
-
- [State 1160, 1]
- type = VelAdd
- trigger1 = AnimElem = 1, > 0
- trigger1 = AnimElem = 6, < 0
- y = .3
-
- [State 1160, 2]
- type = PosAdd
- trigger1 = Time = 0
- x = 40
-
- [State 1160, 3]
- type = SprPriority
- trigger1 = Time = 0
- value = 2
-
- [State 1160, 4]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,2
- channel = 1
-
- [State 1160, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- damage = 110,10
- animtype = up
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0,-10
- air.velocity = 0,-6
- fall = 1
- fall.recover = 0
-
- [State 1160, 6]
- type = VelSet
- trigger1 = AnimElem = 6
- y = 0
-
- [State 1160, 7]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = A, SA
- damage = 100,10
- animtype = up
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-130
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -2,-7
-
- [State 1160, 8]
- type = VelSet
- trigger1 = AnimElem = 12
- y = -2
-
- [State 1160, 9]
- type = VelAdd
- trigger1 = AnimElem = 12, > 0
- y = .5
-
- [State 1160, 10]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1170
-
- ; Hard Hunting air (land)
- [Statedef 1170]
- type = S
- movetype = I
- physics = S
- anim = 1170
- velset = 0,0
-
- [State 1170, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1170, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1170, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Glider stamp (start)
- [Statedef 1200]
- type = A
- movetype = A
- physics = N
- anim = 1200
- poweradd = 100
- velset = 0,0
- ctrl = 0
-
- [State 1200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1200,0
- channel = 0
-
- [State 1200, 2]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 1205
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1200, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1210
-
- ; Light Glider stamp (glide)
- [Statedef 1210]
- type = A
- movetype = A
- physics = N
- anim = 1210
- velset = 4,7
-
- [State 1210, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 1000,1
- channel = 1
-
- [State 1210, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- damage = 110,10
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-10
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -3,-5
- air.velocity = -3,-3
- fall = 1
-
- [State 1210, 3]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1220
-
- ; Light Glider stamp (land)
- [Statedef 1220]
- type = S
- movetype = I
- physics = S
- anim = 1220
- velset = 0,0
-
- [State 1220, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1220, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1220, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Glider stamp (start)
- [Statedef 1250]
- type = A
- movetype = A
- physics = N
- anim = 1250
- poweradd = 100
- velset = 0,0
- ctrl = 0
-
- [State 1250, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1200,0
- channel = 0
-
- [State 1250, 2]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 1255
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1250, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1260
-
- ; Hard Glider stamp (glide)
- [Statedef 1260]
- type = A
- movetype = A
- physics = N
- anim = 1260
- velset = 8,7
-
- [State 1260, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 1000,1
- channel = 1
-
- [State 1260, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- damage = 120,10
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-25
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = -3,-5
- air.velocity = -3,-3
- fall = 1
-
- [State 1260, 3]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1270
-
- ; Hard Glider stamp (land)
- [Statedef 1270]
- type = S
- movetype = I
- physics = S
- anim = 1270
- velset = 0,0
-
- [State 1270, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1270, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1270, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Slide touch
- [Statedef 1300]
- type = S
- movetype = A
- physics = S
- anim = 1300
- poweradd = 100
- velset = 0
- ctrl = 0
-
- [State 1300, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1300,0
- channel = 0
-
- [State 1300, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 1
- value = 1300,1
- channel = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 120
- animtype = back
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
-
- [State 1300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Slide touch (start)
- [Statedef 1350]
- type = S
- movetype = A
- physics = S
- anim = 1350
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 1350, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 1350,0
- channel = 0
-
- [State 1350, 1]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 1355
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1350, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1360
-
- ; Hard Slide touch (attack)
- [Statedef 1360]
- type = S
- movetype = A
- physics = S
- anim = 1360
-
- [State 1360, 1]
- type = VelSet
- trigger1 = Time = [0,11]
- x = 5
-
- [State 1360, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1000,2
- channel = 1
-
- [State 1360, 3]
- type = VelSet
- trigger1 = Time = 12
- x = 0
-
- [State 1360, 4]
- type = PlaySnd
- trigger1 = AnimElem = 6, = 1
- value = 1300,1
- channel = 2
-
- [State 1360, 5]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- damage = 120
- animtype = back
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
-
- [State 1360, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Shooting dancer thrust (start)
- [Statedef 1400]
- type = S
- movetype = A
- physics = S
- anim = 1400
- poweradd = 120
- ctrl = 0
-
- [State 1400, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1410
-
- ; Light Shooting dancer thrust (slide)
- [Statedef 1410]
- type = S
- movetype = A
- physics = S
- anim = 1410
-
- [State 1410, 1]
- type = VelSet
- trigger1 = Time = [0,10]
- x = 7
-
- [State 1410, 2]
- type = VelSet
- trigger1 = Time = 11
- x = 0
-
- [State 1410, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 50
- animtype = hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-65
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 1410, 4]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 1415
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1410, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1420
-
- ; Light Shooting dancer thrust (attack)
- [Statedef 1420]
- type = C
- movetype = A
- physics = C
- anim = 1420
-
- [State 1420, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 1
-
- [State 1420, 2]
- type = VelSet
- trigger1 = Time = [0,5]
- x = 9
-
- [State 1420, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1400,0
- channel = 0
-
- [State 1420, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1000,2
- channel = 1
-
- [State 1420, 5]
- type = PlaySnd
- trigger1 = AnimElem = 7, = 1
- value = 1300,1
- channel = 2
-
- [State 1420, 6]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- damage = 70
- animtype = hard
- hitflag = MA
- guardflag = LA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-15
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -10
- air.velocity = -4,-3
-
- [State 1420, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Shooting dancer thrust (start)
- [Statedef 1450]
- type = S
- movetype = A
- physics = S
- anim = 1450
- poweradd = 140
- velset = 0
- ctrl = 0
-
- [State 1450, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1460
-
- ; Hard Shooting dancer thrust (slide)
- [Statedef 1460]
- type = S
- movetype = A
- physics = S
- anim = 1460
-
- [State 1460, 1]
- type = VelSet
- trigger1 = Time = [0,6]
- x = 7
-
- [State 1460, 2]
- type = VelSet
- trigger1 = Time = 7
- x = 0
-
- [State 1460, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 1465
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1460, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1470
-
- ; Hard Shooting dancer thrust (attack)
- [Statedef 1470]
- type = S
- movetype = A
- physics = S
- anim = 1470
-
- [State 1470, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1470, 2]
- type = VelSet
- trigger1 = Time = [0,9]
- x = 7
-
- [State 1470, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1450,0
- channel = 0
-
- [State 1470, 4]
- type = PlaySnd
- trigger1 = Time = 2
- value = 1000,2
- channel = 1
-
- [State 1470, 5]
- type = PosAdd
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 11
- x = 8
-
- [State 1470, 6]
- type = PlaySnd
- trigger1 = AnimElem = 9, = 1
- value = 1300,1
- channel = 2
-
- [State 1470, 7]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, SA
- damage = 150
- animtype = back
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-75
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-5
- fall = 1
-
- [State 1470, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Direction change (start)
- [Statedef 1500]
- type = S
- movetype = A
- physics = S
- anim = 1500
- poweradd = 100
- velset = 0
- ctrl = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 1500, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1510
-
- ; Light Direction change (in the air)
- [Statedef 1510]
- type = A
- movetype = A
- physics = N
- anim = 1510
- velset = 3.2,-8
-
- [State 1510, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .49
-
- [State 1510, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1510, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,1
- channel = 1
-
- [State 1510, 4]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger1 = P2Stateno != [120,152]
- trigger1 = P2Statetype != A
- attr = A, ST
- damage = 0
- numhits = 0
- sprpriority = 3
- animtype = light
- priority = 5
- hitflag = M
- guardflag = MA
- getpower = 0
- sparkno = -1
- guard.sparkno = -1
- pausetime = 0,0
- p1stateno = 1520
- p2stateno = 1515
- ground.hittime = 19
- ground.slidetime = 19
- ground.velocity = 0
-
- [State 1510, 5]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1530
-
- ; Direction change (getting hit)
- [Statedef 1515]
- type = S
- movetype = H
- physics = S
- ctrl = 0
-
- [State 1515, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1515
-
- [State 1515, 2]
- type = RemoveExplod
- trigger1 = Time = 0
-
- [State 1515, 3]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Direction change (hitting)
- [Statedef 1520]
- type = A
- movetype = A
- physics = N
- anim = 1520
- velset = 0,0
-
- [State 1520, 1]
- type = BindToTarget
- trigger1 = Time = 0
- pos = 0,16,head
- time = 12
-
- [State 1520, 2]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 1520, 3]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1520, 4]
- type = Explod
- trigger1 = Time = 0
- anim = 1525
- sprpriority = 2
- postype = p1
- pos = 0,-16
- bindtime = 1
-
- [State 1520, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1500,0
- channel = 0
-
- [State 1520, 6]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1500,1
- channel = 2
-
- [State 1520, 7]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 2
-
- [State 1520, 8]
- type = VelAdd
- trigger1 = AnimElem = 3, >= 0
- y = .5
-
- [State 1520, 9]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1530
-
- ; Light Direction change (land)
- [Statedef 1530]
- type = S
- movetype = I
- physics = S
- anim = 1530
- velset = 0,0
-
- [State 1530, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1530, 2]
- type = Turn
- trigger1 = Time = 0
-
- [State 1530, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1530, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Direction change (start)
- [Statedef 1550]
- type = S
- movetype = A
- physics = S
- anim = 1550
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 1550, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 1550, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1560
-
- ; Hard Direction change (in the air)
- [Statedef 1560]
- type = A
- movetype = A
- physics = N
- anim = 1560
- velset = 4.5,-8
-
- [State 1560, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .49
-
- [State 1560, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 1560, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,1
- channel = 1
-
- [State 1560, 4]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger1 = P2Stateno != [120,152]
- trigger1 = P2Statetype != A
- attr = A, ST
- damage = 0
- numhits = 0
- sprpriority = 3
- animtype = light
- priority = 5
- hitflag = M
- guardflag = MA
- guard.sparkno = -1
- sparkno = -1
- getpower = 0
- pausetime = 0,0
- p1stateno = 1570
- p2stateno = 1515
- ground.hittime = 19
- ground.slidetime = 19
- ground.velocity = 0
-
- [State 1560, 5]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1580
-
- ; Hard Direction change (hitting)
- [Statedef 1570]
- type = A
- movetype = A
- physics = N
- anim = 1570
- velset = 0,0
-
- [State 1570, 1]
- type = BindToTarget
- trigger1 = Time = 0
- pos = 0,16,head
- time = 12
-
- [State 1570, 2]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 1570, 3]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1570, 4]
- type = Explod
- trigger1 = Time = 0
- anim = 1525
- sprpriority = 2
- postype = p1
- pos = 0,-16
- bindtime = 1
-
- [State 1570, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1500,0
- channel = 0
-
- [State 1570, 6]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1500,1
- channel = 2
-
- [State 1570, 7]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 2
-
- [State 1570, 8]
- type = VelAdd
- trigger1 = AnimElem = 3, >= 0
- y = .5
-
- [State 1570, 9]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1580
-
- ; Hard Direction change (land)
- [Statedef 1580]
- type = S
- movetype = I
- physics = S
- anim = 1580
- velset = 0,0
-
- [State 1580, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1580, 2]
- type = Turn
- trigger1 = Time = 0
-
- [State 1580, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1580, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Shooting dancer step (start)
- [Statedef 1600]
- type = S
- movetype = A
- physics = S
- anim = 1600
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 1600, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1610
-
- ; Light Shooting dancer step (slide)
- [Statedef 1610]
- type = S
- movetype = A
- physics = S
- anim = 1610
-
- [State 1610, 1]
- type = VelSet
- trigger1 = Time = [0,10]
- x = 7
-
- [State 1610, 2]
- type = VelSet
- trigger1 = Time = 11
- x = 0
-
- [State 1610, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 50
- animtype = hard
- priority = 5
- hitflag = MA
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-65
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 20
- ground.velocity = -11
- air.velocity = -4,-3
-
- [State 1610, 4]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 1615
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1610, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1620
-
- ; Light Shooting dancer step (in the air)
- [Statedef 1620]
- type = A
- movetype = A
- physics = N
- anim = 1620
- velset = 3,-7.2
-
- [State 1620, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .46
-
- [State 1620, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1600,0
- channel = 0
-
- [State 1620, 3]
- type = PlaySnd
- trigger1 = Time = 2
- value = 40,0
- channel = 1
-
- [State 1620, 4]
- type = PlaySnd
- trigger1 = Time = 4
- value = 1000,2
- channel = 2
-
- [State 1620, 5]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = A, SA
- damage = 50
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-20
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- p2stateno = 1625
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = 0,3
- air.velocity = 0,3
- fall = 1
- fall.recover = 0
- fall.xvelocity = 0
- fall.yvelocity = -3.5
-
- [State 1620, 6]
- type = ChangeState
- trigger1 = MoveContact = 1
- value = 1630
-
- [State 1620, 7]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1640
-
- ; Being hit by Shooting dancer step
- [Statedef 1625]
- type = A
- movetype = H
- physics = N
-
- [State 1625, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 5050
-
- [State 1625, 2]
- type = VelSet
- trigger1 = 1
- x = 0
- y = 0
-
- [State 1625, 3]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 1626
-
- ; Being hit by Shooting dancer step
- [Statedef 1626]
- type = A
- movetype = H
- physics = N
-
- [State 1626, 1]
- type = VelAdd
- trigger1 = 1
- y = .53
-
- [State 1626, 2]
- type = EnvShake
- trigger1 = Pos Y > 10
- trigger1 = Vel Y > 0
- time = 15
-
- [State 1626, 3]
- type = SelfState
- trigger1 = Pos Y > 10
- trigger1 = Vel Y > 0
- value = 5100
-
- ; Light Shooting dancer step (bounce)
- [Statedef 1630]
- type = A
- movetype = I
- physics = N
- anim = 1630
- velset = 3.5,-6.9
-
- [State 1630, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .46
-
- [State 1630, 2]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1645
-
- ; Light Shooting dancer step (land 1)
- [Statedef 1640]
- type = S
- movetype = I
- physics = S
- anim = 1640
- velset = 0,0
-
- [State 1640, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1640, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1640, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Shooting dancer step (land 2)
- [Statedef 1645]
- type = S
- movetype = I
- physics = S
- anim = 1645
- velset = 0,0
-
- [State 1645, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1645, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1645, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Shooting dancer step (start)
- [Statedef 1650]
- type = S
- movetype = A
- physics = S
- anim = 1650
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 1650, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1660
-
- ; Hard Shooting dancer step (slide)
- [Statedef 1660]
- type = S
- movetype = A
- physics = S
- anim = 1660
-
- [State 1660, 1]
- type = VelSet
- trigger1 = Time = [0,10]
- x = 7
-
- [State 1660, 2]
- type = VelSet
- trigger1 = Time = 11
- x = 0
-
- [State 1660, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 50
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-65
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 20
- ground.velocity = -11
- air.velocity = -4,-3
-
- [State 1660, 4]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 1615
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 1660, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1670
-
- ; Hard Shooting dancer step (in the air)
- [Statedef 1670]
- type = A
- movetype = A
- physics = N
- anim = 1670
- velset = 3,-7.2
-
- [State 1670, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .46
-
- [State 1670, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1650,0
- channel = 0
-
- [State 1670, 3]
- type = PlaySnd
- trigger1 = Time = 2
- value = 40,0
- channel = 1
-
- [State 1670, 4]
- type = PlaySnd
- trigger1 = Time = 4
- value = 1000,2
- channel = 2
-
- [State 1670, 5]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = A, SA
- damage = 50
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-20
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 10,10
- p2stateno = 1625
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = 0,3
- air.velocity = 0,3
- fall = 1
- fall.recover = 0
- fall.xvelocity = 0
- fall.yvelocity = -3.5
-
- [State 1670, 6]
- type = ChangeState
- trigger1 = MoveContact = 1
- value = 1680
-
- [State 1670, 7]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1690
-
- ; Hard Shooting dancer step (bounce)
- [Statedef 1680]
- type = A
- movetype = I
- physics = N
- anim = 1680
- velset = -2.3,-6.9
-
- [State 1680, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .46
-
- [State 1680, 2]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 1695
-
- ; Hard Shooting dancer step (land 1)
- [Statedef 1690]
- type = S
- movetype = I
- physics = S
- anim = 1690
- velset = 0,0
-
- [State 1690, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1690, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1690, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Shooting dancer step (land 2)
- [Statedef 1695]
- type = S
- movetype = I
- physics = S
- anim = 1695
- velset = 0,0
-
- [State 1695, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1695, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 1695, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Orochi no chikara o mezameru
- [Statedef 2000]
- type = S
- movetype = I
- physics = S
- anim = 2000
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 2000, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 2000, 2]
- type = AttackMulSet
- trigger1 = Time = 0
- value = 1.25
-
- [State 2000, 3]
- type = DefenceMulSet
- trigger1 = Time = 0
- value = 1.15
-
- [State 2000, 4]
- type = Pause
- trigger1 = AnimElem = 2
- time = 151
- movetime = 151
-
- [State 2000, 5]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 2000,0
-
- [State 2000, 6]
- type = PlaySnd
- trigger1 = AnimElem = 6, = 1
- value = 2000,1
-
- [State 2000, 7]
- type = Explod
- trigger1 = AnimElem = 9
- anim = 2010
- sprpriority = 4
- postype = p1
- pos = 26,-62
- shadow = 68,68,68
- bindtime = -1
- pausemovetime = -1
-
- [State 2000, 8]
- type = Explod
- trigger1 = AnimElem = 11
- anim = 2015
- sprpriority = 4
- postype = p1
- pos = -38,-62
- shadow = 68,68,68
- bindtime = -1
- pausemovetime = -1
-
- [State 2000, 9]
- type = VarSet
- trigger1 = AnimTime = 0
- var(1) = 1000
-
- [State 2000, 10]
- type = VarSet
- trigger1 = AnimTime = 0
- var(4) = 1
-
- ;[State 2000, 11]
- ;type = Helper
- ;trigger1 = AnimTime = 0
- ;stateno = 2090
- ;postype = p1
- ;pos = 0,15
- ;name = "Timer"
- ;helpertype = normal
- ;keyctrl = 0
- ;ownpal = 1
-
- [State 2000, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Revert
- [Statedef 2050]
- type = S
- movetype = I
- physics = S
- anim = 2050
- velset = 0
- ctrl = 0
-
- [State 2050, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 2050, 4]
- type = VarSet
- trigger1 = Time = 0
- var(1) = 0
-
- [State 2050, 4]
- type = VarSet
- trigger1 = Time = 0
- var(4) = 0
-
- [State 2050, 5]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 2095
-
- [State 2050, 6]
- type = Explod
- trigger1 = Time = 0
- anim = 2060
- sprpriority = 2
- postype = p1
- pos = -28,-66
- shadow = 68,68,68
- bindtime = 1
-
- [State 2050, 7]
- type = Explod
- trigger1 = Time = 0
- anim = 2065
- sprpriority = 2
- postype = p1
- pos = 16,-66
- shadow = 68,68,68
- bindtime = 1
-
- [State 2050, 8]
- type = AttackMulSet
- trigger1 = Time = 0
- value = 1
-
- [State 2050, 9]
- type = DefenceMulSet
- trigger1 = Time = 0
- value = 1
-
- [State 2050, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Timer
- [Statedef 2090]
- anim = 2091
-
- [State 2090, 1]
- type = BindToRoot
- trigger1 = 1
- pos = 0,15
-
- [State 2090, 2]
- type = AssertSpecial
- trigger1 = 1
- flag = NoShadow
-
- [State 2090, 3]
- type = Explod
- trigger1 = Time = 0
- trigger1 = facing = 1
- anim = 2090
- id = 2090
- postype = p1
- pos = 0,0
- facing = 1
- bindtime = -1
- removetime = -1
- ontop = 1
-
- [State 2090, 4]
- type = Explod
- trigger1 = Time = 0
- trigger1 = facing = -1
- anim = 2090
- id = 2090
- postype = p1
- pos = 0,0
- facing = -1
- bindtime = -1
- removetime = -1
- ontop = 1
-
- [State 2090, 5]
- type = Explod
- trigger1 = Time = 0
- trigger1 = facing = 1
- anim = 2095
- id = 2095
- postype = p1
- pos = 43,0
- facing = 1
- removetime = 99999
- bindtime = -1
- ontop = 1
- ignorehitpause = 1
-
- [State 2090, 6]
- type = Explod
- trigger1 = Time = 0
- trigger1 = facing = -1
- anim = 2095
- id = 2095
- postype = p1
- pos = -43,0
- facing = -1
- removetime = 99999
- bindtime = -1
- ontop = 1
- ignorehitpause = 1
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = root, Var(4) = 1
- ID = 2095
- scale = (1000 - root, Var(1)) / 1000.0,1
- ontop = 1
-
- [State 2090, 8]
- type = ChangeState
- trigger1 = root, Var(4) = 0
- trigger2 = root, stateno = 5150
- trigger3 = root, stateno = 180
- trigger4 = root, stateno = 0
- trigger4 = root, ctrl = 0
- value = 2095
-
- ; Timer (disappearing)
- [Statedef 2095]
- anim = 2091
-
- [State 2095, 1]
- type = BindToRoot
- trigger1 = 1
- pos = 0,15
-
- [State 2095, 2]
- type = RemoveExplod
- trigger1 = Time = 0
-
- [State 2095, 3]
- type = Explod
- trigger1 = Time = 0 && Facing = 1
- anim = 2096
- postype = p1
- pos = 0,0
- facing = 1
- removetime = -1
- bindtime = -1
- ontop = 1
-
- [State 2095, 4]
- type = Explod
- trigger1 = Time = 0 && Facing = -1
- anim = 2096
- postype = p1
- pos = 0,0
- facing = -1
- removetime = -1
- bindtime = -1
- ontop = 1
-
- [State 2095, 5]
- type = ModifyExplod
- trigger1 = 1
- scale = 1,(1-(0.05*Time))
-
- [State 2095, 6]
- type = RemoveExplod
- trigger1 = Time = 20
-
- [State 2095, 7]
- type = DestroySelf
- trigger1 = Time = 20
-
- ; DM Twister drive (start)
- [Statedef 2100]
- type = S
- movetype = A
- physics = S
- anim = 2100
- velset = 0
- ctrl = 0
-
- [State 2100, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 2100, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 10
-
- [State 2100, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 2100, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3000
- sprpriority = -2
- postype = p1
- pos = -5,-42
- bindtime = 1
- supermove = 1
-
- [State 2100, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3010
- sprpriority = 4
- postype = p1
- pos = -5,-42
- bindtime = 1
- supermove = 1
-
- [State 2100, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2100,0
- channel = 0
-
- [State 2100, 7]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 3000,0
-
- [State 2100, 8]
- type = Explod
- trigger1 = AnimTime = 0
- anim = 2105
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2100, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2110
-
- ; DM Twister drive (in the air)
- [Statedef 2110]
- type = A
- movetype = A
- physics = N
- anim = 2110
- velset = 1.8,-1.8
-
- [State 2110, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 5
-
- [State 2110, 2]
- type = AfterImage
- trigger1 = Time = 0
- time = 67
- length = 10
- framegap = 3
- trans = add1
-
- [State 2110, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,0
- channel = 1
-
- [State 2110, 4]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1000,2
- channel = 2
-
- [State 2110, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- damage = 40,10
- getpower = 0
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 2,2
- ground.type = low
- ground.velocity = -1,-4
- air.velocity = -1,-4
- fall = 1
- fall.recover = 0
-
- [State 2110, 6]
- type = Explod
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 21
- anim = 2140
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 2110, 7]
- type = HitDef
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 11
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 15
- trigger6 = AnimElem = 17
- trigger7 = AnimElem = 19
- trigger8 = AnimElem = 21
- attr = A, HA
- damage = 20,10
- getpower = 0
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -20,-75
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 5,5
- ground.type = low
- ground.velocity = -1,-4
- air.velocity = -1,-4
- fall = 1
- fall.recover = 0
-
- [State 2110, 8]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2110, 9]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- ignorehitpause = 1
-
- [State 2110, 10]
- type = VelSet
- trigger1 = AnimElem = 23
- x = 0
- y = 0
-
- [State 2110, 11]
- type = HitDef
- trigger1 = AnimElem = 23
- attr = A, HA
- damage = 50,10
- getpower = 0
- animtype = up
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -20,-120
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 28,28
- ground.type = low
- ground.velocity = -2.5,-7
- air.velocity = -2.5,-7
- fall = 1
- fall.recover = 0
-
- [State 2110, 12]
- type = EnvShake
- trigger1 = Time > 40 && MoveHit
- time = 24
- ignorehitpause = 1
-
- [State 2110, 13]
- type = MoveHitReset
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 2110, 14]
- type = Explod
- trigger1 = AnimElem = 27
- anim = 2115
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2110, 15]
- type = PlaySnd
- trigger1 = AnimElem = 27
- value = 1000,2
- channel = 3
-
- [State 2110, 16]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2120
-
- ; DM Twister drive (downwards)
- [Statedef 2120]
- type = A
- movetype = I
- physics = N
- anim = 2120
- velset = 8.4,9
-
- [State 2120, 1]
- type = AfterImage
- trigger1 = Time = 0
- time = 10
- length = 10
- framegap = 3
- trans = add1
-
- [State 2120, 2]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 2130
-
- ; DM Twister drive (land)
- [Statedef 2130]
- type = S
- movetype = I
- physics = S
- anim = 2130
- velset = 0,0
-
- [State 2130, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 2130, 2]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 24
-
- [State 2130, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; SDM Twister drive (start)
- [Statedef 2150]
- type = S
- movetype = A
- physics = S
- anim = 2150
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2150, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 2150, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 10
-
- [State 2150, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 2150, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3020
- sprpriority = -2
- postype = p1
- pos = -5,-42
- bindtime = 1
- supermove = 1
-
- [State 2150, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3030
- sprpriority = 4
- postype = p1
- pos = -5,-42
- bindtime = 1
- supermove = 1
-
- [State 2150, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2100,0
- channel = 0
-
- [State 2150, 7]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 3000,0
-
- [State 2150, 8]
- type = Explod
- trigger1 = AnimTime = 0
- anim = 2151
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2150, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2155
-
- ; SDM Twister drive (in the air 1)
- [Statedef 2155]
- type = A
- movetype = A
- physics = N
- anim = 2155
- velset = 1.9,-2
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2110, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 5
-
- [State 2155, 2]
- type = AfterImage
- trigger1 = Time = 0
- time = 27
- length = 10
- framegap = 3
- trans = add1
-
- [State 2155, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,0
- channel = 1
-
- [State 2155, 4]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1000,2
- channel = 2
-
- [State 2155, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- damage = 30,10
- getpower = 0
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 2,2
- ground.type = low
- ground.velocity = -1,-4
- air.velocity = -1,-4
- fall = 1
- fall.recover = 0
-
- [State 2110, 6]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2110, 7]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- ignorehitpause = 1
-
- [State 2110, 8]
- type = MoveHitReset
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 2155, 9]
- type = Explod
- trigger1 = AnimElem = 6
- anim = 2140
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 2155, 10]
- type = HitDef
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 12
- attr = A, HA
- damage = 30,10
- getpower = 0
- animtype = up
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -20,-75
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 5,5
- ground.type = low
- ground.velocity = -1.6,-7.4
- air.velocity = -1.6,-7.4
- fall = 1
- fall.recover = 0
-
- [State 2155, 11]
- type = VelSet
- trigger1 = AnimElem = 13, = 1
- x = 0
- y = 0
-
- [State 2155, 12]
- type = Explod
- trigger1 = AnimElem = 15
- anim = 2156
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2155, 13]
- type = PlaySnd
- trigger1 = AnimElem = 15
- value = 1000,2
- channel = 3
-
- [State 2155, 14]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2160
-
- ; SDM Twister drive (downwards 1)
- [Statedef 2160]
- type = A
- movetype = I
- physics = N
- anim = 2160
- velset = 6.5,5.5
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2160, 1]
- type = AfterImage
- trigger1 = Time = 0
- time = 5
- length = 10
- framegap = 3
- trans = add1
-
- [State 2160, 2]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 2165
-
- ; SDM Twister drive (land 1)
- [Statedef 2165]
- type = S
- movetype = I
- physics = S
- anim = 2165
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2165, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 2165, 2]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 14
-
- [State 2165, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2166
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2165, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2170
-
- ; SDM Twister drive (in the air 2)
- [Statedef 2170]
- type = A
- movetype = A
- physics = N
- anim = 2170
- velset = 1.8,-2
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2170, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2170, 2]
- type = Width
- trigger1 = 1
- edge = 7,0
-
- [State 2170, 2]
- type = AfterImage
- trigger1 = Time = 0
- time = 67
- length = 10
- framegap = 3
- trans = add1
-
- [State 2170, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,0
- channel = 1
-
- [State 2170, 4]
- type = PlaySnd
- trigger1 = Time = 3
- value = 1000,2
- channel = 2
-
- [State 2170, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- damage = 30,10
- getpower = 0
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 2,2
- ground.type = low
- ground.velocity = -1,-4
- air.velocity = -1,-4
- fall = 1
- fall.recover = 0
-
- [State 2110, 6]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2110, 7]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- ignorehitpause = 1
-
- [State 2170, 8]
- type = Explod
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 21
- anim = 2140
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 2170, 9]
- type = HitDef
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 11
- trigger4 = AnimElem = 13
- trigger5 = AnimElem = 15
- trigger6 = AnimElem = 17
- trigger7 = AnimElem = 19
- trigger8 = AnimElem = 21
- attr = A, HA
- damage = 30,10
- getpower = 0
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -20,-75
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 5,5
- ground.type = low
- ground.velocity = -1,-4
- air.velocity = -1,-4
- fall = 1
- fall.recover = 0
-
- [State 2170, 10]
- type = VelSet
- trigger1 = AnimElem = 23
- x = 0
- y = 0
-
- [State 2170, 11]
- type = HitDef
- trigger1 = AnimElem = 23
- attr = A, HA
- damage = 20,10
- getpower = 0
- animtype = up
- priority = 6
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -20,-120
- hitsound = S280,2
- guardsound = S1100,3
- pausetime = 28,28
- ground.type = low
- ground.velocity = -2.5,-7
- air.velocity = -2.5,-7
- fall = 1
- fall.recover = 0
-
- [State 2170, 12]
- type = EnvShake
- trigger1 = Time > 45 && MoveHit
- time = 24
- ignorehitpause = 1
-
- [State 2170, 13]
- type = MoveHitReset
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 2170, 14]
- type = Explod
- trigger1 = AnimElem = 27
- anim = 2171
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2170, 15]
- type = PlaySnd
- trigger1 = AnimElem = 27
- value = 1000,2
- channel = 3
-
- [State 2170, 16]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2175
-
- ; SDM Twister drive (downwards 2)
- [Statedef 2175]
- type = A
- movetype = I
- physics = N
- anim = 2175
- velset = 6.5,6
-
- [State 2175, 1]
- type = AfterImage
- trigger1 = Time = 0
- time = 15
- length = 10
- framegap = 3
- trans = add1
-
-
-
- [State 2175, 2]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 2180
-
- ; SDM Twister drive (land 2)
- [Statedef 2180]
- type = S
- movetype = I
- physics = S
- anim = 2180
- velset = 0,0
-
- [State 2180, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 2180, 2]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 24
-
- [State 2180, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; DM Chain slide touch (start)
- [Statedef 2200]
- type = S
- movetype = A
- physics = S
- anim = 2200
- velset = 0
- ctrl = 0
-
- [State 2200, 1]
- type = VarSet
- trigger1 = Time = 0
- var(2) = 0
-
- [State 2200, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2200, 3]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = life > 150
- value = -1000
-
- [State 2200, 4]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 5
- anim = -1
-
- [State 2200, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2200,0
- channel = 0
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 1
- anim = 3000
- sprpriority = -2
- postype = p1
- pos = -28,-103
- bindtime = 1
- supermove = 1
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 1
- anim = 3010
- sprpriority = 4
- postype = p1
- pos = -28,-103
- bindtime = 1
- supermove = 1
-
- [State 2200, 8]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 2200, 9]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- damage = 50,10
- animtype = hard
- priority = 6
- hitflag = MA
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S280,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 6,6
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -3,-5
- fall = IfElse(p2statetype = A,1,0)
-
- [State 2200, 10]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- time = 1
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 2200,11]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- persistent = 0
- ignorehitpause = 1
-
- [State 2200, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2210
-
- ; DM Chain slide touch (attack)
- [Statedef 2210]
- type = S
- movetype = A
- physics = S
- anim = 2210
-
- [State 2210, 1]
- type = VarAdd
- trigger1 = Time = 0
- var(2) = 1
-
- [State 2210, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 2210, 3]
- type = Explod
- trigger1 = Time = 0
- trigger1 = Var(2) = 1
- anim = 2205
- sprpriority = 5
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2210, 4]
- type = Explod
- trigger1 = Time = 0
- trigger1 = Var(2) = 2
- anim = 2215
- sprpriority = 5
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2210, 5]
- type = Explod
- trigger1 = Time = 0
- trigger1 = Var(2) = 3
- anim = 2215
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2210, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,2
-
- [State 2210, 7]
- type = PosAdd
- trigger1 = Time = 1
- trigger2 = Time = 2
- x = 7
-
- [State 2210, 8]
- type = PosAdd
- trigger1 = Time = 3
- trigger2 = Time = 4
- x = 6
-
- [State 2210, 9]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, HA
- damage = 60,10
- animtype = hard
- priority = 6
- hitflag = MA
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S280,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 2,2
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -3,-5
- fall = IfElse(p2statetype = A,1,0)
-
- [State 2210,10]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- time = 1
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 2210,11]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- persistent = 0
- ignorehitpause = 1
-
- [State 2210, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = Var(2) < 3
- value = 2210
-
- [State 2210, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = Var(2) = 3
- value = 2220
-
- ; DM Chain slide touch (end)
- [Statedef 2220]
- type = S
- movetype = A
- physics = S
- anim = 2220
-
- [State 2220, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 3
-
- [State 2220, 2]
- type = Explod
- trigger1 = Time = 0
- anim = 2215
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2220, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,2
-
- [State 2220, 4]
- type = PosAdd
- trigger1 = Time = 1
- trigger2 = Time = 2
- x = 7
-
- [State 2220, 5]
- type = PosAdd
- trigger1 = Time = 3
- trigger2 = Time = 4
- x = 6
-
- [State 2220, 6]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, HA
- damage = 60,10
- animtype = up
- priority = 6
- hitflag = MA
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S280,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 2,2
- ground.velocity = -4.5,-7
- air.velocity = -4.5,-7
- fall = 1
-
- [State 2220, 7]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- time = 1
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 2220, 8]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- persistent = 0
- ignorehitpause = 1
-
- [State 2220, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; SDM Chain slide touch (start)
- [Statedef 2250]
- type = S
- movetype = A
- physics = S
- anim = 2250
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2250, 1]
- type = VarSet
- trigger1 = Time = 0
- var(2) = 0
-
- [State 2250, 2]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = life > 150
- value = -1000
-
- [State 2250, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 2250, 4]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 5
- anim = -1
-
- [State 2250, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2200,0
- channel = 0
-
- [State 2250, 6]
- type = Explod
- trigger1 = Time = 1
- anim = 3020
- sprpriority = -2
- postype = p1
- pos = -28,-103
- bindtime = 1
- supermove = 1
-
- [State 2250, 7]
- type = Explod
- trigger1 = Time = 1
- anim = 3030
- sprpriority = 4
- postype = p1
- pos = -28,-103
- bindtime = 1
- supermove = 1
-
- [State 2250, 8]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 2250, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2260
-
- ; SDM Chain slide touch (attack)
- [Statedef 2260]
- type = S
- movetype = A
- physics = S
- anim = 2260
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 2260, 1]
- type = VarAdd
- trigger1 = Time = 0
- var(2) = 1
-
- [State 2260, 2]
- type = Explod
- trigger1 = Time = 0
- trigger1 = Var(2) = 1
- anim = 2255
- sprpriority = 5
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2260, 3]
- type = Explod
- trigger1 = Time = 0
- trigger1 = Var(2) > 1
- anim = 2265
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2260, 4]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,2
-
- [State 2260, 5]
- type = PosAdd
- trigger1 = Time = 1
- trigger2 = Time = 2
- x = 7
-
- [State 2260, 6]
- type = PosAdd
- trigger1 = Time = 3
- trigger2 = Time = 4
- x = 6
-
- [State 2260, 7]
- type = PosAdd
- trigger1 = Time = 5
- x = 5
-
- [State 2260, 8]
- type = Explod
- trigger1 = AnimElem = 7
- anim = 2280
- sprpriority = 6
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2260, 9]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HA
- damage = 60,10
- animtype = hard
- priority = 7
- hitflag = MA
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S280,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 2,2
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -3,-5
- fall = IfElse(p2statetype = A,1,0)
-
- [State 2260, 10]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- time = 1
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 2260,11]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- persistent = 0
- ignorehitpause = 1
-
- [State 2260, 12]
- type = PlaySnd
- trigger1 = AnimElem = 7, = 1
- value = 2250,0
-
- [State 2260, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = Var(2) < 7
- value = 2260
-
- [State 2260, 14]
- type = ChangeState
- trigger1 = AnimTime = 0
- trigger1 = Var(2) = 7
- value = 2270
-
- ; SDM Chain slide touch (end)
- [Statedef 2270]
- type = S
- movetype = A
- physics = S
- anim = 2270
-
- [State 2270, 1]
- type = Explod
- trigger1 = Time = 0
- anim = 2265
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 2270, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1000,2
- channel = 3
-
- [State 2270, 3]
- type = PosAdd
- trigger1 = Time = 1
- x = 7
-
- [State 2270, 4]
- type = PosAdd
- trigger1 = Time = 2
- trigger2 = Time = 3
- x = 6
-
- [State 2270, 5]
- type = PosAdd
- trigger1 = Time = 4
- trigger2 = Time = 5
- trigger3 = Time = 6
- x = 5
-
- [State 2270, 6]
- type = PosAdd
- trigger1 = Time = 7
- x = 4
-
- [State 2270, 7]
- type = Explod
- trigger1 = AnimElem = 8
- anim = 2280
- sprpriority = 6
- postype = p1
- pos = 32,30
- shadow = 68,68,68
- bindtime = 1
-
- [State 2270, 8]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, HA
- damage = 60,10
- animtype = up
- priority = 7
- hitflag = MA
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S280,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 42,42
- ground.velocity = -4.5,-7
- air.velocity = -4.5,-7
- fall = 1
- fall.recover = 0
-
- [State 2270, 9]
- type = EnvColor
- trigger1 = MoveHit
- value = 255,255,255
- time = 1
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 2270,10]
- type = AssertSpecial
- trigger1 = MoveHit
- flag = NoFG
- persistent = 0
- ignorehitpause = 1
-
- [State 2270, 11]
- type = EnvShake
- trigger1 = MoveHit
- time = 25
- persistent = 0
- ignorehitpause = 1
-
- [State 2270, 12]
- type = PlaySnd
- trigger1 = AnimElem = 8, = 1
- value = 2250,0
- persistent = 0
- ignorehitpause = 1
-
- [State 2270, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; --------[Orochi]-------
-
- ; Win initiation
- [Statedef 6180]
- type = S
-
- [State 6180, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 9
- range = 9
-
- [State 6180, 2]
- type = ChangeState
- trigger1 = command = "hold_x"
- value = 6181
-
- [State 6180, 3]
- type = ChangeState
- trigger1 = command = "hold_a"
- value = 6182
-
- [State 6180, 4]
- type = ChangeState
- trigger1 = Var(9) = [0,4]
- value = 6181
-
- [State 6180, 5]
- type = ChangeState
- trigger1 = Var(9) = [5,9]
- value = 6182
-
- ; Win pose A
- [Statedef 6181]
- type = S
- anim = 6181
-
- [State 6181, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = RoundNotOver
-
- [State 6181, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- value = 6181,0
-
- [State 6181, 3]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 6183
- sprpriority = 4
- postype = p1
- pos = 32,-86
- shadow = 68,68,68
- bindtime = 1
-
- [State 6181, 4]
- type = Explod
- trigger1 = Time = 33
- trigger2 = Time = 57
- trigger3 = Time = 81
- trigger4 = Time = 105
- trigger5 = Time = 129
- trigger6 = Time = 153
- trigger7 = Time = 177
- anim = 6184
- sprpriority = 4
- postype = p1
- pos = 35,-80
- shadow = 68,68,68
- bindtime = 1
-
- ; Win pose B
- [Statedef 6182]
- type = S
- anim = 6182
-
- [State 6182, 1]
- type = AssertSpecial
- trigger1 = Time = [0,190]
- flag = RoundNotOver
-
- [State 6182, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 6182,0
-
- [State 6182, 3]
- type = Explod
- trigger1 = Time = 0
- anim = 6185
- sprpriority = 4
- postype = p1
- pos = -10,-84
- shadow = 68,68,68
- bindtime = 1
-
- [State 6182, 4]
- type = Explod
- trigger1 = Time = 0
- anim = 6186
- sprpriority = 3
- postype = p1
- pos = 8,-84
- shadow = 68,68,68
- bindtime = 1
-
- [State 6182, 5]
- type = Explod
- trigger1 = Time = 39
- trigger2 = Time = 69
- trigger3 = Time = 99
- trigger4 = Time = 129
- trigger5 = Time = 159
- trigger6 = Time = 189
- anim = 6187
- sprpriority = 4
- postype = p1
- pos = 16,-122
- shadow = 68,68,68
- bindtime = 1
-
- [State 6182, 6]
- type = PlaySnd
- trigger1 = Time = 83
- value = 6182,1
-
- ; Taunt A
- [Statedef 6195]
- type = S
- movetype = I
- physics = S
- anim = 6195
- velset = 0
- ctrl = 0
-
- [State 6195, 1]
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = Random < 250
- value = 6196
-
- [State 6195, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 6195,0
- channel = 4
-
- [State 6195, 3]
- type = Explod
- trigger1 = AnimElem = 9
- anim = 6197
- ID = 6195
- sprpriority = 2
- postype = p1
- pos = 16,-80
- shadow = 68,68,68
- bindtime = 1
-
- [State 6195, 4]
- type = Explod
- trigger1 = AnimElem = 27
- anim = 6198
- ID = 6195
- sprpriority = 2
- postype = p1
- pos = 18,-74
- shadow = 68,68,68
- bindtime = 1
-
- [State 6195, 5]
- type = Explod
- trigger1 = AnimElem = 28
- anim = 6199
- ID = 6195
- sprpriority = 2
- postype = p1
- pos = -28,-60
- shadow = 68,68,68
- bindtime = 1
-
- [State 6195, 6]
- type = CtrlSet
- trigger1 = Time = 32
- value = 1
-
- [State 6195, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Taunt B
- [Statedef 6196]
- type = S
- movetype = I
- physics = S
- anim = 6196
-
- [State 6196, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 6196,0
- channel = 0
-
- [State 6196, 2]
- type = CtrlSet
- trigger1 = AnimElem = 3, 19
- value = 1
-
- [State 6196, 3]
- type = StopSnd
- trigger1 = command = "holdback"
- trigger2 = command = "holdfwd"
- channel = 0
-
- [State 6196, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Taiyou o iru honoo
- [Statedef 7000]
- type = S
- movetype = A
- physics = S
- anim = 7000
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 7000, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 7000,0
- channel = 0
-
- [State 7000, 2]
- type = PosAdd
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 10
- x = 8
-
- [State 7000, 3]
- type = PlaySnd
- trigger1 = AnimElem = 15
- trigger2 = AnimElem = 16, = 7
- trigger3 = AnimElem = 19, = 1
- value = 7000,1
-
- [State 7000, 4]
- type = Projectile
- trigger1 = AnimElem = 14, = 1
- projanim = 7050
- ProjID = 7000
- postype = p1
- offset = 89,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7000, 5]
- type = Projectile
- trigger1 = AnimElem = 16, = 6
- projanim = 7050
- ProjID = 7001
- postype = p1
- offset = 121,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7000, 6]
- type = Projectile
- trigger1 = AnimElem = 19
- projanim = 7050
- ProjID = 7002
- postype = p1
- offset = 153,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7000, 7]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 250
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 8]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 300
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 9]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 450
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 10]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 11]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 12]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7000, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Taiyou o iru honoo
- [Statedef 7010]
- type = S
- movetype = A
- physics = S
- anim = 7010
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 7010, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2, = 1
- value = 7000,0
- channel = 0
-
- [State 7010, 2]
- type = PosAdd
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 10
- x = 8
-
- [State 7010, 3]
- type = PlaySnd
- trigger1 = AnimElem = 15
- trigger2 = AnimElem = 16, = 7
- trigger3 = AnimElem = 18, = 2
- value = 7000,1
-
- [State 7010, 4]
- type = Projectile
- trigger1 = AnimElem = 14, = 1
- projanim = 7050
- projID = 7000
- postype = p1
- offset = 96,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7010, 5]
- type = Projectile
- trigger1 = AnimElem = 16, = 6
- projanim = 7050
- projID = 7001
- postype = p1
- offset = 144,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7010, 6]
- type = Projectile
- trigger1 = AnimElem = 18, = 1
- projanim = 7050
- projID = 7002
- postype = p1
- offset = 192,-48
- projhitanim = 7050
- projremovetime = 20
- projshadow = 68,68,68
- attr = S, SP
- damage = 40,10
- animtype = Hard
- hitflag = MA
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,0
- hitsound = S7000,2
- guardsound = S1100,3
- pausetime = 0,12
- ground.hittime = 20
- ground.type = high
- ground.slidetime = 20
- ground.velocity = -10
- air.velocity = -3,-3
- palfx.time = 16
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7010, 7]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 250
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 8]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 300
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 9]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 450
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 10]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 11]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 12]
- type = Explod
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = ProjHit7000 = 1, < 15
- trigger2 = ProjHit7001 = 1, < 15
- trigger3 = ProjHit7002 = 1, < 15
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7010, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Kagami o hofuru honoo (start)
- [Statedef 7100]
- type = S
- movetype = A
- physics = S
- anim = 7100
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 7100, 1]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 5
- x = 8
-
- [State 7100, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 7100,0
- channel = 0
-
- [State 7100, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 7110
-
- ; Light Kagami o hofuru honoo (in the air)
- [Statedef 7110]
- type = A
- movetype = A
- physics = N
- anim = 7110
- velset = 3.5,-6.5
-
- [State 7110, 1]
- type = VelSet
- trigger1 = Time > 0
- x = 3.5
-
- [State 7110, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 7110, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,1
- channel = 1
-
- [State 7110, 4]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 7130
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 12
-
- [State 7110, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- damage = 88,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-70
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-3
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7110, 6]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger1 = MoveContact != 1
- attr = A, SA
- damage = 88,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-25
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-3
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7110, 7]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 7100,1
- channel = 2
-
- [State 7110, 8]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7110, 14]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 7120
-
- ; Light Kagami o hofuru honoo (land)
- [Statedef 7120]
- type = S
- movetype = I
- physics = S
- anim = 7120
- velset = 0,0
-
- [State 7120, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 7120, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 52,0
-
- [State 7120, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Kagami o hofuru honoo (start)
- [Statedef 7150]
- type = S
- movetype = A
- physics = S
- anim = 7150
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 7150, 1]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 5
- x = 8
-
- [State 7150, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 7100,0
- channel = 0
-
- [State 7150, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 7160
-
- ; Hard Kagami o hofuru honoo (in the air)
- [Statedef 7160]
- type = A
- movetype = A
- physics = N
- anim = 7160
- velset = 4.5,-6.5
-
- [State 7160, 1]
- type = VelSet
- trigger1 = Time > 0
- x = 4.5
-
- [State 7160, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 7160, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40,1
- channel = 1
-
- [State 7160, 4]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 7130
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 12
-
- [State 7160, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- damage = 104,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-70
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-3
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7160, 6]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger1 = MoveContact != 1
- attr = A, SA
- damage = 104,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-25
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 10,10
- ground.velocity = -3,-5
- air.velocity = -3,-3
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7160, 7]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 7100,1
- channel = 2
-
- [State 7160, 8]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7160, 14]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 7170
-
- ; Hard Kagami o hofuru honoo (land)
- [Statedef 7170]
- type = S
- movetype = I
- physics = S
- anim = 7170
- velset = 0,0
-
- [State 7170, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 7170, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 52,0
-
- [State 7170, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Tsuki o tsumu honoo (start)
- [Statedef 7200]
- type = S
- movetype = A
- physics = S
- anim = 7200
- poweradd = 120
- velset = 0
- ctrl = 0
-
- [State 7200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 5
-
- [State 7200, 2]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 5
- trigger5 = AnimElem = 6
- trigger6 = AnimElem = 7
- x = 8
-
- [State 7200, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 7200,0
- channel = 0
-
- [State 7200, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 72,10
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 10,10
- ground.velocity = -4,-6
- air.velocity = -4,-6
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7200, 5]
- type = Explod
- trigger1 = AnimElem = 5, = 1
- anim = 7230
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 7200, 6]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 7100,1
- channel = 1
-
- [State 7200, 7]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 8]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7200, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 7210
-
- ; Light Tsuki o tsumu honoo (in the air)
- [Statedef 7210]
- type = A
- movetype = A
- physics = N
- anim = 7210
- velset = 1.8,-6.5
- movehitpersist = 1
-
- [State 7210, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 7210, 2]
- type = VelAdd
- trigger1 = Vel X > 0
- x = -.13
-
- [State 7210, 3]
- type = VelSet
- trigger1 = Vel X < 0
- x = 0
-
- [State 7210, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- trigger1 = MoveContact != 1
- attr = A, SA
- damage = 72,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-75
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 10,10
- ground.velocity = -4,-6
- air.velocity = -4,-6
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7210, 5]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 7100,1
- channel = 2
-
- [State 7210, 6]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- trigger1 = Time < 9
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 7]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- trigger1 = Time < 9
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 8]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- trigger1 = Time < 9
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 9
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 9
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 9
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7210, 11]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 7220
-
- ; Light Tsuki o tsumu honoo (land)
- [Statedef 7220]
- type = S
- movetype = I
- physics = S
- anim = 7220
- velset = 0,0
-
- [State 7220, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 7220, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 7220, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Hard Tsuki o tsumu honoo (start)
- [Statedef 7250]
- type = S
- movetype = A
- physics = S
- anim = 7250
- poweradd = 140
- velset = 0
- ctrl = 0
-
- [State 7250, 1]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 5
- trigger5 = AnimElem = 6
- trigger6 = AnimElem = 7
- trigger7 = AnimElem = 8
- trigger8 = AnimElem = 15
- trigger9 = AnimElem = 16
- x = 8
-
- [State 7250, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 7200,0
- channel = 0
-
- [State 7250, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 64,10
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 24
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7250, 4]
- type = Explod
- trigger1 = AnimElem = 5, = 1
- anim = 7230
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 7250, 5]
- type = PlaySnd
- trigger1 = AnimElem = 5, = 1
- value = 7100,1
- channel = 1
-
- [State 7250, 6]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- damage = 24,10
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-95
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7250, 7]
- type = PlaySnd
- trigger1 = AnimElem = 8, = 1
- value = 7100,1
- channel = 2
-
- [State 7250, 8]
- type = PosAdd
- trigger1 = AnimElem = 9
- x = 9
-
- [State 7250, 9]
- type = Explod
- trigger1 = AnimElem = 9, = 1
- anim = 7280
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 7250, 10]
- type = PosAdd
- trigger1 = AnimElem = 14
- x = 16
-
- [State 7250, 11]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- damage = 16,10
- animtype = hard
- priority = 6
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7250, 12]
- type = Explod
- trigger1 = AnimElem = 14, = 1
- anim = 7230
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 7250, 13]
- type = PlaySnd
- trigger1 = AnimElem = 14, = 1
- value = 7100,1
- channel = 3
-
- [State 7250, 14]
- type = Helper
- trigger1 = AnimElem = 16, = 1
- ID = 7250
- pos = 0,0
- postype = p1
- stateno = 7255
- name = "Flame"
- helpertype = normal
- keyctrl = 0
- ownpal = 1
-
- [State 7250, 15]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 250
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 16]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 300
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 17]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 450
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 18]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 19]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 20]
- type = Explod
- triggerall = MoveHit = 1
- triggerall = NumExplod(3100) < 6
- triggerall = Random < 500
- trigger1 = Time < 20
- trigger2 = Time > 34
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7250, 21]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 7260
-
- ; Hard Tsuki o tsumu honoo explosives
- [Statedef 7255]
- anim = 7285
-
- [State 7255, 1]
- type = SprPriority
- trigger1 = Time = 0
- value = 3
-
- [State 7255, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 7290
- sprpriority = 5
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 7255, 3]
- type = Explod
- trigger1 = AnimElem = 4, = 1
- anim = 7290
- sprpriority = 4
- postype = p1
- pos = -9,-45
- shadow = 68,68,68
- bindtime = 1
-
- [State 7255, 4]
- type = DestroySelf
- trigger1 = AnimTime = 0
-
- ; Hard Tsuki o tsumu honoo (in the air)
- [Statedef 7260]
- type = A
- movetype = A
- physics = N
- anim = 7260
- velset = 4,-8.8
-
- [State 7260, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 7260, 2]
- type = VelAdd
- trigger1 = Vel X > 0
- x = -.2
-
- [State 7260, 3]
- type = VelSet
- trigger1 = Vel X < 0
- x = 0
-
- [State 7260, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 16,10
- animtype = hard
- priority = 5
- guardflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-75
- hitsound = S240,2
- guardsound = S200,3
- pausetime = 10,10
- ground.velocity = -2,-9
- air.velocity = -2,-9
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7260, 5]
- type = PlaySnd
- trigger1 = AnimElem = 1, = 1
- value = 7100,1
- channel = 1
-
- [State 7260, 6]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- trigger1 = Time < 14
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 7]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- trigger1 = Time < 14
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 8]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- trigger1 = Time < 14
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 14
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 14
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time < 14
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7260, 12]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 7270
-
- ; Hard Tsuki o tsumu honoo (land)
- [Statedef 7270]
- type = S
- movetype = I
- physics = S
- anim = 7270
- velset = 0,0
-
- [State 7270, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 7270, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 52,0
-
- [State 7270, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Light Shishi o kamu honoo
- [Statedef 7300]
- type = S
- movetype = A
- physics = S
- anim = 7300
- velset = 0
- ctrl = 0
-
- [State 7300, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 7300, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1100,0
- channel = 0
-
- [State 7300, 3]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 35
- trigger5 = AnimElem = 36
- trigger6 = AnimElem = 37
- trigger7 = AnimElem = 38
- x = 8
-
- [State 7300, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 19
- trigger4 = AnimElem = 24
- trigger5 = AnimElem = 30
- value = 1300,1
-
- [State 7300, 5]
- type = HitDef
- trigger1 = AnimElem = 5
-
- [State 7300, 6]
- type = HitDef
- trigger1 = AnimElem = 6 && P2Stateno >= 120 && P2Stateno <= 152
- attr = S, SA
- damage = 8
- numhits = 0
- animtype = hard
- priority = 5
- hitflag = MA
- sparkno = S3270
- sparkxy = -10,-70
- hitsound = S1100,3
- pausetime = 12,12
- p2stateno = 7310
-
- [State 7300, 7]
- type = HitDef
- trigger1 = AnimElem = 6 && !(P2Stateno >= 120 && P2Stateno <= 152)
- attr = S, SA
- damage = 48,10
- animtype = hard
- priority = 5
- hitflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-70
- hitsound = S240,2
- pausetime = 12,12
- forcestand = 1
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
-
- [State 7300, 8]
- type = HitDef
- trigger1 = AnimElem = 16
- trigger2 = AnimElem = 26
- attr = S, SA
- damage = 8
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-55
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7300, 9]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 16, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7300, 10]
- type = MoveHitReset
- trigger1 = AnimElem = 17
- trigger2 = AnimElem = 22
- trigger3 = AnimElem = 27
-
- [State 7300, 11]
- type = HitDef
- trigger1 = AnimElem = 21
- trigger2 = AnimElem = 32
- attr = S, SA
- damage = 8
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7300, 12]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 21, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7300, 13]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 26, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7300, 14]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 32, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7300, 15]
- type = PlaySnd
- trigger1 = AnimElem = 34
- value = 1300,0
- channel = 0
-
- [State 7300, 16]
- type = HitDef
- trigger1 = AnimElem = 38
- attr = S, SA
- damage = 24
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-75
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -2,-8
- air.velocity = -2,-7
- palfx.time = 0
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7300, 17]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- trigger1 = Time = [24,58]
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 18]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- trigger1 = Time = [24,58]
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 19]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- trigger1 = Time = [24,58]
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 20]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 21]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 22]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7300, 23]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Getting hit by Shishi o kamu honoo
- [Statedef 7310]
- type = S
- movetype = H
- physics = S
-
- [State 7310, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 150
-
- [State 7310, 2]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 7315
-
- [Statedef 7315]
- type = S
- movetype = H
- physics = S
-
- [State 7315, 1]
- type = ChangeAnim
- trigger1 = Time = [0,5]
- value = 140
-
- [State 7315, 2]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 0
-
- ; Hard Shishi o kamu honoo
- [Statedef 7350]
- type = S
- movetype = A
- physics = S
- anim = 7350
- velset = 0
- ctrl = 0
-
- [State 7350, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 6
-
- [State 7350, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1100,0
- channel = 0
-
- [State 7350, 3]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- x = 8
-
- [State 7350, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3, = 1
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 19
- trigger4 = AnimElem = 24
- trigger5 = AnimElem = 30
- value = 1300,1
-
- [State 7350, 5]
- type = HitDef
- trigger1 = AnimElem = 5
-
- [State 7350, 6]
- type = HitDef
- trigger1 = AnimElem = 6 && P2Stateno >= 120 && P2Stateno <= 152
- attr = S, SA
- damage = 8
- numhits = 0
- animtype = hard
- priority = 5
- hitflag = MA
- sparkno = S3270
- sparkxy = -10,-70
- hitsound = S1100,3
- pausetime = 12,12
- p2stateno = 7310
-
- [State 7350, 7]
- type = HitDef
- trigger1 = AnimElem = 6 && !(P2Stateno >= 120 && P2Stateno <= 152)
- attr = S, SA
- damage = 48,10
- animtype = hard
- priority = 5
- hitflag = MA
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-70
- hitsound = S240,2
- pausetime = 12,12
- forcestand = 1
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
-
- [State 7350, 8]
- type = HitDef
- trigger1 = AnimElem = 16
- trigger2 = AnimElem = 26
- attr = S, SA
- damage = 8
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-55
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7350, 9]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 16, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7350, 10]
- type = MoveHitReset
- trigger1 = AnimElem = 17
- trigger2 = AnimElem = 22
- trigger3 = AnimElem = 27
-
- [State 7350, 11]
- type = HitDef
- trigger1 = AnimElem = 21
- trigger2 = AnimElem = 32
- attr = S, SA
- damage = 8
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-50
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = high
- ground.slidetime = 19
- ground.velocity = 0
- air.velocity = -2,-2
- palfx.time = 32
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
-
- [State 7350, 12]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 21, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7350, 13]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 26, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7350, 14]
- type = PlaySnd
- trigger1 = MoveHit = 1
- trigger1 = AnimElem = 32, = 1
- persistent = 0
- ignorehitpause = 1
- value = 7000,2
-
- [State 7350, 15]
- type = PlaySnd
- trigger1 = AnimElem = 34
- value = 7100,0
- channel = 0
-
- [State 7350, 16]
- type = HitDef
- trigger1 = AnimElem = 36
- attr = S, SA
- damage = 24
- animtype = hard
- priority = 5
- hitflag = MA
- guardflag = M
- sparkno = S3220
- guard.sparkno = S3270
- sparkxy = -10,-110
- hitsound = S240,2
- guardsound = S1100,3
- pausetime = 12,12
- ground.hittime = 19
- ground.type = low
- ground.slidetime = 19
- ground.velocity = -2,-8
- air.velocity = -2,-7
- palfx.time = 0
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
-
- [State 7350, 17]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- trigger1 = Time = [24,58]
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 18]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- trigger1 = Time = [24,58]
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 19]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- trigger1 = Time = [24,58]
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 20]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 21]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 22]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- trigger1 = Time = [24,58]
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 7350, 23]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; DM Daichi o harau gouka (start)
- [Statedef 8000]
- type = S
- movetype = A
- physics = S
- anim = 8000
- velset = 0
- ctrl = 0
-
- [State 8000, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 8000, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 14
-
- [State 8000, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8000, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3000
- sprpriority = -2
- postype = p1
- pos = 8,-79
- bindtime = -1
- supermove = 1
-
- [State 8000, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3010
- sprpriority = 4
- postype = p1
- pos = 8,-79
- bindtime = -1
- supermove = 1
-
- [State 8000, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8000,0
- channel = 0
-
- [State 8000, 7]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 3000,0
-
- [State 8000, 8]
- type = PosAdd
- trigger1 = AnimElem = 4
- x = 8
-
- [State 8000, 9]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8030
- sprpriority = 2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 8000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 8005
-
- ; DM Daichi o harau gouka (slide)
- [Statedef 8005]
- type = S
- movetype = A
- physics = S
- anim = 8005
-
- [State 8005, 1]
- type = VelSet
- trigger1 = Time > 0
- x = 8
-
- [State 8005, 2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 8005, 3]
- type = Explod
- trigger1 = ((Time + 8) % 8) = 0
- anim = 8035
- ID = 8000
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
- ignorehitpause = 1
-
- [State 8005, 4]
- type = Explod
- trigger1 = ((Time + 12) % 12) = 0
- anim = 8040
- ID = 8000
- sprpriority = 4
- postype = p1
- pos = 0,0
- bindtime = -1
- ignorehitpause = 1
-
- [State 8005, 5]
- type = HitDef
- trigger1 = AnimElem = 1
- trigger2 = MoveGuarded = 1
- trigger2 = ((Time + 4) % 4) = 0
- attr = S, HA
- damage = 232,10
- animtype = Hard
- priority = 7
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- ground.velocity = -5,-4
- air.velocity = -3,-3
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8005, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8000,1
- channel = 1
-
- [State 8005, 7]
- type = RemoveExplod
- trigger1 = Time = 17
- ID = 8000
-
- [State 8005, 8]
- type = Helper
- trigger1 = Time = 17
- ID = 8000
- pos = 0,0
- postype = p1
- stateno = 8020
- name = "Sphere"
- helpertype = normal
- keyctrl = 0
- ownpal = 1
-
- [State 8005, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 14]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8005, 15]
- type = ChangeState
- trigger1 = Time = 17
- value = 8010
-
- ; DM Daichi o harau gouka (break loose)
- [Statedef 8010]
- type = A
- movetype = I
- physics = N
- anim = 8010
- velset = 4,-6
-
- [State 8010, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .31
-
- [State 8010, 2]
- type = VelAdd
- trigger1 = Time > 0
- x = -.05
-
- [State 8010, 3]
- type = VelSet
- trigger1 = Vel X < 0
- x = 0
-
- [State 8010, 4]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 8015
-
- ; DM Daichi o harau gouka (land)
- [Statedef 8015]
- type = S
- movetype = I
- physics = S
- anim = 8015
- velset = 0,0
-
- [State 8015, 1]
- type = PosSet
- trigger1 = Time = 0
-
- [State 8015, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; DM Daichi o harau gouka ball
- [Statedef 8020]
- type = S
- movetype = A
- physics = S
- anim = 8035
-
- [State 8020, 1]
- type = VelSet
- trigger1 = Time > 0
- x = 8
-
- [State 8020, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = 3
-
- [State 8020, 3]
- type = Explod
- trigger1 = ((Time + 12) % 12) = 0
- anim = 8040
- ID = 8000
- sprpriority = 4
- postype = p1
- pos = 0,0
- bindtime = -1
-
- [State 8020, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- damage = 240,10
- animtype = Hard
- priority = 7
- hitflag = MA
- guardflag = MA
- sprpriority = 3
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- ground.velocity = -5,-4
- air.velocity = -3,-3
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8020, 5]
- type = ChangeState
- trigger1 = MoveContact = 1
- value = 8025
-
- [State 8020, 6]
- type = DestroySelf
- trigger1 = FrontEdgeDist <= -65
-
- ; DM Daichi o harau gouka (impact)
- [Statedef 8025]
- anim = 8025
- movehitpersist = 1
-
- [State 8025, 1]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 8000
-
- [State 8025, 2]
- type = VelSet
- trigger1 = 1
- x = 0
-
- [State 8025, 3]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8045) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8045
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 4]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8045) = 0
- anim = 8046
- ID = 8045
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 5]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8046) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8046
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 6]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8046) = 0
- anim = 8046
- ID = 8046
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 7]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8047) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8047
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 8]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8047) = 0
- anim = 8046
- ID = 8047
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,-6
- removetime = 50
- bindtime = 1
-
- [State 8025, 9]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8048) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8048
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 10]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8048) = 0
- anim = 8046
- ID = 8048
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 11]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8049) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8049
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 12]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8049) = 0
- anim = 8046
- ID = 8049
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 13]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8050) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 14]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8050) = 0
- anim = 8046
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,6
- removetime = 50
- bindtime = 1
-
- [State 8025, 15]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 16]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 17]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 18]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 19]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 20]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8025, 21]
- type = DestroySelf
- trigger1 = AnimTime = 0
-
- ; SDM Daichi o harau gouka (start)
- [Statedef 8050]
- type = S
- movetype = A
- physics = S
- anim = 8050
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8050, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 8050, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 14
-
- [State 8050, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8050, 4]
- type = VarSet
- trigger1 = Time = 0
- var(3) = 0
-
- [State 8050, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3020
- sprpriority = -2
- postype = p1
- pos = 8,-79
- bindtime = -1
- supermove = 1
-
- [State 8050, 6]
- type = Explod
- trigger1 = Time = 1
- anim = 3030
- sprpriority = 4
- postype = p1
- pos = 8,-79
- bindtime = -1
- supermove = 1
-
- [State 8050, 7]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8000,0
- channel = 0
-
- [State 8050, 8]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 3000,0
-
- [State 8050, 9]
- type = PosAdd
- trigger1 = AnimElem = 4
- x = 8
-
- [State 8050, 10]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8030
- sprpriority = 2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 8050, 11]
- type = Explod
- trigger1 = AnimElem = 7
- anim = 8051
- sprpriority = -2
- postype = p1
- pos = 60,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 8050, 12]
- type = EnvShake
- trigger1 = AnimElem = 7
- time = 15
-
- [State 8050, 13]
- type = PlaySnd
- trigger1 = AnimElem = 7, = 1
- value = 8050,0
-
- [State 8050, 14]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 8055
-
- ; SDM Daichi o harau gouka (slide)
- [Statedef 8055]
- type = S
- movetype = A
- physics = S
- anim = 8055
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8055, 1]
- type = VarAdd
- trigger1 = Time = 0
- var(3) = 1
-
- [State 8055, 2]
- type = VelSet
- trigger1 = Time > 0
- x = 8
-
- [State 8055, 3]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 8055, 4]
- type = Explod
- trigger1 = ((Time + 8) % 8) = 0
- anim = 8035
- ID = 8050
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
- ignorehitpause = 1
-
- [State 8055, 5]
- type = Explod
- trigger1 = ((Time + 12) % 12) = 0
- anim = 8040
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
- ignorehitpause = 1
-
- [State 8055, 6]
- type = HitDef
- trigger1 = AnimElem = 1
- trigger2 = MoveGuarded = 1
- trigger2 = ((Time + 4) % 4) = 0
- attr = S, HA
- damage = 192,10
- animtype = up
- priority = 7
- hitflag = MAF
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- ground.velocity = 0,-6.9
- air.velocity = -0,-6.5
- palfx.time = 50
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8055, 7]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8000,1
- channel = 1
-
- [State 8055, 8]
- type = RemoveExplod
- trigger1 = Time = 23
- trigger1 = Var(3) < 3
- trigger2 = Time = 14
- trigger2 = Var(3) = 3
- ID = 8050
-
- [State 8055, 9]
- type = Helper
- trigger1 = Time = 14
- trigger1 = Var(3) = 3
- ID = 8000
- pos = 0,0
- postype = p1
- stateno = 8075
- name = "Sphere"
- helpertype = normal
- keyctrl = 0
- ownpal = 1
-
- [State 8055, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 14]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 15]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8055, 16]
- type = ChangeState
- trigger1 = Time = 23
- trigger1 = Var(3) < 3
- value = 8060
-
- [State 8055, 17]
- type = ChangeState
- trigger1 = Time = 14
- trigger1 = Var(3) = 3
- value = 8065
-
- ; SDM Daichi o harau gouka (turn)
- [Statedef 8060]
- type = S
- movetype = A
- physics = S
- anim = 8060
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8060, 1]
- type = Explod
- trigger1 = ((Time + 8) % 8) = 0
- anim = 8035
- ID = 8060
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
- ignorehitpause = 1
-
- [State 8060, 2]
- type = Turn
- trigger1 = AnimElem = 4
-
- [State 8060, 3]
- type = RemoveExplod
- trigger1 = AnimTime = 0
- ID = 8060
-
- [State 8060, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 8055
-
- ; SDM Daichi o harau gouka (break loose)
- [Statedef 8065]
- type = A
- movetype = I
- physics = N
- anim = 8065
- velset = 4,-6
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8065, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .31
-
- [State 8065, 2]
- type = VelAdd
- trigger1 = Time > 0
- x = -.05
-
- [State 8065, 3]
- type = VelSet
- trigger1 = Vel X < 0
- x = 0
-
- [State 8065, 4]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 8070
-
- ; SDM Daichi o harau gouka (land)
- [Statedef 8070]
- type = S
- movetype = I
- physics = S
- anim = 8070
- velset = 0,0
-
- [State 8070, 1]
- type = PosSet
- trigger1 = Time = 0
-
- [State 8070, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; SDM Daichi o harau gouka ball
- [Statedef 8075]
- type = S
- movetype = A
- physics = S
- anim = 8035
-
- [State 8075, 1]
- type = VelSet
- trigger1 = Time > 0
- x = 8
-
- [State 8075, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = 3
-
- [State 8075, 3]
- type = Explod
- trigger1 = ((Time + 12) % 12) = 0
- anim = 8040
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8075, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- damage = 200,10
- animtype = Hard
- priority = 7
- hitflag = MA
- guardflag = MA
- sprpriority = 3
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-80
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- ground.velocity = -5,-4
- air.velocity = -3,-3
- palfx.time = 40
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8075, 5]
- type = ChangeState
- trigger1 = MoveContact = 1
- value = 8080
-
- [State 8075, 6]
- type = DestroySelf
- trigger1 = FrontEdgeDist <= -65
-
- ; SDM Daichi o harau gouka (impact)
- [Statedef 8080]
- anim = 8025
- movehitpersist = 1
-
- [State 8080, 1]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 8050
-
- [State 8080, 2]
- type = VelSet
- trigger1 = 1
- x = 0
-
- [State 8080, 3]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8045) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8045
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 4]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8045) = 0
- anim = 8046
- ID = 8045
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 5]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8046) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8046
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 6]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8046) = 0
- anim = 8046
- ID = 8046
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 7]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8047) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8047
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 8]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8047) = 0
- anim = 8046
- ID = 8047
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,-6
- removetime = 50
- bindtime = 1
-
- [State 8080, 9]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8048) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8048
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 10]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8048) = 0
- anim = 8046
- ID = 8048
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = -6,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 11]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8049) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8049
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 12]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8049) = 0
- anim = 8046
- ID = 8049
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 0,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 13]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8050) = 0
- trigger1 = Random < 500
- anim = 8045
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 14]
- type = Explod
- trigger1 = Time = 0
- trigger1 = NumExplod(8050) = 0
- anim = 8046
- ID = 8050
- sprpriority = 4
- postype = p1
- pos = 0,0
- vel = 6,6
- removetime = 50
- bindtime = 1
-
- [State 8080, 15]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 16]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 17]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 18]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 19]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 20]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8080, 21]
- type = DestroySelf
- trigger1 = AnimTime = 0
-
- ; DM Ankoku orochi nagi (start)
- [Statedef 8100]
- type = S
- movetype = I
- physics = S
- anim = 8100
- velset = 0
- ctrl = 0
-
- [State 8100, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 8100, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 8100, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8100, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3000
- sprpriority = -2
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8100, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3010
- sprpriority = 4
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8100, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,0
- channel = 0
-
- [State 8100, 7]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 8100, 8]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 9]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 10]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 11]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 12]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 13]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8100, 14]
- type = ChangeState
- trigger1 = command != "hold_x"
- trigger1 = time > 10
- value = 8110
-
- [State 8100, 15]
- type = ChangeState
- trigger1 = Time = 101
- value = 8110
-
- ; DM Ankoku orochi nagi (start)
- [Statedef 8105]
- type = S
- movetype = I
- physics = S
- anim = 8100
- velset = 0
- ctrl = 0
-
- [State 8105, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = Life > 150
- value = -1000
-
- [State 8105, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 8105, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8105, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3000
- sprpriority = -2
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8105, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3010
- sprpriority = 4
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8105, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,0
- channel = 0
-
- [State 8105, 7]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 8105, 8]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 9]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 10]
- type = Explod
- trigger1 = Time = 11
- anim = 8115
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 11]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 12]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 13]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8120
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8105, 14]
- type = ChangeState
- trigger1 = command != "hold_y"
- trigger1 = time > 10
- value = 8110
-
- [State 8105, 15]
- type = ChangeState
- trigger1 = Time = 101
- value = 8110
-
- ; DM Ankoku orochi nagi (attack)
- [Statedef 8110]
- type = S
- movetype = A
- physics = S
- anim = 8110
-
- [State 8110, 1]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 8100
-
- [State 8110, 2]
- type = Explod
- trigger1 = Time = 0
- anim = 8125
- ID = 8110
- sprpriority = 5
- postype = p1
- pos = 5,-61
- shadow = 68,68,68
- bindtime = -1
-
- [State 8110, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,1
- channel = 1
-
- [State 8110, 4]
- type = VelSet
- trigger1 = Time = [12,14]
- x = 12
-
- [State 8110, 5]
- type = Explod
- trigger1 = AnimElem = 6, = 1
- anim = 8130
- ID = 8110
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8110, 6]
- type = Explod
- trigger1 = AnimElem = 8
- anim = 8135
- ID = 8110
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8110, 7]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, HA
- damage = 224,10
- animtype = hard
- priority = 7
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- p2stateno = 8140
- palfx.time = 64
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8110, 8]
- type = PlaySnd
- trigger1 = AnimElem = 8, = 1
- value = 8100,2
- channel = 2
-
- [State 8110, 9]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 10]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 12]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 14]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8110, 15]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Getting hit by Ankoku orochi nagi (initiate)
- [Statedef 8140]
- type = A
- movetype = H
- physics = N
-
- [State 8140, 1]
- type = VelSet
- trigger1 = 1
- x = 0
- y = 0
-
- [State 8140, 2]
- type = ChangeAnim
- trigger1 = 1
- trigger1 = AnimExist(5060)
- value = 5060
-
- [State 8140, 3]
- type = ChangeAnim
- trigger1 = 1
- trigger1 = !AnimExist(5060)
- value = 5030
-
- [State 8140, 4]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 8145
-
- ; Getting hit by Ankoku orochi nagi (in the air)
- [Statedef 8145]
- type = A
- movetype = H
- physics = N
- velset = -3.5,-6
-
- [State 8145, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = AnimExist(5061)
- trigger1 = Time = 0
- value = 5061
-
- [State 8145, 3]
- type = ChangeAnim
- trigger1 = !AnimExist(5061)
- trigger1 = Time = 5
- value = 5050
-
- [State 8145, 4]
- type = SelfState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 5100
-
- ; SDM Ankoku orochi nagi (start)
- [Statedef 8150]
- type = S
- movetype = I
- physics = S
- anim = 8150
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8150, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 8150, 2]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8150, 3]
- type = Explod
- trigger1 = Time = 1
- anim = 3020
- sprpriority = -2
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8150, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3030
- sprpriority = 4
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8150, 5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,0
- channel = 0
-
- [State 8150, 6]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 8150, 7]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 8]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 9]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 10]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 11]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 12]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8150, 13]
- type = ChangeState
- trigger1 = command != "hold_x"
- trigger1 = time > 10
- value = 8160
-
- [State 8150, 14]
- type = ChangeState
- trigger1 = Time = 101
- value = 8160
-
- ; SDM Ankoku orochi nagi (start)
- [Statedef 8155]
- type = S
- movetype = I
- physics = S
- anim = 8150
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8155, 1]
- type = PowerAdd
- trigger1 = Time = 0
- trigger1 = life > 150
- value = -1000
-
- [State 8155, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 11
-
- [State 8155, 3]
- type = SuperPause
- trigger1 = Time = 0
- time = 29
- movetime = 10
- anim = -1
-
- [State 8155, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 3020
- sprpriority = -2
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8155, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 3030
- sprpriority = 4
- postype = p1
- pos = 14,-103
- bindtime = -1
- supermove = 1
-
- [State 8155, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,0
- channel = 0
-
- [State 8155, 7]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 8155, 8]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 9]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 10]
- type = Explod
- trigger1 = Time = 11
- anim = 8165
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 11]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 13,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 12]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 14,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 13]
- type = Explod
- trigger1 = Time = 14
- trigger2 = Time = 22
- trigger3 = Time = 30
- trigger4 = Time = 38
- trigger5 = Time = 46
- trigger6 = Time = 54
- trigger7 = Time = 62
- trigger8 = Time = 70
- trigger9 = Time = 78
- trigger10 = Time = 86
- trigger11 = Time = 92
- trigger12 = Time = 100
- anim = 8170
- ID = 8100
- sprpriority = 4
- postype = p1
- pos = 15,-103
- shadow = 68,68,68
- bindtime = 1
-
- [State 8155, 14]
- type = ChangeState
- trigger1 = command != "hold_y"
- trigger1 = time > 10
- value = 8160
-
- [State 8155, 15]
- type = ChangeState
- trigger1 = Time = 101
- value = 8160
-
- ; SDM Ankoku orochi nagi (attack)
- [Statedef 8160]
- type = S
- movetype = A
- physics = S
- anim = 8160
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 8160, 1]
- type = RemoveExplod
- trigger1 = Time = 0
- ID = 8100
-
- [State 8160, 2]
- type = Explod
- trigger1 = Time = 0
- anim = 8175
- ID = 8110
- sprpriority = 5
- postype = p1
- pos = 5,-61
- shadow = 68,68,68
- bindtime = -1
-
- [State 8160, 3]
- type = PlaySnd
- trigger1 = Time = 1
- value = 8100,1
- channel = 1
-
- [State 8160, 4]
- type = VelSet
- trigger1 = Time = [12,14]
- x = 12
-
- [State 8160, 5]
- type = Explod
- trigger1 = AnimElem = 6, = 1
- anim = 8180
- ID = 8110
- sprpriority = 4
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8160, 6]
- type = Explod
- trigger1 = AnimElem = 8
- anim = 8185
- ID = 8110
- sprpriority = 3
- postype = p1
- pos = 0,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8160, 7]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, HA
- damage = 128,10
- animtype = hard
- priority = 7
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- p2stateno = 8140
- palfx.time = 64
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8160, 8]
- type = PlaySnd
- trigger1 = AnimElem = 8, = 1
- value = 8100,2
- channel = 2
-
- [State 8160, 9]
- type = Explod
- trigger1 = AnimElem = 10
- anim = 8185
- ID = 8110
- sprpriority = 3
- postype = p1
- pos = 14,0
- shadow = 68,68,68
- bindtime = -1
-
- [State 8160, 10]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, HA
- damage = 128,10
- animtype = hard
- priority = 7
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- p2stateno = 8140
- palfx.time = 64
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8160, 11]
- type = Explod
- trigger1 = AnimElem = 12
- anim = 8185
- sprpriority = 3
- postype = p1
- pos = 28,0
- shadow = 68,68,68
- bindtime = 1
-
- [State 8160, 12]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, HA
- damage = 128,10
- animtype = hard
- priority = 7
- guardflag = MA
- sparkno = S3230
- guard.sparkno = S3270
- sparkxy = -10,-60
- hitsound = S8000,2
- guardsound = S1100,3
- getpower = 0
- pausetime = 0,12
- p2stateno = 8140
- palfx.time = 64
- palfx.add = 32,0,64
- palfx.mul = 192,192,300
- palfx.sinadd = 32,5,5,8
- fall = 1
- fall.recover = 0
-
- [State 8160, 13]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(8150) < 6
- trigger1 = Random < 250
- anim = 3100
- ID = 8150
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 14]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 300
- anim = 3110
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 15]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 450
- anim = 3120
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 16]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3130
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 17]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3140
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 18]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 65
- trigger1 = NumExplod(3100) < 6
- trigger1 = Random < 500
- anim = 3150
- ID = 3100
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State 8160, 19]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef -2]
-
- ; Play "land" sound
- [State -2, 1]
- type = PlaySnd
- trigger1 = stateno = 52
- trigger1 = Time = 1
- value = 52,0
-
- ; Remove fleeting AfterImage
- [State -2, 2]
- type = AfterImage
- trigger1 = MoveType = H
- time = 0
-
- ; Play "ouch" sound when hit light or medium
- [State -2, 3]
- type = PlaySnd
- triggerall = random < 250
- triggerall = time = 1
- triggerall = stateno = 5000
- triggerall = Alive
- trigger1 = anim = 5000
- trigger2 = anim = 5001
- trigger3 = anim = 5010
- trigger4 = anim = 5011
- value = 5000,0
-
- ; Play "ouch" sound when hit light or medium (in the air)
- [State -2, 4]
- type = PlaySnd
- triggerall = random < 250
- triggerall = time = 1
- triggerall = stateno = 5010
- triggerall = Alive
- trigger1 = anim = 5020
- trigger2 = anim = 5021
- value = 5000,0
-
- ; Play "ouch" sound when hit hard
- [State -2, 5]
- type = PlaySnd
- triggerall = random < 250
- triggerall = time = 1
- triggerall = stateno = 5000
- triggerall = Alive
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- value = 5000,1
-
- ; Play "ouch" sound when hit hard (in the air)
- [State -2, 6]
- type = PlaySnd
- trigger1 = random < 250
- trigger1 = time = 1
- trigger1 = stateno = 5010
- trigger1 = Alive
- trigger1 = anim = 5022
- value = 5000,1
-
- ; Play "ouch" when landing on back
- [State -2, 7]
- type = PlaySnd
- trigger1 = random < 250
- trigger1 = time = 1
- trigger1 = stateno = 5100
- trigger1 = Alive
- value = 5100,0
-
- ; Timer for Orochi state
- ;[State -2, 8]
- ;type = VarAdd
- ;trigger1 = Var(1) > 0
- ;trigger1 = Win != 1
- ;var(1) = -1
- ;ignorehitpause = 1
-
- ; Time up
- ;[State -2, 9]
- ;type = ChangeState
- ;triggerall = Var(4) = 1 && Var(1) = 0
- ;trigger1 = statetype != A && ctrl = 1
- ;trigger1 = stateno != 6195 && stateno != 6196
- ;trigger2 = stateno = 0
- ;value = 2050
-
- ; Remove taunt flame
- [State -2, 10]
- type = RemoveExplod
- trigger1 = stateno != 6195
- ID = 6195
-
- ; Remove Orochi nagi flames
- [State -2, 11]
- type = RemoveExplod
- trigger1 = stateno != 8100
- trigger1 = stateno != 8105
- trigger1 = stateno != 8150
- trigger1 = stateno != 8155
- ID = 8100
-
- ; Remove Orochi nagi flames
- [State -2, 12]
- type = RemoveExplod
- trigger1 = stateno != 8110
- trigger1 = stateno != 8160
- ID = 8110
-
- ; Remove charge animation
- [State -2, 13]
- type = RemoveExplod
- trigger1 = MoveType = H
- ID = 700
-
- ; Stop channel 1, 2, 3 and 4 if hit
- [State -2, 14]
- type = StopSnd
- trigger1 = MoveType = H
- channel = 1 && 2 && 3 && 4
-
- ; Stop channel 4 if !taunt
- [State -2, 15]
- type = StopSnd
- trigger1 = stateno != 195 && stateno != 6195 && stateno != 100
- channel = 4
-
- [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