home *** CD-ROM | disk | FTP | other *** search
Text File | 2004-01-12 | 136.7 KB | 7,690 lines |
- ;Var(15) = â^âCâKü[âJâJâgùp
- ;Var(16) = âtâèü[â_âÇâXâNâèâàü[ XÄ▓ùp
- ;Var(17) = âtâèü[â_âÇâXâNâèâàü[ YÄ▓ùp
- ;var(20) = ɵìUôⁿù═
- ;var(21) = ë⌐ïαé╠â^âCâKü[âLâbâNùp
- ;Var(50) = âtâèü[â_âÇÄÇûSùp
-
- ;channel = 1ü@ü@âëâôâjâôâOùp
- ;channel = 2ü@ü@âtâèü[â_âÇùp
- ;channel = 3ü@ü@âqâbâgë╣ùp
- ;--------------------------------------------
- [Data]
- life = 1001
- attack = 100
- defence = 100
- fall.defence_up = 0
- liedown.time = 12
- airjuggle = 10
- KO.echo = 0
- volume = 0
- power = 3000
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 15
- ground.front = 15
- air.back = 13
- air.front = 13
- height = 50 ;âLâââëé╠ìéé│
- head.pos = -22,-96
- mid.pos = -14,-58
- z.width = 3
- attack.width = 4,4
- attack.dist = 160
- proj.attack.dist = 90
-
- [Velocity]
- walk.fwd = 2.1
- walk.back = -2.0
- runjump.fwd = 4,-25
- jump.neu = 0,-10
- jump.back = -3
- jump.fwd = 3
-
- [Movement]
- airjump.num = 0
- yaccel = .55
- stand.friction = .8
- crouch.friction = .8
-
- ;====================================
- ;INITIALIZE
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Clear all int variables
- type = VarRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2] ;Clear all float variables
- type = VarRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 191
-
- [State 5900, Turns Mode Intro]
- type = ChangeState
- trigger1 = roundno > 1
- trigger1 = roundsexisted <= 0
- trigger1 = roundstate = 0
- trigger1 = prevstateno != 197
- value = 192
-
- ; é⌐é▄éª
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
-
- ;ɵìsôⁿù═
- [State 1000, 4]
- type = ChangeState
- trigger1 = var(20)!=0
- value = var(20)
- ctrl = 0
-
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5 && Anim != 1
- trigger2 = Anim = 5 && AnimTime = 0
- value = IfElse(Var(12) = 1,1,0)
-
- [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
-
- ;------ é╡éßé¬é▌ ------
- [Statedef 11]
- type = C
- physics = C
- anim = 11
- sprpriority = 0
-
- [State 1000, ɵìsôⁿù═]
- type = ChangeState
- trigger1 = var(2)!=0
- value = var(2)
- ctrl = 0
-
- [State 1101, 4]
- type = VelSet
- trigger1 = Time = 0
- x = 0
-
- [State 11, 1] ;Change from turning animation
- type = ChangeState
- trigger1 = Anim = 6 && AnimTime = 0
- value = 11
-
- ;------ âWâââôâv ------
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- velset = 0,0,0
-
- [State 40, jumpsnd]
- type = PlaySnd
- trigger1 = anim = 40 && animtime = 0
- value = 40,0
- channel = 7
- volume = 30
-
- [State 40, turn]
- type = turn
- trigger1 = time = 0 && P2dist X < 0
-
- [State 40, 7]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, æOò√âWâââôâv]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, îπò√âWâââôâv]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, æOò√æσâWâââôâv]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100
- trigger3 = var(40) = 1
- var(8) = 2
-
- [State 40, îπò√æσâWâââôâv]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdback"
- trigger1 = command = "longjump"
- trigger2 = var(40) = 1
- var(8) = -2
-
- [State 40, æσâWâââôâv]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = command = "holdup"
- trigger1 = var(8) = 2
- trigger2 = command = "holdup"
- trigger2 = var(8) = -2
- trigger3 = command != "holdup"
- trigger4 = var(40) = 1
- value = 45
-
- [State 40, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;------ âWâââôâv[ï≤Æå] ------
- [Statedef 50]
- type = A
- physics = A
-
- [State 0, é╙é┴é╞é╬é╡]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = (command = "x" && command = "y")
- value = 640
- ctrl = 0
- [State 0, Äπâpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "a"
- value = ifelse(anim != 44 && Vel X = 0,605,600)
- ctrl = 0
- [State 0, ÄπâLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "b"
- value = ifelse(anim != 44 && Vel X = 0,610,615)
- ctrl = 0
- [State 0, ï¡âpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "x"
- value = ifelse(anim != 44 && Vel X = 0,620,625)
- ctrl = 0
- [State 0, ï¡âLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "y"
- value = ifelse(anim != 44 && Vel X = 0,630,635)
- ctrl = 0
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- ;------ âWâââôâv[ï≤Æå] ------
- [Statedef 45]
- type = A
- physics = A
- velset = 0,-8.5
- ctrl = 1
-
- [State 0, é╙é┴é╞é╬é╡]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = (command = "hold_x" && command = "hold_y")
- value = 640
- ctrl = 0
- [State 0, Äπâpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_a"
- value = ifelse(anim != 44 && Vel X = 0,605,600)
- ctrl = 0
- [State 0, ÄπâLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_b"
- value = ifelse(anim != 44 && Vel X = 0,610,615)
- ctrl = 0
- [State 0, ï¡âpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_x"
- value = ifelse(anim != 44 && Vel X = 0,620,625)
- ctrl = 0
- [State 0, ï¡âLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_y"
- value = ifelse(anim != 44 && Vel X = 0,630,635)
- ctrl = 0
-
- [State 2041, 0] ;killing normal jump snd
- type = StopSnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- channel = 7
-
- [State 2041, 2] ; Play sound when jumping (long)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 40,1
- volume = 30
-
- [State 45, Äcæ£]
- type = Afterimage
- triggerall = Time = 0
- trigger1 = Var(8) = 2
- trigger2 = Var(8) = -2
- time = 15
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
- Trans = Add1
-
- [State 45, 5]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -10
-
- [State 45, ÉéÆ╝żâWâââôâv]
- type = VelSet
- triggerall = Time = 0
- trigger1 = command != "holdup"
- trigger1 = Var(8) = 0
- x = 0
- y = -8.5
-
- [State 45, æOò√żâWâââôâv]
- type = VelSet
- triggerall = Time = 0
- trigger1 = Var(8) = 1
- x = 3
-
- [State 45, îπò√żâWâââôâv]
- type = VelSet
- triggerall = Time = 0
- trigger1 = Var(8) = -1
- x = -3
-
- [State 45, æOò√æσâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- trigger1 = var(8) = 2
- x = 5
-
- [State 45, îπò√æσâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- trigger1 = var(8) = -2
- x = -5
-
- [State 45, æOò√ÆåâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command != "holdup"
- trigger1 = var(8) = 2
- x = 5
-
- [State 45, îπò√ÆåâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command != "holdup"
- trigger1 = var(8) = -2
- x = -5
-
- [State 2041, 10]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 12]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- [State 2041, 11]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = command != "holdup"
- value = 44
-
- ;------ æσâWâââôâv[ï≤Æå] ------
- [Statedef 46]
- type = A
- physics = A
- velset = 0,0
- ctrl = 1
-
- [State 0, é╙é┴é╞é╬é╡]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = (command = "hold_x" && command = "hold_y")
- value = 640
- ctrl = 0
- [State 0, Äπâpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_a"
- value = ifelse(anim != 44 && Vel X = 0,605,600)
- ctrl = 0
- [State 0, ÄπâLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_b"
- value = ifelse(anim != 44 && Vel X = 0,610,615)
- ctrl = 0
- [State 0, ï¡âpâôâ`]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_x"
- value = ifelse(anim != 44 && Vel X = 0,620,625)
- ctrl = 0
- [State 0, ï¡âLâbâN]
- type = ChangeState
- trigger1 = time = 1
- trigger1 = command = "hold_y"
- value = ifelse(anim != 44 && Vel X = 0,630,635)
- ctrl = 0
-
- [State 2041, 3]
- type = Afterimage
- trigger1 = Time = 0
- time = 15
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
- Trans = Add1
-
- [State 2041, 0]
- type = StopSnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- trigger3 = Var(42) = 1
- channel = 7
-
- [State 2041, 2]
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- trigger3 = Var(42) = 1
- value = 40,1
- volume = 30
-
- [State 45, æOò√ÆåâWâââôâv]
- type = VelSet
- triggerall = Time = 0
- trigger1 = command != "holdup"
- trigger1 = Var(8) = 1
- x = 3
-
- [State 45, îπò√ÆåâWâââôâv]
- type = VelSet
- triggerall = Time = 0
- trigger1 = command != "holdup"
- trigger1 = Var(8) = 1
- x = -3
-
- [State 45, æOò√æσâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- trigger1 = var(8) = 2
- x = 5
- y = -10
-
- [State 45, îπò√æσâWâââôâv]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- trigger1 = var(8) = -2
- x = -5
- y = -10
-
- [State 2041, 10]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 12]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- [State 2041, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = command != "holdup"
- value = 44
-
- ;------ âWâââôâv[ÆàÆn] ------
- [Statedef 52]
- type = S
- physics = S
- velset = 0,0
- anim = 47
- ctrl = 1
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State -2, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Running forward
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- ctrl = 0
- velset = 0,0,0
-
- [State 100, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 100,0
- channel = 10
- loop = 1
-
- [State 100, 1]
- type = VelSet
- trigger1 = Time > 3
- x = 6
-
- [State 100, 1]
- type = VelSet
- trigger1 = Var(56) > 0
- trigger1 = Time > 3
- x = 8
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command = "holdup") && (time >= 4)
- value = 40
- ctrl = 0
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command != "holdfwd") && (time >= 13)
- value = 101
- ctrl = 0
-
- ;------ âëâôâjâôâO[âXâgâbâv] ------
- [Statedef 101]
- type = S
- physics = S
- anim = 101
- ctrl = 0
- velset = 0,0
-
- [State 101, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Dashing back (start)
- [Statedef 105]
- type = S
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; Dashing back (in the air)
- [Statedef 106]
- type = A
- physics = N
- anim = 106
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- x = -8
- y = -5.2
-
- [State 106, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 105,0
-
- [State 106, 3]
- type = VelAdd
- trigger1 = Time > 0
- x = .3
- y = .50
-
- [State 106, 3]
- type = VelAdd
- trigger1 = Time > 12
- y = .20
-
- [State 106, 3]
- type = Velset
- trigger1 = Time = 14
- x = -3;
-
- [State 106, 3]
- type = Velset
- trigger1 = Var(56) > 0
- trigger1 = Time > 0
- x = -9
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 107
-
- ; Dashing back (landing)
- [Statedef 107]
- type = S
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ïNé½éáé¬éΦ ------
- [Statedef 5120]
- type = S
- movetype= I
- physics = N
-
- [State 5120, 1a]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5111,5119]
- trigger2 = !SelfAnimExist(5120 + (anim % 10))
- value = 5120
-
- [State 5120, 1b]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim = [5111,5119]
- trigger1 = SelfAnimExist(5120 + (anim % 10))
- value = 5120 + (anim % 10)
-
- [State 5120, 2]
- type = VelSet
- trigger1 = Time = 0
- x = 0
-
- [State 5120, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5120, 5]
- type = NotHitBy
- trigger1 = animtime = 0
- value2 = , NT,ST,HT
- time = 10
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 5120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Win
- [Statedef 180]
- type = S
- velset = 0
-
- [State 180, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 0,100
-
- [State 180, 2]
- type = ChangeState
- trigger1 = command = "hold_a"
- value = 181
-
- [State 180, 3]
- type = ChangeState
- trigger1 = command = "hold_b"
- value = 182
-
- [State 180, 4]
- type = ChangeState
- trigger1 = command = "hold_x"
- value = 183
-
- [State 180, 4]
- type = ChangeState
- trigger1 = command = "hold_y"
- value = 184
-
- [State 180, Ending]
- type = ChangeState
- trigger1 = time = 0 && roundstate = 0
- value = 9000
-
- [State 180, 5]
- type = ChangeState
- trigger1 = Var(1) = [0,24]
- value = 181
-
- [State 180, 6]
- type = ChangeState
- trigger1 = Var(1) = [25,49]
- value = 182
-
- [State 180, 7]
- type = ChangeState
- trigger1 = Var(1) = [50,74]
- value = 183
-
- [State 180, 7]
- type = ChangeState
- trigger1 = Var(1) = [75,100]
- value = 184
-
- ; Ńé┐â|ü[âY1üié╡éΦéαé┐üj
- [Statedef 181]
- type = S
- movetype = I
- physics = S
- anim = 181
-
- [State 181, 1]
- type = AssertSpecial
- trigger1 = Time = [0,170]
- flag = RoundNotOver
-
- [State 1505, 3]
- type = VelSet
- trigger1 = animelem = 5
- y = -8
-
- [State 1505, 3]
- type = Veladd
- trigger1 = time >= 25
- y = .54
-
- [State 1505, 3]
- type = posSet
- trigger1 = time >= 58
- y = 0
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time >= 56
- y = 0
-
- [State 183, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 181,0
- volume = 30
-
- [State 183, 2]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 181,1
- volume = 30
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 8
- time = 20
-
- [State 183, 2]
- type = PlaySnd
- trigger1 = animelem = 10
- value = 181,2
- volume = 30
-
- [State 181, 4]
- type = SprPriority
- trigger1 = Time = 0
- value = 0
-
- ;Ńé┐â|ü[âYüié¿é┴é╡éßü[üj
- [Statedef 182]
- type = S
- movetype = I
- physics = S
- anim = 182
-
- [State 183, 2]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 184,5
- volume = 30
-
- [State 182, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = RoundNotOver
-
- ;Ńé┐â|ü[âY(é╢éßéáé╚)
- [Statedef 183]
- type = S
- movetype = I
- physics = S
- anim = 183
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = Anim = 183
- trigger1 = time = 1
- value = 191,0
- volume = 30
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = Anim = 185
- trigger1 = animelem = 2
- value = 191,1
- volume = 30
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = Anim = 185
- trigger1 = animelem = 7
- value = 191,2
- volume = 30
-
- [State 200, 1]
- type = helper
- trigger1 = time = 38
- helpertype = normal
- id = 18300
- stateno = 18300
- pos = 0, -75
- postype = back
- keyctrl = 0
- ownpal = 1
- persistent = 0
- ignorehitpause = 1
- ignorepausetime = 1
-
- [State 183, 1]
- type = ChangeAnim
- trigger1 = NumHelper(18300) = 0
- trigger1 = time > 38
- trigger1 = Anim = 183
- value = 185
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,200]
- flag = RoundNotOver
-
- ;ò₧üiâwâïâpü[üj
- [Statedef 18300]
- type = A
- movetype = I
- physics = N
- sprpriority = 4
- velset = 6,-6
- anim = 198
-
- [State 18300, 0]
- type = VelAdd
- trigger1 = Time > 0
- y = .3
-
- [State 18300, 1]
- type = DestroySelf
- trigger1 = ParentDist X < 50
-
- ;Ńé┐â|ü[âY(ùºé─)
- [Statedef 184]
- type = S
- movetype = I
- physics = S
- anim = 184
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 192,0
- volume = 30
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = animelem = 15
- value = 192,1+floor(Random/333.0)
- volume = 30
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,280]
- flag = RoundNotOver
-
- ; Intro 1
- [Statedef 191]
- type = S
- anim = 191
- velset = 0
-
- [State 191, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 184,0
- volume = 30
-
- [State 191, 5]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 184,4
- volume = 30
-
- [State 191, 3]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 190, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;é┐éσé┴é╞é▄é┴é╜ü[üI
- [Statedef 192]
- type = S
- anim = 192
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = time = 20
- value = 183,0
- volume = 30
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = time = 60
- value = 183,1
- volume = 30
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = time = 125
- value = 183,2
- volume = 30
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = time = 132
- value = 181,1
- volume = 30
-
- [State 2010, 6]
- type = EnvShake
- trigger1 = time = 132
- time = 10
- ignorehitpause = 1
-
- [State 193, 2]
- type = Projectile
- trigger1 = time = 100
- projanim = 100
- projshadow = 68,68,68
- projremovetime = 24
- offset = -100,0
- velocity = 4
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,500]
- flag = Intro
-
- [State 192, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;ò₧ôèé░
- [Statedef 197]
- type = S
- anim = 197
-
- [State 1305, 3]
- type = Projectile
- trigger1 = AnimElem = 8
- projanim = 198
- projshadow = 68,68,68
- offset = -35, -105
- velocity = -6,-2
- projremovetime = 20
-
- [State 192, 5]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 10000,0
- volume = 30
-
- [State 192, 2]
- type = SprPriority
- trigger1 = Time = 0
- value = 2
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = Time = [0,300]
- flag = Intro
-
- [State 192, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;ƺö¡
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0
- ctrl = 0
-
- [State 1000, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2
- channel = 0
- value = 195,0
- volume = 30
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@ëôïùùúü@Äπâpâôâ`
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,40,35)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-84
- hitsound = S200,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- ground.cornerpush.veloff = -8.5
- guard.cornerpush.veloff = -8.5
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@ï▀ïùùúü@Äπâpâôâ`
- [Statedef 201]
- type = S
- movetype = A
- physics = S
- anim = 201
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 201, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,30,30)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-80
- hitsound = S200,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- ground.cornerpush.veloff = -8.5
- guard.cornerpush.veloff = -8.5
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 201, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@ÄπâLâbâN
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 5
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,35,35)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-76
- hitsound = S210,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- ground.cornerpush.veloff = -8.5
- guard.cornerpush.veloff = -8.5
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; âìü[âLâbâN
- [Statedef 215]
- type = S
- movetype = A
- physics = S
- anim = 215
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 215, 1]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 210,1
-
- [State 215, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 215, 0
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 9
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,60,30)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-65
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 215, 4]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 15
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 215, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@ëôïùùúü@ï¡âpâôâ`
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 5
- value = 200,2
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,120,110)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-85
- hitsound = S220,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@ï▀ïùùúü@ï¡âpâôâ`
- [Statedef 221]
- type = S
- movetype = A
- physics = S
- anim = 221
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 221, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 221, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 5
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,80)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-62
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 221, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ùºé┐ü@ëôïùùúü@ï¡âLâbâN
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 5
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,120,100)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-68
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 230, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ùºé┐ü@ï▀ïùùúü@ï¡âLâbâN
- [Statedef 231]
- type = S
- movetype = A
- physics = S
- anim = 231
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 231, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 231, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 5
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,70,65)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-75
- hitsound = S230,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 231, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ùºé┐ü@Éüé┴ö≥é╬é╡
- [Statedef 240]
- type = S
- movetype = A
- physics = S
- anim = 240
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 1000, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = Random > 500
- value = 220,2
- channel = 0
- volume = 30
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 210,1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,130,120)
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-56
- hitsound = S230,3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -4.2,-6.4
- air.velocity = -4.2,-6.4
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 215, 4]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 15
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 9
- x = 3
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------
- [Statedef 245]
- type = S
- movetype = A
- physics = S
- anim = 245
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 3700,Turn]
- type = Turn
- trigger1 = time = 0 && P2Dist X < 0
-
- [State 3000, PALFX]
- type = PalFX
- trigger1 = timemod = 2,0 && time <= 5
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 5
- anim = -1
- p2defmul = 1
- movetime = 5
- darken = 0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,1
- channel = 0
- volume = 30
-
- [State 800, 1]
- type = HitBy
- trigger1 = AnimElem = 6,<0
- value = SCA, NT, ST;, HT
- time = 1
-
- [State 5040, 4]
- type = posadd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- x = 0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,20,20),0
- getpower = 0,0
- givepower = 20,20
- pausetime = 12,12
- hitflag = MAF
- guardflag = M
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-76
- hitsound = S230,3
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4860,4160)
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Guard cancel roll (forwards)
- [Statedef 250]
- type = S
- movetype = I
- physics = N
- anim = 250
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 250, 1]
- type = EnvColor
- trigger1 = Time = 0
- value = 231,231,231
- time = 2
-
- [State 250, 2]
- type = projectile
- trigger1 = Time = 0
- projanim = 270
- projremovetime = 11
- velocity = 0.00001,0.00001
- offset = 0,-80
-
- [State 250, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250,0
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 7
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 3, >= 0
- trigger1 = AnimElem = 7, < 0
- x = -.1
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Guard cancel roll (backwards)
- [Statedef 260]
- type = S
- movetype = I
- physics = N
- anim = 260
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 260, 1]
- type = EnvColor
- trigger1 = Time = 0
- value = 231,231,231
- time = 2
-
- [State 260, 2]
- type = projectile
- trigger1 = Time = 0
- projanim = 270
- projremovetime = 11
- velocity = 0.00001,0.00001
- offset = 0,-80
-
- [State 260, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250,0
-
- [State 260, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = -7
-
- [State 260, 5]
- type = VelAdd
- trigger1 = AnimElem = 3, >= 0
- trigger1 = AnimElem = 7, < 0
- x = .1
-
- [State 260, 6]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 260, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Guard cancel attack
- [Statedef 270]
- type = S
- movetype = A
- physics = N
- anim = 240
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 270, 1]
- type = EnvColor
- trigger1 = Time = 0
- value = 231,231,231
- time = 2
-
- [State 270, 2]
- type = projectile
- trigger1 = Time = 0
- projanim = 270
- projremovetime = 11
- velocity = 0.00001,0.00001
- offset = 0,-80
-
- [State 270, 3]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger1 = random < 500
- value = 240,0
-
- [State 270, 4]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 210,1
-
- [State 270, 5]
- type = VelSet
- trigger1 = AnimElem = 5
- x = 7
-
- [State 270, 6]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,20,20)
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-56
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 270, 7]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 270, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;é╡éßé¬é▌ü@Äπâpâôâ`
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- animtype = Light
- damage = ifelse(P2movetype = A,25,25)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-50
- hitsound = S200,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;é╡éßé¬é▌ü@ÄπâLâbâN
- [Statedef 410]
- type = C
- movetype = A
- physics = C
- anim = 410
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- animtype = Light
- damage = ifelse(P2movetype = A,35,30)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = L
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-10
- hitsound = S210,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- ground.cornerpush.veloff = -8.5
- guard.cornerpush.veloff = -8.5
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 630 , 3]
- type = CtrlSet
- trigger1 = Time = 9
- trigger1 = command = "holddown"
- value = 11
-
- [State 630 , 3]
- type = CtrlSet
- trigger1 = Time = 9
- trigger1 = command != "holddown"
- value = 1
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- [State 410, 4]
- type = ChangeState
- trigger1 = command != "holddown"
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;é╡éßé¬é▌ü@ï¡âpâôâ`
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 420, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 7
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = C, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,60)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-90
- hitsound = S220,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 200, 2]
- type = posadd
- trigger1 = animelem = 6
- trigger2 = animelem = 7
- x = 5
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;é╡éßé¬é▌ü@ï¡âLâbâN
- [Statedef 430]
- type = C
- movetype = A
- physics = C
- anim = 430
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 430, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = C, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,90)
- getpower = 150,150
- givepower = 20,20
- guardflag = L
- hitflag = MAF
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-30
- hitsound = S230,0
- guardsound = S200,3
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -1.5,-8
- air.velocity = -4.2,-6.4
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(P2movetype = A,4840,4120)
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 430, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;âXâëâCâfâBâôâO
- [Statedef 435]
- type = C
- movetype = A
- physics = S
- anim = 435
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 435, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 435,0
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 220,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = C, NA
- animtype = hard
- damage = ifelse(P2movetype = A,90,60)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = L
- pausetime = 2,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-10
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 435, 6]
- type = velset
- trigger1 = time = [15,20]
- x = 8
-
- [State 435, 6]
- type = null;veladd
- trigger1 = movecontact = 1
- x = -2
- persistent = 0
- ignorehitpause = 1
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 435, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; ÉéÆ╝âWâââôâvü@Äπâpâôâ`
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- poweradd = 0
- ctrl = 0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,50,45)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-60
- hitsound = S200,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; âWâââôâvü@Äπâpâôâ`
- [Statedef 605]
- type = A
- movetype = A
- physics = A
- anim = 605
- poweradd = 0
- ctrl = 0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,40,30)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-60
- hitsound = S200,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ; Jumping light kick
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- anim = 610
- poweradd = 0
- ctrl = 0
-
- [State 611, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,40,40)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-70
- hitsound = S210,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Jumping forward light kick
- [Statedef 615]
- type = A
- movetype = A
- physics = A
- anim = 615
- poweradd = 0
- ctrl = 0
-
- [State 615, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 615, 2]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 200,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,35,30)
- getpower = 105,105
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 0
- guard.sparkno = 40
- sparkxy = -10,-45
- hitsound = S210,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 615, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ; Jumping hard punch
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- poweradd = 10
- ctrl = 0
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,80,70)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-55
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ;âWâââôâvü@ï¡âpâôâ`
- [Statedef 625]
- type = A
- movetype = A
- physics = A
- anim = 625
- poweradd = 0
- ctrl = 0
-
- [State 635, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 625, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 200,2
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,60,60)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-55
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;ÉéÆ╝âWâââôâvï¡âLâbâN
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- poweradd = 0
- ctrl = 0
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,110,100)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-50
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;âWâââôâvï¡âLâbâN
- [Statedef 635]
- type = A
- movetype = A
- physics = A
- anim = 635
- poweradd = 0
- ctrl = 0
-
- [State 635, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 635, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,1
- channel = 0
- volume = 30
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,70,65)
- getpower = 150,150
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-65
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 11
- ground.velocity = -7.5
- guard.hittime = 20
- guard.velocity = -6
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;âWâââôâvô┴ÄΩï¡âLâbâN
- [Statedef 636]
- type = A
- movetype = A
- physics = A
- anim = 636
- poweradd = 0
- ctrl = 0
-
- [State 635, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 640, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240,0
- channel = 0
- volume = 30
-
- [State 635, 3]
- type = HitDef
- trigger1 = animelem = 2
- attr = A, NA
- animtype = hard
- damage = ifelse(P2movetype = A,70,60)
- getpower = 150,150
- givepower = 20,20
- guardflag = H
- hitflag = MAF
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-65
- hitsound = S230,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-13,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-13,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4960,ifelse(p2statetype = C && P2movetype != A,4277,4305)))
-
- ;âWâââôâvü@Éüé┴ö≥é╬é╡
- [Statedef 640]
- type = A
- movetype = A
- physics = A
- anim = 640
- poweradd = 20
- juggle = 10
- ctrl = 0
-
- [State 1000, 4]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = Random > 500
- value = 220,2
- channel = 0
- volume = 30
-
- [State 640, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 210,1
-
- [State 640, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,110,110)
- getpower = 170,170
- givepower = 20,20
- guardflag = M
- pausetime = 12,12
- sparkno = 1
- guard.sparkno = 41
- sparkxy = -10,-60
- hitsound = S230,3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -7
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -10
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-9,0)
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- ;---------------------------------------------------------------------------
- ; òGÆnìû
- [Statedef 900]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 900
-
- [State 900, 3]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 0
- givepower = 0
- hitflag = M-
- numhits = 0
- priority = 7, Hit
- pausetime = 0,0
- sparkno = -1
- sparkxy = -25,-80
- sprpriority = -1
- p2facing = 1
- ground.hittime = 30
- p1stateno = 901
- p2stateno = 903
-
- [State 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; òGÆnìûüié┬é⌐é▌üj
- [Statedef 901]
- type = S
- movetype= A
- physics = N
- anim = 901
-
- [state 1, 1]
- type = sprpriority
- trigger1 = Animelem = 1
- value = 5
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 2
- anim = 920
- sprpriority = 1
- postype = p1
- pos = 60,-90
- bindtime = 1
-
- [State 106, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 230,4
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1
- value = 80,0
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 1, >= 0
- trigger1 = animelem = 2, < 0
- pos = 50,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 902
-
- ;òGÆnìûüiòGüj
- [Statedef 902]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 902
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 2
- trigger2 = Animelem = 7
- trigger3 = Animelem = 12
- trigger4 = Animelem = 17
- value = 240,0
- channel = 0
- volume = 30
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 3
- trigger2 = Animelem = 8
- trigger3 = Animelem = 13
- trigger4 = Animelem = 18
- value = 230,0
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 1
- trigger2 = Animelem = 6
- trigger3 = Animelem = 11
- trigger4 = Animelem = 16
- pos = 50, 0
- time = 9
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 2
- trigger2 = Animelem = 7
- trigger3 = Animelem = 12
- trigger4 = Animelem = 17
- pos = 60,-55
- time = 9
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 3
- trigger2 = Animelem = 8
- trigger3 = Animelem = 13
- trigger4 = Animelem = 18
- pos = 70,-65
- time = 9
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 4
- trigger2 = Animelem = 9
- trigger3 = Animelem = 14
- trigger4 = Animelem = 19
- pos = 66,-60
- time = 9
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 5
- trigger2 = Animelem = 10
- trigger3 = Animelem = 15
- trigger4 = Animelem = 20
- pos = 50,0
- time = 9
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 3
- trigger2 = Animelem = 8
- trigger3 = Animelem = 13
- trigger4 = Animelem = 18
- anim = F1
- pos = 60, -75
- sprpriority = 7
- supermove = 2
- Bindtime = 1
-
- [State 1105, 3]
- type = HitAdd
- trigger1 = AnimElem = 3
- trigger2 = Animelem = 8
- trigger3 = Animelem = 13
- trigger4 = Animelem = 18
- value = 1
-
- [State 905, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 3
- trigger2 = Animelem = 8
- trigger3 = Animelem = 13
- trigger4 = Animelem = 18
- value = -30
-
- [State 1105, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 904
-
- ;òGÆnìûüiéΓéτéΩüj
- [Statedef 903]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 905, 11]
- type = posadd
- trigger1 = animtime = 0
- x = -10
- y = 40
-
- [State 5050, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 903
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4045;241
-
- ;òGÆnìûüiòGâtâBâjâbâVâàüj
- [Statedef 904]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 904
-
- [State 1101, 1]
- type = posadd
- trigger1 = Animelem = 2
- trigger2 = Animelem = 3
- x = 10
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 1
- pos = 50,0
- time = 1
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 2
- pos = 50,-55
- time = 1
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 3
- pos = 60,-70
- time = 4
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 184,4
- channel = 0
- volume = 30
-
- [State 1105, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 905
-
- ;òGÆnìûüiòGâtâBâjâbâVâàï≤Æåüj
- [Statedef 905]
- type = A
- movetype= A
- physics = N
- ctrl = 0
- velset = 0,0
- anim = 905
-
- [State 2000, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 60
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 230,3
-
- [State 1105, 3]
- type = HitAdd
- trigger1 = AnimElem = 1
- value = 1
-
- [State 905, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 1
- value = -30
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 1
- pos = 55,-70
- time = 4
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 1
- anim = F1
- pos = 65, -85
- sprpriority = 7
- supermove = 2
- Bindtime = 1
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 5
- x = 3
- y = -9.5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 15
- x = 1.5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 20
- x = 0.8
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 22
- x = 0
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 6
- y = .6
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1510
-
- ;---------------------------------------------------------------------------
- ; âîâbâOâXâïü[
- [Statedef 910]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 910
-
- [State 900, 3]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 0
- givepower = 0
- hitflag = M-
- numhits = 0
- priority = 7, Hit
- sparkno = -1
- sparkxy = -25,-80
- sprpriority = -1
- p2facing = 1
- ground.hittime = 30
- p1stateno = 911
- p2stateno = 913
-
- [State 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; é┬é⌐é▌
- [Statedef 911]
- type = S
- movetype= A
- physics = N
- anim = 911
-
- [state 1, 1]
- type = sprpriority
- trigger1 = Animelem = 1
- value = 5
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 2
- anim = 920
- sprpriority = 1
- postype = p1
- pos = 60,-90
- bindtime = 1
-
- [State 106, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 230,4
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1
- value = 60,60
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 1, >= 0
- trigger1 = animelem = 2, < 0
- pos = 50,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 912
-
- ;ôèé░
- [Statedef 912]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 912
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1,>=0
- trigger1 = AnimElem = 4,<0
- value = 20,130
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 910,0
- channel = 0
- volume = 30
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = F7,2
- volume = 30
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = 181,1
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 1
- pos = 65,-87
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 2
- pos = 40, -85
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 3
- pos = -40,-90
-
- [State 1101, 1]
- type = targetbind
- trigger1 = Animelem = 4
- pos = -118,0
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 4
- anim = F61
- sprpriority = -2
- postype = p2
- pos = 0,0
- bindtime = 1
-
- [State 1101, 1]
- type = posadd
- trigger1 = Animelem = 1
- x = -10
-
- [State 1101, 1]
- type = posadd
- trigger1 = Animelem = 12
- x = -25
-
- [State 1101, 1]
- type = posadd
- trigger1 = Animelem = 5
- x = -50
-
- [State 905, 1]
- type = PlayerPush
- trigger1 = Time >= 0
- trigger1 = Time <= 40
- value = 0
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 4
- persistent = 0
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 15
-
- [State 905, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -160
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1105, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;P2éΓéτéΩ
- [Statedef 913]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 5050, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 913
-
- [State 2020, 3]
- type = Playerpush
- trigger1 = time >= 0
- trigger1 = time <= 18
- value = 0
-
- [State 1420, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3905
-
- [Statedef 3905]
- type = A
- movetype = H
- physics = N
- velset = 0
-
- [State 210, 3]
- type = PosAdd
- trigger1 = !animexist(5165)
- trigger1 = time = 0
- X = 20
- y = 17
-
- [State 210, 3]
- type = PosAdd
- trigger1 = animexist(5165)
- trigger1 = time = 0
- X = 0
- y = 0
-
- [State 1370, Anim]
- type = ChangeAnim
- trigger1 = animexist(5165)
- trigger1 = time = 0
- value = 5165
-
- [State 1370, Anim]
- type = ChangeAnim
- trigger1 = !animexist(5165)
- trigger1 = time = 0
- value = 5160
-
- [State 1420, Velocity]
- type = VelSet
- trigger1 = time = 4
- y = -5.5
- x = 4
-
- [State 1525, 4]
- type = VelAdd
- trigger1 = Time > 4
- y = .4
-
- [State 1370, Sprite2]
- type = SprPriority
- trigger1 = time >= 4
- value = 1
-
- [State 2160, 33]
- type = Explod
- trigger1 = Pos Y >= 0 && Vel Y > 0
- anim = F61
- sprpriority = -2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 1420, State]
- type = SelfState
- trigger1 = Pos Y >= 0 && Vel Y > 0
- value = 5100
-
- ;-------------------------------------------------
- ; Short jump
- [Statedef 950]
- type = A
- movetype = I
- physics = A
- anim = 950
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = Time > 6
- trigger1 = Time < 18
- value = 0
-
- [State 950, 1]
- type = VelSet
- trigger1 = Time = 0
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-2.8,2.9))
- y = -7
-
- [State 950, 2]
- type = VelSet
- trigger1 = Time = 0 && Var(5)
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-4.8,4.8))
-
- [State 50, 4]
- type = AfterImage
- trigger1 = Time = 0 && Var(5) && Vel X != 0
- time = 10
- framegap = 2
- length = 8
- palbright = 0,0,0
- PalContrast = 240,255,255
- PalMul = .8,.8,.8
-
- [State 950, 4]
- type = ChangeState
- trigger1 = Pos Y >= 0 && Vel Y > 0
- value = 52
-
-
- ;--------------ÄπânâèâPü[âôâAâbâpü[
- [Statedef 1000]
- type = S
- movetype = A
- physics = S
- anim = ifelse(Var(12) = 1,1010,1000)
- poweradd = 85
- velset = 0
- ctrl = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 210,1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1000,0
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 11
- value = 1000,1
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 1000,2
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 1001
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 7, =1
- trigger1 = var(12) = 0
- attr = S, SP
- projID = 100
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 18
- offset = 45,0
- hitflag = MA
- velocity = 4
- damage = ifelse(P2movetype = A,110,90),10
- getpower = 65,65
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = 0,-60
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 7, =1
- trigger1 = var(12) = 1
- attr = S, SP
- projID = 100
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- ;projremovetime = 18
- offset = 45,0
- hitflag = MA
- velocity = 4
- damage = ifelse(P2movetype = A,110,90),10
- getpower = 65,65
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = 0,-60
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ï¡ ânâèâPü[âôâAâbâpü[
- [Statedef 1005]
- type = S
- movetype = A
- physics = S
- anim = ifelse(Var(12) = 1,1015,1005)
- poweradd = 85
- velset = 0
- ctrl = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 4
- trigger2 = animelem = 13
- trigger2 = var(12) = 0
- value = 210,1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1000,5
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- trigger1 = var(12) = 0
- trigger2 = animelem = 16
- trigger2 = var(12) = 0
- trigger3 = animelem = 5
- trigger3 = var(12) = 1
- value = 1000,2
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- trigger1 = var(12) = 0
- anim = 1001
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 15
- trigger1 = var(12) = 0
- trigger2 = animelem = 4
- trigger2 = var(12) = 1
- anim = 1001
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 7
- trigger1 = var(12) = 0
- attr = S, SP
- projID = 100
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 9
- offset = 45,0
- hitflag = MA
- velocity = 8
- damage = ifelse(P2movetype = A,110,65),10
- getpower = 65,65
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = 0,-60
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 16
- trigger1 = var(12) = 0
- attr = S, SP
- projID = 100
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 9
- offset = 50,0
- hitflag = MAF
- velocity = 8
- damage = ifelse(P2movetype = A,110,65),10
- getpower = 65,65
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = 0,-60
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A && P2bodydist X <= 80,4805,ifelse(P2movetype != A && P2bodydist X <= 80,4025,ifelse(P2movetype = A,4815,4045)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 5, =1
- trigger1 = var(12) = 1
- attr = S, SP
- projID = 100
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- ;projremovetime = 18
- offset = 45,0
- hitflag = MA
- velocity = 6
- damage = ifelse(P2movetype = A,110,90),10
- getpower = 65,65
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = 0,-60
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 780, 1]
- type = posadd
- triggerall = var(12) = 0
- trigger1 = animelem = 5
- trigger2 = animelem = 6
- x = 7
-
- [State 780, 1]
- type = posadd
- triggerall = var(12) = 0
- trigger1 = animelem = 13
- trigger2 = animelem = 14
- x = 7
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ÄπâXâëâbâVâàâLâbâNüiâXâ^ü[âgüj
- [Statedef 1100]
- type = S
- movetype = A
- physics = S
- anim = 1100
- poweradd = 110
- ctrl = 0
- velset = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = time = 0
- value = 1100,0
- channel = 0
- volume = 30
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
- x = 6
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- value = 5,0
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 4, >= 0
- value = 15,0
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1101
-
- ;ÄπâXâëâbâVâàâLâbâNüiï≤Æåüj
- [Statedef 1101]
- type = A
- movetype = A
- physics = N
- anim = 1101
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- value = 20,0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1100, 2
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 0
- x = 8
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 0
- y = -3
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .6
-
- [State 1100, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,150,120),10
- getpower = 85,85
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-90
- pausetime = 12,12
- hitsound = S230,3
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -13
- guard.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = time = 10;Vel Y > 0 && Pos Y >= 0
- value = 1102
-
- ;ÄπâXâëâbâVâàâLâbâNüiÆàÆnüj
- [Statedef 1102]
- type = S
- movetype = I
- physics = S
- anim = 1102
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1510, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 1]
- type = Posadd
- trigger1 = animelem = 3
- x = -12
-
- [State 1510, 1]
- type = Posadd
- trigger1 = animtime = 0
- x = -5
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ï¡âXâëâbâVâàâLâbâNüiâXâ^ü[âgüj
- [Statedef 1105]
- type = S
- movetype = A
- physics = S
- anim = 1105
- poweradd = 130
- ctrl = 0
- velset = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1105, 0
- channel = 0
- volume = 30
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
- x = 8
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- value = 5,0
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 4, >= 0
- value = 15,0
-
- [State 1260, 4]
- type = ChangeState
- trigger1 = p2bodydist X < 55
- trigger1 = AnimElem = 5,3
- value = 1106
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1106
-
- ;ï¡âXâëâbâVâàâLâbâNüiï≤Æåüj
- [Statedef 1106]
- type = A
- movetype = A
- physics = N
- anim = 1107
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = 15,0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1100, 2
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 0;[0,6]
- x = 8.5
-
- [State 1505, 3]
- type = Veladd
- trigger1 = time = 0
- y = -4.7
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .5
-
- [State 1100, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,170),10
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-90
- pausetime = 12,12
- hitsound = S230,3
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -13
- guard.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 1108
-
- ;ï¡âXâëâbâVâàâLâbâNüiÆàÆnüj
- [Statedef 1108]
- type = S
- movetype = I
- physics = S
- anim = 1108
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1510, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 1]
- type = Posadd
- trigger1 = animelem = 3
- x = -12
-
- [State 1510, 1]
- type = Posadd
- trigger1 = animtime = 0
- x = -5
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Äπü@ë⌐ïαé╠âJâJâg
- [Statedef 1200]
- type = S
- movetype = A
- physics = S
- anim = 1200
- poweradd = 110
- velset = 0,0
- ctrl = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3
- x = 8
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1201
-
- ;Äπü@ë⌐ïαé╠âJâJâg(ï≤Æåüj
- [Statedef 1201]
- type = A
- movetype = A
- physics = N
- anim = 1201
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 195,0
- channel = 0
- volume = 30
-
- [State 1200, 1]
- type = velset
- trigger1 = AnimElem = 1
- x = 3.5
- y = -8.2
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .85
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1200,0
-
- [State 1005, 6]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1205
- projshadow = 68,68,68
- offset = -10,-10
- velocity = 0,0
- projremovetime = 23;35
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 0
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 5
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,40,Ceil(40 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 8,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 1
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,Ceil(80 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 12,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = H
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 1
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,Ceil(80 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 8,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4850,4130)
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1202
-
- ;Äπü@ë⌐ïαé╠âJâJâg(ÆàÆn)
- [Statedef 1202]
- type = S
- movetype = I
- physics = S
- anim = 1202
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ï¡ü@ë⌐ïαé╠âJâJâg
- [Statedef 1210]
- type = S
- movetype = A
- physics = S
- anim = 1210
- poweradd = 200
- velset = 0,0
- ctrl = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3
- x = 8
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1211
-
- ;ï¡ü@ë⌐ïαé╠âJâJâg(ï≤Æåüj
- [Statedef 1211]
- type = A
- movetype = A
- physics = N
- anim = 1211
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1200,1
- channel = 0
- volume = 30
-
- [State 1200, 1]
- type = velset
- trigger1 = Time = 0
- x = 6.6
- y = -8.4
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .85
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1200,0
-
- [State 1005, 6]
- type = Projectile
- trigger1 = AnimElem = 3
- projanim = 1205
- projshadow = 68,68,68
- offset = 10,-10
- velocity = 0,0
- projremovetime = 23;35
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 0
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- trigger4 = AnimElem = 5
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,60,Ceil(60 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 8,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 1
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,Ceil(80 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 12,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = H
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1200, 5]
- type = HitDef
- triggerall = var(12) = 1
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,Ceil(80 / (2 ** HitCount))),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 8,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = H
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4850,4130)
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1212
-
- ;ï¡ü@ë⌐ïαé╠âJâJâg(ÆàÆn)
- [Statedef 1212]
- type = S
- movetype = I
- physics = S
- anim = 1212
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;öÜù⌠î¥
- [Statedef 1300]
- type = S
- movetype = A
- physics = S
- anim = 1300
- poweradd = 200
- velset = 0
- ctrl = 0
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 1300,2
- channel = 0
- volume = 30
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 2
- trigger2 = animelem = 7
- trigger3 = animelem = 14
- trigger4 = animelem = 23
- trigger5 = animelem = 31
- trigger6 = animelem = 38
- trigger7 = animelem = 47
- trigger8 = animelem = 52
- trigger9 = animelem = 59
- trigger10 = animelem = 68
- trigger11 = animelem = 76
- trigger12 = animelem = 83
- value = 200,2
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 4
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 5,12
- hitsound = S220,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 16
- trigger2 = animelem = 33
- trigger3 = animelem = 49
- trigger4 = animelem = 61
- trigger5 = animelem = 78
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 5,12
- hitsound = S220,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 9
- trigger2 = animelem = 25
- trigger3 = animelem = 54
- trigger4 = animelem = 70
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 5,12
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 40
- trigger2 = animelem = 85
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 5,12
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1300, 5]
- type = posadd
- trigger1 = animelem = 1,>=0
- trigger1 = animelem = 41,<0
- trigger1 = (GameTime%6)=0
- x = 3
-
- [State 1300, 5]
- type = velset
- trigger1 = animelem = 41,>=0
- trigger1 = animelem = 45,<0
- x = 0
-
- [State 1300, 5]
- type = posadd
- trigger1 = animelem = 45,>=0
- trigger1 = animelem = 85,<0
- trigger1 = (GameTime%6)=0
- x = 3
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ÅπÆiü@öÜù⌠âtâBâjâbâVâà(âXâ^ü[âgüj
- [Statedef 1301]
- type = S
- movetype = A
- physics = S
- anim = 1301
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 1505, 3]
- type = Velset
- trigger1 = time = [0,5]
- x = 3
-
- [State 215, 1]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 210,1
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1300, 1
- channel = 0
- volume = 30
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1100, 2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 9
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,120,120)
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- guardflag = L
- pausetime = 12,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-25
- hitsound = S230,3
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 215, 4]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- x = 17
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 215, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ÆåÆiöÜù⌠âtâBâjâbâVâà
- [Statedef 1310]
- type = S
- movetype = A
- physics = S
- anim = 1310
- poweradd = 65
- velset = 0
- ctrl = 0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1300, 1
- channel = 0
- volume = 30
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1100, 2
-
- [State 1505, 3]
- type = Velset
- trigger1 = time = [0,5]
- x = 7
-
- [State 220, 1]
- type = posadd
- trigger1 = animelem = 2
- x = 15
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = -5,0
-
- [State 220, 3]
- type = HitDef
- trigger1 = animelem = 6
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,80),10
- getpower = 65,65
- givepower = 20,20
- guardflag = H
- hitflag = MAF
- pausetime = 12,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-85
- hitsound = S230,3
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1311
-
- ;ÆåÆiöÜù⌠âtâBâjâbâVâà
- [Statedef 1311]
- type = S
- movetype = I
- physics = S
- anim = 1311
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = posadd
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- x = -5
-
- [State 220, 1]
- type = posadd
- trigger1 = animelem = 6
- x = -15
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;âPâcôûÉg
- [Statedef 1400]
- type = S
- movetype = A
- physics = S
- anim = 1400
- velset = 0
- ctrl = 0
-
- [State 1000, 4]
- type = PlaySnd
- trigger1 = AnimElem = 2
- channel = 0
- value = 195,2
- volume = 30
-
- [State 230, 1]
- type = posadd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- X = 10
-
- [State 230, 1]
- type = posadd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- X = -10
-
- [State 1000, 2]
- type = ReversalDef
- trigger1 = p2Movetype != H
- trigger1 = AnimElem = 5
- reversal.attr = S, NA, SA
- numhits = 0
- pausetime = 12,22
- sparkno = 42
- sparkxy = 20,-30
- hitsound = S200,3
- p1stateno = 1401
-
- [State 210, 1]
- type = Explod
- trigger1 = movehit = 1
- anim = 1600
- pos = 0,0
- postype = p1
- sprpriority = 3
- ;bindtime = 0
- ownpal = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Æeé½
- [Statedef 1401]
- type = S
- movetype = A
- physics = S
- anim = 1401
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 2
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,0,0)
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- guardflag =
- pausetime = 6,20
- sparkno = -1;2
- guard.sparkno = -1;42
- sparkxy = -10,-68
- hitsound = S230,3
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = 1405;4300;ifelse(P2movetype = A,4920,4240)
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 230, 7]
- type = ChangeState
- trigger1 = Time = [0,2]
- trigger1 = command = "holdfwd" && (command = "a" || command = "x")
- value = 1450
-
- [State 230, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ âKü[âhâNâëâbâVâà ------
- [Statedef 1405]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 123, 4]
- type = null;Explod
- trigger1 = time = 0 && var(13) = 2 && var(11) = 0
- trigger1 = NumExplod(1051) = 0
- id = 1051
- anim = F1051
- pos = 6,70;60
- postype = Left
- ontop = 1
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 123, 4]
- type = null;Explod
- trigger1 = time = 0 && var(13) = 1 && var(11) = 0
- trigger1 = NumExplod(1051) = 0
- id = 1051
- anim = F1051
- pos = 200,70;60
- postype = Left
- ontop = 1
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1505, 1]
- type = null;PlaySnd
- trigger1 = time = 0
- value = 11,0
- volume = 0
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = animexist(43000)
- trigger1 = animexist(4340)
- trigger1 = !animexist(5400)
- value = 43000
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = animexist(43000)
- trigger1 = !animexist(4340)
- trigger1 = !animexist(5400)
- value = 43000
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = !animexist(43000)
- trigger1 = animexist(4340)
- trigger1 = !animexist(5400)
- value = 4340
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = !animexist(43000)
- trigger1 = !animexist(4340)
- trigger1 = animexist(5400)
- value = 5400
- ignorehitpause = 1
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = !animexist(43000)
- trigger1 = animexist(4340)
- trigger1 = animexist(5400)
- value = 5400
- ignorehitpause = 1
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time >= 0
- trigger1 = !animexist(43000)
- trigger1 = !animexist(4340)
- trigger1 = !animexist(5400)
- value = 5000
-
- [State 9000, 7]
- type = SelfState
- trigger1 = HitShakeOver
- value = 4351
-
- ;âPâcâNâëâbâVâà
- [Statedef 1450]
- type = A
- movetype = A
- physics = N
- anim = 1450
- velset = 0,0
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1500,1
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 5
- y = -6.5
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .6
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,170),10
- getpower = 65,65
- givepower = 20,20
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-50
- guardflag = M
- hitflag = MAF
- pausetime = 25,25
- hitsound = S230,3
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4860,4160)
- envshake.time = 15
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1451
-
- ;Äπâ^âCâKü[âLâbâNüiÆàÆnüj
- [Statedef 1451]
- type = S
- movetype = I
- physics = S
- anim = 1451
- velset = 0,0
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1510, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1510, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;Äπâ^âCâKü[âLâbâNüiâXâ^ü[âgüj
- [Statedef 1500]
- type = S
- movetype = A
- physics = S
- anim = 1500
- velset = 0
- poweradd = 85
- ctrl = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 3 || AnimElem = 4
- x = 12
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500,0
- channel = 0
- volume = 30
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 5
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3 && var(12) = 0
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,60),10
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4800,4010)
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3 && var(12) = 1
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,60),10
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4805,4020)
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = F3000
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = Fifelse(random < 300,3000,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = 3050
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = Fifelse(random < 800,3050,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State 907, 0]
- type = varset
- trigger1 = movehit
- var(40) = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1505
-
- ;Äπâ^âCâKü[âLâbâNüiï≤Æåüj
- [Statedef 1505]
- type = A
- movetype = A
- physics = N
- anim = 1505
- velset = 0,0
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1500,1
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 3
- y = -9.5
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 8
- x = 1.5
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 12
- x = 1
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 15
- x = 0.5
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 17
- x = 0
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .5
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1 && var(12) = 0
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,ifelse(var(40) = 1,30,60)),10
- getpower = 65,65
- givepower = 20,20
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-70
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4800,4005)
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1 && var(12) = 1
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,ifelse(var(40) = 1,30,60)),10
- getpower = 65,65
- givepower = 20,20
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-70
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4805,4020)
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = F3000
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = Fifelse(random < 300,3000,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = 3050
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = Fifelse(random < 800,3050,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State 907, 0]
- type = varset
- trigger1 = AnimElem = 2
- var(40) = 0
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1510
-
- ;Äπâ^âCâKü[âLâbâNüiÆàÆnüj
- [Statedef 1510]
- type = S
- movetype = I
- physics = S
- anim = 1510
- velset = 0,0
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1510, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 1510, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ï¡â^âCâKü[âLâbâNüiâXâ^ü[âgüj
- [Statedef 1520]
- type = S
- movetype = A
- physics = S
- anim = 1520
- velset = 0
- poweradd = 85
- ctrl = 0
-
- [State 240, 0]
- type = VarAdd
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- var(10) = -200
- persistent = 0
- ignorehitpause = 1
-
- [State 3001, PALFX]
- type = PalFX
- triggerall = time = [0,4]
- triggerall = (GameTime%2)=0
- triggerall = var(10) != 0
- trigger1 = prevstateno = 220 || prevstateno = 230 || prevstateno = 410
- trigger2 = prevstateno = 420 || prevstateno = 435
- trigger3 = prevstateno = [1000,2999]
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 3 || AnimElem = 4
- x = 12
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500,0
- channel = 0
- volume = 30
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 10
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3 && var(12) = 0
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,90,70),10
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4800,4005)
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3 && var(12) = 1
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,90,70),10
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4805,4020)
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = F3000
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = Fifelse(random < 300,3000,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = 3050
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = Fifelse(random < 800,3050,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State 907, 0]
- type = varset
- trigger1 = movehit = 1
- var(40) = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1525
-
- ;ï¡â^âCâKü[âLâbâNüiï≤Æåüj
- [Statedef 1525]
- type = A
- movetype = A
- physics = N
- anim = 1525
- velset = 0,0
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1500,1
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 4
- y = -11
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 6
- x = 3
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 12
- x = 2
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 17
- x = 1
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 20
- x = 0.5
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 23
- x = 0
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .5
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1 && var(12) = 0
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,90,ifelse(var(40) = 1,35,70)),10
- getpower = 65,65
- givepower = 20,20
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-70
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4800,4005)
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1 && var(12) = 1
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,90,ifelse(var(40) = 1,35,70)),10
- getpower = 65,65
- givepower = 20,20
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-70
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4805,4020)
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = F3000
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4500
- anim = Fifelse(random < 300,3000,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = 3050
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- trigger1 = movehit = 1 && var(12) = 0
- ID = 4015
- anim = Fifelse(random < 800,3050,10000)
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 50
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State 907, 0]
- type = varset
- trigger1 = AnimElem = 2
- var(40) = 0
-
- [State 114, 15]
- type = ChangeState
- trigger1 = var(12) = 1
- trigger1 = Var(1) = 1 && AnimElem = 1, >= 3 && AnimElem = 2, < 0
- value = 1526
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1510
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüië⌐ïαé╠âJâJâg(ï≤Æå)üj
- [Statedef 1526]
- type = A
- movetype = A
- physics = N
- anim = 1526
- poweradd = 65
- ctrl = 0
-
- [State -2, ì╢îⁿé½]
- type = VarSet
- trigger1 = time = 0
- var(40) = 0
-
- [State 1000, 0]
- type = varset
- trigger1 = time = 0
- var(3) = 0
-
- [State 1000, 0]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 1200, 1]
- type = posadd
- trigger1 = animelem = 2
- x = 10
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 10
- x = 1.5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 15
- x = 1
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 18
- x = 0.5
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 1200,0
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = A, ST
- animtype = Hard
- damage = ifelse(P2movetype = A,60,30),10
- getpower = 65,65
- givepower = 20,20
- pausetime = 12,12
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-80
- hitflag = MAF
- guardflag = M
- hitsound = S230,3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4850,4130)
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1212
-
- ;-----------------------------------------------------------------------
- ; æOô]
- [Statedef 700]
- type = S
- movetype = I
- physics = N
- anim = 700
- poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-1000,0)
- velset = 0
- ctrl = 0
- sprpriority = -2
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 701
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 10
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 702
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 10
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 3
- anim = 703
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 5
-
- [State 775, 5]
- type = AfterImage
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 100
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 775, 5]
- type = AfterImage
- trigger1 = animTime = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 1
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 750, 3]
- type = EnvColor
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 2
- value = 255,255,255
- under = 1
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = (prevstateno = 150 || prevstateno = 152)
- trigger1 = Time = [0,1]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3 && prevstateno = 100
- x = 7
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3 && prevstateno != 100
- x = IfElse((prevstateno = 150 || prevstateno = 152),6,5)
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 800, 1]
- type = HitBy
- trigger1 = Time >= 0
- trigger1 = animtime <= 0 - 9
- value = SCA, NT, ST
- time = 1
-
- [State 800, 6]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger1 = P2bodydist X >= 25
- value = 250,0
- channel = 0
- volume = 30
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger1 = P2bodydist X < 25
- value = 900,0
- channel = 0
- volume = 30
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; îπô]
- [Statedef 710]
- type = S
- movetype = I
- physics = N
- anim = 710
- poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-1000,0)
- velset = 0,0
- ctrl = 0
- Sprpriority = -1
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 711
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 10
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 712
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 10
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 3
- anim = 713
- pos = 0,0
- sprpriority = -5
- postype = p1
- removetime = 5
-
- [State 800, 1]
- type = HitBy
- trigger1 = Time >= 0
- trigger1 = animtime <= 0 - 9
- value = SCA, NT, ST, HT
- time = 1
-
- [State 800, 6]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 775, 5]
- type = AfterImage
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 100
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 775, 5]
- type = AfterImage
- trigger1 = animTime = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 1
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 750, 3]
- type = EnvColor
- trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
- time = 2
- value = 255,255,255
- under = 1
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = (prevstateno = 150 || prevstateno = 152)
- trigger1 = Time = [0,1]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = IfElse((prevstateno = 150 || prevstateno = 152),-6,-5)
-
- [State 260, 6]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 250,0
- channel = 0
- volume = 30
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ â_âEâôë±ö≡ ------
- [Statedef 3990]
- type = S
- movetype = I
- physics = S
- anim = 3990
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State -2, 6]
- type = PlaySnd
- trigger1 = time = 1
- value = 3990,0
- volume = 60
-
- [State 3700,Turn]
- type = Turn
- trigger1 = time = 0 && P2Dist X < 0
-
- [State 1000, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 260, 4]
- type = VelSet
- trigger1 = time = [0,3]
- x = -8
-
- [State 1002, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ âpâÅü[élé`éwö¡ô« ------
- [Statedef 990]
- type = S
- movetype = I
- physics = S
- anim = 990
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 2000, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 2000, 5]
- type = Explod
- trigger1 = AnimElem = 4
- anim = F995
- sprpriority = 4
- postype = p1
- pos = 0,0
- bindtime = -1
- pausemovetime = -1
- ownpal = 1
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 4
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 20
-
- [State 780, Activate]
- type = VarSet
- trigger1 = animelem = 4
- v = 10
- value = 1200
-
- [State 2000, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 950,0
-
- [State 2090, 1Pæñ]
- type = Explod
- trigger1 = animtime = 0 - 12
- anim = Fifelse(var(13) = 1,2090,2091)
- id = 2090
- pos = ifelse(var(13) = 1,15,213),196
- postype = Left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
- ontop = 1
-
- [State 2090, 1]
- type = Explod
- trigger1 = animtime = 0 - 12
- anim = F2095
- id = 2095
- pos = ifelse(var(13) = 1,102,216),198
- postype = Left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- facing = ifelse(var(13) = 1,1,-1)
- ownpal = 1
- scale = 0,1
- ontop = 1
-
- [State 2000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ âpâÅü[élé`éwö¡ô« ------
- [Statedef 995]
- type = S
- movetype = I
- physics = S
- anim = 995
- poweradd = -2000
- velset = 0
- ctrl = 0
-
- [State 780, Activate]
- type = VarSet
- trigger1 = time = 0
- v = 10
- value = 1200
-
- [State 2000, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 950,1
-
- [State 2090, 1Pæñ]
- type = Explod
- trigger1 = animtime = 0
- anim = Fifelse(var(13) = 1,2090,2091)
- id = 2090
- pos = ifelse(var(13) = 1,15,213),196
- postype = Left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 8
- ownpal = 1
- supermove = 1
- ontop = 1
-
- [State 2090, 1]
- type = Explod
- trigger1 = animtime = 0
- anim = F2095
- id = 2095
- pos = ifelse(var(13) = 1,102,216),198
- postype = Left
- bindtime = -1
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 9
- facing = ifelse(var(13) = 1,1,-1)
- ownpal = 1
- scale = 0,1
- ontop = 1
-
- [State 2000, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------
- [Statedef 991]
- type = S
- movetype = A
- physics = S
- anim = 991
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State -2, 1]
- type = Varset
- trigger1 = time = 0
- var(10) = 0
- ignorehitpause = 1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 2
- anim = F991
- pos = -12,-71
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 2
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [2,6]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3050, Voice]
- type = PlaySnd
- trigger1 = time = 2
- value = F9,0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,1
- channel = 0
- volume = 30
-
- [State 5040, 4]
- type = posadd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- x = 8
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,50,50),50
- getpower = 0,0
- givepower = 20,20
- pausetime = 15,15
- hitflag = MAF
- guardflag = M
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-76
- hitsound = S230,3
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4955,4295)
-
- [State -2, 7]
- type = targetstate
- trigger1 = MoveGuarded = 1
- value = 4300
- ignorehitpause = 1
- persistent = 0
-
- [State -2, 7]
- type = Varadd
- trigger1 = MoveGuarded = 1
- var(5) = 1001
- ignorehitpause = 1
- persistent = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------
- [Statedef -2]
-
- [State -2, 1]
- type = VarAdd
- trigger1 = var(16) > 0 && stateno != [3700,3710]
- v = 16
- value = -1
- ignorehitpause = 1
-
- ;-----------------MAXéQÄgùpë┬ö\é╠ô_û┼
- [State -2]
- type=Explod
- triggerall = NumExplod(4230) = 0
- triggerall = life <= 400
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4230
- anim=F4230
- pos=ifelse(var(13) = 2,175,43),31
- postype=left
- ;ontop=1
- sprpriority = 10
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = life > 400
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4230
-
- ;-----------------âQü[âWéOü`éP
- [State -2,ÿg]
- type=Explod
- triggerall = NumExplod(4240) = 0
- triggerall = power = [0,999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4240
- anim=F4240
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2,âQü[âW]
- type=Explod
- triggerall = NumExplod(4245) = 0
- triggerall = power = [1,999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4245
- anim=F4245
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [0,999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4240
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [0,999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4245
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = power > 0
- ID = 4245
- scale = (0 + power) / 1000.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- ;-----------------âQü[âWéPü`éQ
- [State -2,ÿg]
- type=Explod
- triggerall = NumExplod(4250) = 0
- triggerall = power = [1000,1999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4250
- anim=F4250
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2,âQü[âW]
- type=Explod
- triggerall = NumExplod(4255) = 0
- triggerall = power = [1000,1999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4255
- anim=F4255
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [1000,1999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4250
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [1000,1999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4255
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = power > 0
- ID = 4255
- scale = (-1000 + power) / 1000.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- ;-----------------âQü[âWéQü`éR
- [State -2,ÿg]
- type=Explod
- triggerall = NumExplod(4260) = 0
- triggerall = power = [2000,2999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4260
- anim=F4260
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2,âQü[âW]
- type=Explod
- triggerall = NumExplod(4265) = 0
- triggerall = power = [2000,2999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4265
- anim=F4265
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [2000,2999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4260
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [2000,2999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4265
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = power > 0
- ID = 4265
- scale = (-2000 + power) / 1000.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- ;-----------------âQü[âWéRü`éS
- [State -2,ÿg]
- type=Explod
- triggerall = NumExplod(4270) = 0
- triggerall = power = [3000,3999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4270
- anim=F4270
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2,âQü[âW]
- type=Explod
- triggerall = NumExplod(4275) = 0
- triggerall = power = [3000,3999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4275
- anim=F4275
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [3000,3999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4270
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [3000,3999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4275
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = power > 0
- ID = 4275
- scale = (-3000 + power) / 1000.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- ;-----------------âQü[âWéSü`éT
- [State -2,ÿg]
- type=Explod
- triggerall = NumExplod(4280) = 0
- triggerall = power = [4000,4999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4280
- anim=F4280
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2,âQü[âW]
- type=Explod
- triggerall = NumExplod(4285) = 0
- triggerall = power = [4000,4999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4285
- anim=F4285
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [4000,4999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4280
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power != [4000,4999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4285
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = power > 0
- ID = 4285
- scale = (-4000 + power) / 1000.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
-
- ;-----------------âQü[âWMAX
- [State -2]
- type=Explod
- triggerall = NumExplod(4220) = 0
- triggerall = power != [0,4999]
- trigger1 = roundno = 1
- trigger1 = roundstate > 1
- trigger2 = roundno > 1
- trigger2 = roundstate > 1
- id=4220
- anim=F4220
- pos=ifelse(var(13) = 2,288,29),225
- postype=left
- ontop=1
- facing = ifelse(var(13) = 1,1,-1)
- removetime = -1
- supermove = 1
- ownpal=1
- bindtime=-1
- under=0
- ignorehitpause = 1
-
- [State -2, 0]
- type = RemoveExplod
- trigger1 = power = [0,4999]
- trigger2 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4220
-
- ;-----------------âKü[âhâNâëâbâVâàé╠ô_û┼
- [State -2]
- type=Explod
- trigger1 = NumExplod(4110) = 0
- trigger1 = var(5) = [600,799]
- trigger1 = winko = 0 || life != 0
- id=4110
- anim=F4110
- pos=ifelse(var(13) = 2,41,173),28
- postype=left
- ontop=1
- persistent=0
- ownpal=1
- bindtime=-1
- under=1
- ignorehitpause = 1
- [State -2, 0]
- type = RemoveExplod
- trigger1 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4110
-
- [State -2]
- type=Explod
- trigger1 = NumExplod(4115) = 0
- trigger1 = var(5) >= 800
- trigger1 = winko = 0 || life != 0
- id=4115
- anim=F4115
- pos=ifelse(var(13) = 2,41,173),28
- postype=left
- ontop=1
- persistent=0
- ownpal=1
- bindtime=-1
- under=1
- ignorehitpause = 1
- [State -2, 0]
- type = RemoveExplod
- trigger1 = winko = 1 || life = 0
- ignorehitpause = 1
- ID = 4115
-
-
- ;------ âpâÅü[élé`éwö¡ô«ùp ------
-
- [State -2, ìUîéù═ÅπÅ╕]
- type = attackMulSet
- trigger1 = Var(10) > 0
- value = 1.2
- [State -2, ìUîéù═Åëè·Æl]
- type = attackMulSet
- trigger1 = Var(10) = 0
- value = 1
- [State -2, ìUîéù═ÅπÅ╕]
- type = defenceMulSet
- trigger1 = Var(10) > 0
- value = 1.2
- [State -2, ìUîéù═ÅπÅ╕]
- type = defenceMulSet
- trigger1 = Var(10) = 0
- value = 1
-
- [State -2, 1]
- type = Varset
- trigger1 = time = 2
- trigger1 = var(10) < 0
- var(10) = 0
- ignorehitpause = 1
-
- [State -2, 1]
- type = VarAdd
- trigger1 = var(10) > 0
- v = 10
- value = -1
- ignorehitpause = 1
-
- [State -2, 11]
- type = PalFX
- trigger1 = (GameTime%2)=0
- trigger1 = Var(10) > 0
- time = 1
- add = 100,70,0
- ignorehitpause = 1
-
- [State 2090, 7]
- type = ModifyExplod
- trigger1 = Var(10) > 0
- ID = 2095
- scale = (1200 - Var(10)) / 1200.0,1
- ignorehitpause = 1
- ignorepausetime = 1
-
- [State -2, 9]
- type = RemoveExplod
- trigger1 = var(10) <= 0
- trigger2 = winko = 1
- trigger3 = life = 0
- ID = 2090
- ignorehitpause = 1
-
- [State -2, 9]
- type = RemoveExplod
- trigger1 = var(10) <= 0
- trigger2 = winko = 1
- trigger3 = life = 0
- ID = 2095
- ignorehitpause = 1
-
- [State -2, 12]
- type = Explod
- trigger1 = var(10) = 1 && winko != 1
- trigger2 = var(10) < 0 && winko != 1
- anim = Fifelse(var(13) = 1,2096,2097)
- pos = ifelse(var(13) = 1,15,213),196
- postype = left
- bindtime = 1
- vel = 0,0
- removetime = -1
- ignorepausetime = 1
- ignorehitpause = 1
- sprpriority = 7
- ownpal = 1
- ontop = 1
- supermove = 1
- persistent = 0
- ;------------------
-
- [State 2001, 2053]
- type = removeExplod
- trigger1 = movetype = H
- trigger2 = stateno != [2300,2329]
- ID = 9000
-
- [State -2, 4]
- type = defenceMulSet
- trigger1 = life <= 500
- value = 0.9
- [State -2, 4]
- type = defenceMulSet
- trigger1 = life <= 250
- value = 0.8
- [State -2, 4]
- type = defenceMulSet
- trigger1 = life <= 150
- value = 0.7
-
- [State -2, ì╢îⁿé½]
- type = VarSet
- trigger1 = movetype = H
- var(40) = 0
-
- [State -2, ì╢îⁿé½]
- type = VarSet
- trigger1 = Facing = 1 && roundstate = 0
- var(13) = 1
- [State -2, ëEîⁿé½]
- type = VarSet
- trigger1 = Facing = -1 && roundstate = 0
- var(13) = 2
-
- [State 2100, 3]
- type = Explod
- trigger1 = ProjHit2140 = 1
- anim = F3
- pos = 15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2100, 3]
- type = Explod
- trigger1 = projguarded2140 = 1
- anim = F42
- pos = 0,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = ProjHit2140 = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = projguarded2140 = 1
- id = 2150
- value = S200,3
- ignorehitpause = 1
- channel = 3
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = ProjHit2140 = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State -2, 3]
- type = VarSet
- trigger1 = stateno = 0
- v = 1
- value = 0
-
- [State -2, 4]
- type = PlaySnd
- triggerall = random < 500
- triggerall = time = 1
- triggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5001
- trigger3 = anim = 5010
- trigger4 = anim = 5011
- value = 5000,0
- volume = 30
-
- [State -2, 4]
- type = PlaySnd
- triggerall = random < 500
- triggerall = time = 1
- triggerall = stateno = 5010
- trigger1 = anim = 5020
- trigger2 = anim = 5021
- value = 5000,0
- volume = 30
-
- [State -2, 5]
- type = PlaySnd
- triggerall = random < 500
- triggerall = time = 1
- triggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- value = 5000,1
- volume = 30
-
- [State -2, 6]
- type = PlaySnd
- trigger1 = random < 500
- trigger1 = time = 1
- trigger1 = stateno = 5010
- trigger1 = anim = 5022
- value = 5000,1
- volume = 30
-
- [State -2, 6]
- type = PlaySnd
- trigger1 = random < 250
- trigger1 = time = 1
- trigger1 = stateno = 5100
- value = 5100,0
- volume = 30
-
- ;------ âqâbâgöRéªâGâtâFâNâg ------
-
- [State -2, 0]
- type = Varadd
- trigger1 = var(3) > 0
- var(3) = -1
- persistent = 0
- ignorehitpause = 1
-
- [State 907, 0]
- type = varset
- trigger1 = p2stateno = 41490 && enemy,anim = 5110
- trigger2 = p2stateno = 4169 && enemy,anim = 5111
- trigger3 = p2stateno = 4128 && enemy,anim = 5111
- trigger4 = p2stateno = 4138 && enemy,anim = 5110
- trigger5 = p2stateno = 4238 && enemy,anim = 5110
- trigger6 = p2stateno = 4248 && enemy,anim = 5111
- trigger7 = p2movetype != H
- var(3) = 0
-
- [State -2, öÜö¡âjé┬]
- type = Explod
- triggerall = movetype = H && p2movetype = H
- triggerall = random < 500
- triggerall = NumExplod(4500) < 2
- trigger1 = p2stateno = 4000 || p2stateno = 4005 || p2stateno = 4010
- trigger2 = p2stateno = 4030 || p2stateno = 4035 || p2stateno = 4040
- trigger3 = p2stateno = 4060 || p2stateno = 4065 || p2stateno = 4070
- trigger4 = p2stateno = 4090 || p2stateno = 4095 || p2stateno = 4100
- trigger5 = p2stateno = 4125 || p2stateno = 4135
- trigger6 = p2stateno = 4145
- trigger7 = p2stateno = 4155 || p2stateno = 4165
- trigger8 = p2stateno = 4175 || p2stateno = 4185
- trigger9 = p2stateno = 4195 || p2stateno = 4200
- trigger10 = p2stateno = 4215 || p2stateno = 4220
- trigger11 = p2stateno = 4235 || p2stateno = 4245
- trigger12 = p2stateno = 4255 || p2stateno = 4260 || p2stateno = 4265 || p2stateno = 4270
- trigger13 = p2stateno = 4310 || p2stateno = 4315
- trigger14 = p2stateno = 4340 || p2stateno = 4345
- trigger15 = p2stateno = 4360 || p2stateno = 4365
- ;âJâEâôâ^ü[ü½
- trigger16 = p2stateno = 4800 || p2stateno = 4810
- trigger17 = p2stateno = 4820 || p2stateno = 4830
- trigger18 = p2stateno = 4845
- trigger19 = p2stateno = 4855 || p2stateno = 4865
- trigger20 = p2stateno = 4875 || p2stateno = 4885
- trigger21 = p2stateno = 4895 || p2stateno = 4905
- trigger22 = p2stateno = 4915 || p2stateno = 4925
- trigger23 = p2stateno = 4935 || p2stateno = 4940
- trigger24 = p2stateno = 4965
- trigger25 = p2stateno = 4990
- trigger26 = p2stateno = 4995
- ID = 4500
- anim = F3000
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 120
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, öÜö¡êΩé┬]
- type = Explod
- triggerall = movetype = H && p2movetype = H
- triggerall = random < 800
- triggerall = NumExplod(4015) < 2
- trigger1 = p2stateno = 4000 || p2stateno = 4005 || p2stateno = 4010
- trigger2 = p2stateno = 4030 || p2stateno = 4035 || p2stateno = 4040
- trigger3 = p2stateno = 4060 || p2stateno = 4065 || p2stateno = 4070
- trigger4 = p2stateno = 4090 || p2stateno = 4095 || p2stateno = 4100
- trigger5 = p2stateno = 4125 || p2stateno = 4135
- trigger6 = p2stateno = 4145
- trigger7 = p2stateno = 4155 || p2stateno = 4165
- trigger8 = p2stateno = 4175 || p2stateno = 4185
- trigger9 = p2stateno = 4195 || p2stateno = 4200
- trigger10 = p2stateno = 4215 || p2stateno = 4220
- trigger11 = p2stateno = 4235 || p2stateno = 4245
- trigger12 = p2stateno = 4255 || p2stateno = 4260 || p2stateno = 4265 || p2stateno = 4270
- trigger13 = p2stateno = 4310 || p2stateno = 4315
- trigger14 = p2stateno = 4340 || p2stateno = 4345
- trigger15 = p2stateno = 4360 || p2stateno = 4365
- ;âJâEâôâ^ü[ü½
- trigger16 = p2stateno = 4800 || p2stateno = 4810
- trigger17 = p2stateno = 4820 || p2stateno = 4830
- trigger18 = p2stateno = 4845
- trigger19 = p2stateno = 4855 || p2stateno = 4865
- trigger20 = p2stateno = 4875 || p2stateno = 4885
- trigger21 = p2stateno = 4895 || p2stateno = 4905
- trigger22 = p2stateno = 4915 || p2stateno = 4925
- trigger23 = p2stateno = 4935 || p2stateno = 4940
- trigger24 = p2stateno = 4965
- trigger25 = p2stateno = 4990
- trigger26 = p2stateno = 4995
- ID = 4015
- anim = F3050
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- removetime = 120
- bindtime = 1
- sprpriority = 2
- persistent = 0
- ignorehitpause = 1
-
- [State -2, ëî]
- type = Explod
- triggerall = p2stateno != 9090
- triggerall = random < 100
- triggerall = p2Movetype = H
- trigger1 = var(3) = [1,300]
- trigger1 = (gametime%2) = 0
- anim = F3040
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- bindtime = 1
- ignorehitpause = 1
- sprpriority = 2
-
- [State -2, öÜö¡Å¼]
- type = Explod
- triggerall = p2stateno != 9090
- triggerall = random < 50
- triggerall = p2Movetype = H
- trigger1 = var(3) = [295,300]
- trigger1 = (gametime%2) = 0
- anim = F3030
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- bindtime = 1
- ignorehitpause = 1
- sprpriority = 2
-
- [State -2, öjù⌠]
- type = Explod
- triggerall = p2stateno != 9090
- triggerall = random < 400
- triggerall = p2Movetype = H
- trigger1 = (gametime%2) = 1
- trigger1 = var(3) = [1,300]
- anim = F3020
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- bindtime = 1
- ignorehitpause = 1
- sprpriority = 2
-
- [State -2, â`âèâ`âè]
- type = Explod
- triggerall = p2stateno != 9090
- triggerall = random < 100
- triggerall = p2Movetype = H
- trigger1 = var(3) = [1,300]
- trigger1 = (gametime%2) = 1
- anim = F3010
- pos = 0,-50
- random = 90,90
- postype = p2
- ownpal = 1
- bindtime = 1
- ignorehitpause = 1
- sprpriority = 2
-
- [State 907, 0]
- type = Varset
- trigger1 = p2stateno = 4000 || p2stateno = 4005 || p2stateno = 4010
- trigger2 = p2stateno = 4030 || p2stateno = 4035 || p2stateno = 4040
- trigger3 = p2stateno = 4060 || p2stateno = 4065 || p2stateno = 4070
- trigger4 = p2stateno = 4090 || p2stateno = 4095 || p2stateno = 4100
- trigger5 = p2stateno = 4125 || p2stateno = 4135
- trigger6 = p2stateno = 4145
- trigger7 = p2stateno = 4155 || p2stateno = 4165
- trigger8 = p2stateno = 4175 || p2stateno = 4185
- trigger9 = p2stateno = 4195 || p2stateno = 4200
- trigger10 = p2stateno = 4215 || p2stateno = 4220
- trigger11 = p2stateno = 4235 || p2stateno = 4245
- trigger12 = p2stateno = 4255 || p2stateno = 4260 || p2stateno = 4265 || p2stateno = 4270
- trigger13 = p2stateno = 4310 || p2stateno = 4315
- trigger14 = p2stateno = 4340 || p2stateno = 4345
- trigger15 = p2stateno = 4360 || p2stateno = 4365
- ;âJâEâôâ^ü[ü½
- trigger16 = p2stateno = 4800 || p2stateno = 4810
- trigger17 = p2stateno = 4820 || p2stateno = 4830
- trigger18 = p2stateno = 4845
- trigger19 = p2stateno = 4855 || p2stateno = 4865
- trigger20 = p2stateno = 4875 || p2stateno = 4885
- trigger21 = p2stateno = 4895 || p2stateno = 4905
- trigger22 = p2stateno = 4915 || p2stateno = 4925
- trigger23 = p2stateno = 4935 || p2stateno = 4940
- trigger24 = p2stateno = 4965
- trigger25 = p2stateno = 4990
- trigger26 = p2stateno = 4995
- var(3) = 300
- persistent = 0
- ignorehitpause = 1
-
-
-
- ;--------------------------------------------------
- ;âXâgâbâvâTâEâôâh
-
- [State 100, 4]
- type = StopSnd
- trigger1 = movetype = H
- channel = 0
- [State 100, 4]
- type = StopSnd
- trigger1 = stateno != 100
- trigger2 = movetype = H
- channel = 10
- [State 100, 4]
- type = StopSnd
- trigger1 = stateno != 3910
- trigger2 = movetype = H
- channel = 11
-
- ;------------------------------------------------
- ;âLâââëé╠îⁿé½îêÆΦ
- [State -2, StartOnLeft]
- type = VarSet
- trigger1 = var(30) = 0
- trigger1 = Pos X < 0
- v = 30
- value = 1
-
- [State -2, StartOnRight]
- type = VarSet
- trigger1 = var(30) = 0
- trigger1 = Pos X >= 0
- v = 30
- value = 2
-
- ;--------------------------------------------------
- ;ò¥É▌ÆΦ
- [State -2, 2]
- type = Width
- trigger1 = FrontEdgeDist <= 10
- trigger1 = movetype != H
- value = 2,0
-
- [State 1000, 2]
- type = Width
- trigger1 = stateno = [2600,2610]
- trigger2 = stateno = [2700,2710]
- trigger3 = stateno = 2800
- value = 10,0
-
- ;--------------------------------------------------
- ;varâèâZâbâg
-
- [State -2, 0]
- type = varset
- trigger1 = statetype = A
- var(20) = 0
- [State -2, ɵìsôⁿù═ë┬ö\Ä₧è╘]
- type = varset
- trigger1 = animtime <= 0 - 10
- var(20) = 0
-
- [State -2, 0]
- type = varset
- trigger1 = statetype = A
- var(21) = 0
- [State -2, 0]
- type = varset
- trigger1 = animtime <= 0 - 20
- var(21) = 0
-
- [State -2, 0]
- type = varset
- trigger1 = statetype = A
- var(22) = 0
- [State -2, 0]
- type = varset
- trigger1 = animtime <= 0 - 15
- var(22) = 0
-
- [State -2, 0]
- type = varset
- trigger1 = animtime <= 0 - 10
- trigger1 = stateno != 0
- trigger2 = statetype = A
- var(40) = 0
-
- ;---------------------------------
- [State -2, 5]
- type = Pause
- trigger1 = timemod = 2,0 && winKO = 0
- trigger1 = ProjHit100 = 1, < 15
- time = 1
- movetime = 0
-
- [State -2, 2]
- type = varset
- trigger1 = movetype = H
- var(51) = 0
-
- [State -2, 2]
- type = VelSet
- trigger1 = stateno = 52
- x = 0
-
- [State -2, 1]
- type = BGPalFX
- trigger1 = stateno = 2310
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State -2, 9]
- type = AssertSpecial
- trigger1 = stateno = 2310
- flag = NoMusic
- ignorehitpause = 1
-
- [state -3, debug output]
- type = DisplayToClipboard
- trigger1 = 1
- text= "Var(40): %d, Var(51): %d, Var(32): %d, Var(10): %d, p2bodydistX=:%d"
- params = var(40), var(51), var(32), var(10), floor(p2bodydist X)
- ignorehitpause = 1
-
-
- [state -2, 99]
- type = assertspecial
- trigger1 = roundno = 1
- trigger1 = roundstate < 2
- trigger2 = roundno > 1
- trigger2 = roundsexisted <= 0
- trigger2 = roundstate < 2
- trigger3 = winKO = 1
- flag = NoBarDisplay
- ignorehitpause = 1
- persistent = 0
-
- ;------ òKÄEïZâtâBâjâbâVâàëëÅo ------
- [State 3000, 1]
- type = helper
- triggerall = numexplod(1000) = 0 && winKO = 1
- triggerall = !NumHelper(10000)
- trigger1 = stateno = [1000,3999]
- trigger4 = ProjHitTime(2020) = 1 || ProjHitTime(2030) = 1
- id = 10000
- stateno = 10000
- pausemovetime = 100
- ignorehitpause = 1
-
- ;------ Æ╩ÅφïZâtâBâjâbâVâàëëÅo ------
- [State 3000, 1]
- type = helper
- triggerall = numexplod(10000) = 0 && winKO = 1
- triggerall = !NumHelper(10000)
- trigger1 = stateno = [0,999]
- id = 10000
- stateno = 10001
- pausemovetime = 100
- ignorehitpause = 1
-
- ;------ âtâBâjâbâVâàâTâEâôâh ------
- [State 3000, 1]
- type = helper
- trigger1 = numexplod(10002) = 0 && winKO = 1
- trigger1 = !NumHelper(10002)
- id = 10002
- stateno = 10002
- pausemovetime = 100
- ignorehitpause = 1
-
- ;------ âtâBâjâbâVâàëëÅo ------
- [Statedef 10000]
- type = S
- movetype = A
- physics = N
- anim = 10000
-
- [State -2, 0]
- type = Explod
- trigger1 = numexplod(80) = 0 && winKO = 1
- anim = F80
- removetime = -1
- id = 80
- sprpriority = -5
- pos = 0,0
- postype = left
- bindtime = -1
- ignorehitpause = 1
- ownpal = 1
-
- [State 10000, 1]
- type = AssertSpecial
- trigger1 = Time <= 19
- flag = noFG
- flag2= nobardisplay
- flag3= globalnoshadow
-
- [State 10000, 2]
- type = null
- trigger1 = Time = 19
-
- ;------ âmü[â}âïâtâBâjâbâVâàëëÅo ------
- [Statedef 10001]
- type = S
- movetype = I
- physics = N
- anim = 10000
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 25
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- ;------ âtâBâjâbâVâàâTâEâôâh ------
- [Statedef 10002]
- type = S
- movetype = I
- physics = S
- anim = 10000
-
- [State 201, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = F8,0
- ignorehitpause = 1
- volume = 40
-
- [State 201, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = F8,0
- ignorehitpause = 1
- volume = 40
-
- [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
-
-
-