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Text File | 2003-07-03 | 137.4 KB | 8,296 lines |
-
- ;ÄπâXâNâèâàü[âAâbâpü[
- [Statedef 2090]
- type = S
- movetype = A
- physics = S
- anim = 2090
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2000,4
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7,7
- value = 2000,1
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 2000,2
- volume = 30
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 16
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
- sprpriority = 5
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 3
- anim = F8120
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 31
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 1
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [1,30]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 8
- id = 2020
- stateno = 2020
- pausemovetime = 28
- ignorehitpause = 1
- pos = 50,0
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 17
- id = 2010
- stateno = 2010
- pausemovetime = 28
- ignorehitpause = 1
- pos = 60,0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2001
-
-
- ;ï¡âXâNâèâàü[âAâbâpü[
- [Statedef 2095]
- type = S
- movetype = A
- physics = S
- anim = 2095
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2000,4
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7,7
- value = 2000,1
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 2000,2
- volume = 30
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 16
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
- sprpriority = 5
-
- [State 2000, 7]
- type = posadd
- trigger1 = animelem = 5 || animelem = 6 || animelem = 7
- trigger2 = animelem = 15 || animelem = 16 || animelem = 17
- x = 4
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 3
- anim = F8120
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 31
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 1
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [1,30]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 8
- id = 2020
- stateno = 2020
- pausemovetime = 28
- ignorehitpause = 1
- pos = 60,0
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 17
- id = 2010
- stateno = 2010
- pausemovetime = 28
- ignorehitpause = 1
- pos = 60,0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2001
-
-
-
-
- ;ùáÄπâXâNâèâàü[âAâbâpü[
- [Statedef 2000]
- type = S
- movetype = A
- physics = S
- anim = 2000
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 2000,0
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7,7
- value = 2000,1
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 2000,2
- volume = 30
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 3
- anim = F8120
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 31
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 1
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [1,30]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 6
- id = 2010
- stateno = 2010
- pausemovetime = 28
- ignorehitpause = 1
- pos = 50,0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2001
-
- ;âXâNâèâàü[âAâbâpü[[ÅIéφéΦ]
- [Statedef 2001]
- type = S
- movetype = I
- physics = S
- anim = 2001
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;ùáï¡âXâNâèâàü[âAâbâpü[
- [Statedef 2050]
- type = S
- movetype = A
- physics = S
- anim = 2050
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 36
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = time = 1
- value = 2000,0
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7,15
- value = 2000,5
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 2000,2
- volume = 30
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 3
- anim = F8120
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 1
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [1,30]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6
- x = 5
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 6
- id = 2010
- stateno = 2010
- pausemovetime = 28
- ignorehitpause = 1
- pos = 60,0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2001
-
-
- ;âXâNâèâàü[âAâbâpü[é╠żâXâNâèâàü[
- [Statedef 2020]
- type = S
- movetype = A
- physics = N
- anim = 2020
- poweradd = 0
- velset = 0,0
- ctrl = 0
- sprpriority = 5
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 1
- attr = S, SP
- projID = 2031
- projanim = 2031
- projpriority = 10000
- projhitanim = 10000
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 8
- projhitS = 9
- offset = 0,0
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 6,6
- guard.pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2stateno = 4081 || p2stateno = 4086 || p2statetype != A && p2movetype = H || p2statetype != A || p2statetype = A && !p2movetype = H
- ;triggerall = HitCount < 9
- ;triggerall = ((Time + 0) % 8) = 0
- trigger1 = time = 0
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -15,-80
- guardflag = M
- pausetime = 0,12
- guard.pausetime = 0,12
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -15.5
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveHit = 1
- anim = F3
- pos = 15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = 0,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = moveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveContact = 1
- ignorehitpause = 1
-
- [State end]
- type = null;Changeanim
- trigger1 = time = 66
- value = 2035
-
- [State end]
- type = destroyself
- trigger1 = time = 30
-
- ;âXâNâèâàü[âAâbâpü[é╠âXâNâèâàü[
- [Statedef 2010]
- type = S
- movetype = A
- physics = N
- anim = 2030
- poweradd = 0
- velset = 0,0
- ctrl = 0
- sprpriority = 5
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 1
- attr = S, SP
- projID = 2031
- projanim = 2031
- projpriority = 10000
- projhitanim = 10000
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 8
- projhitS = 9
- offset = 0,0
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- guard.pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 1300, 3]
- type = HitDef
- ;triggerall = p2stateno = 4081 || p2stateno = 4086 || p2statetype != A && p2movetype = H || p2statetype != A || p2statetype = A && !p2movetype = H
- triggerall = parent, var(12) = 0
- triggerall = HitCount < 8
- triggerall = ((Time + 0) % 11) = 0
- trigger1 = time = [0,66]
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -15,-80
- guardflag = M
- pausetime = 0,12
- guard.pausetime = 0,12
- hitsound = -1
- 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,4825,4080)
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2stateno = 4081 || p2stateno = 4086 || p2statetype != A && p2movetype = H || p2statetype != A || p2statetype = A && !p2movetype = H
- triggerall = HitCount < 9
- triggerall = ((Time + 0) % 8) = 0
- triggerall = parent, var(12) = 1
- trigger1 = time = [0,66]
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -15,-80
- guardflag = M
- pausetime = 0,6
- guard.pausetime = 0,12
- hitsound = -1
- 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,4825,4080)
-
- [State 1000, 1]
- type = posadd
- trigger1 = parent, var(12) = 0 && time = [0,66]
- x = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveHit = 1
- anim = F3
- pos = 15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = 0,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = moveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveContact = 1
- ignorehitpause = 1
-
- [State end]
- type = Changeanim
- trigger1 = time = 66
- value = 2035
-
- [State end]
- type = destroyself
- trigger1 = time = 150
-
- ;âXâëâCâhâXâNâèâàü[
- [Statedef 2100]
- type = S
- movetype = A
- physics = S
- anim = 2100
- poweradd = -1000
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 2200,0;2100,0
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 14
- value = 11500,0;2100,1
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 2000,2
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2130
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 15
- anim = 2130
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 3
- anim = F8140
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8130
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,1
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 38
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 1
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [1,30]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 8
- id = 2020
- stateno = 2020
- pausemovetime = 28
- ignorehitpause = 1
- pos = 50,0
-
- [State 1700, 4]
- type = null;Projectile
- trigger1 = AnimElem = 6
- attr = S, HP
- projID = 2140
- projanim = 2140
- projshadow = 68,68,68
- projremovetime = 31
- projmiSStime = 30
- projhitS = 2
- offset = 50,0
- guardflag = M
- hitflag = MA
- velocity = 0
- damage = ifelse(P2movetype = A,80,50),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -5,-60
- hitsound = -1
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4085)
-
- [State 2100, 3]
- type = null;Explod
- trigger1 = ProjHit2140 = 1
- anim = F3
- pos = 15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2100, 3]
- type = null;Explod
- trigger1 = projguarded2140 = 1
- anim = F42
- pos = 15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 17
- attr = S, HP
- projID = 2140
- projanim = 2150
- projshadow = 68,68,68
- projremovetime = 500
- projpriority = 10000
- projmiSStime = 2
- projhitS = 99
- offset = 50,-2
- guardflag = M
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,25,25),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 2,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -5,-60
- hitsound = -1
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4085)
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = ProjHit2140 = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2110
-
- ;âXâëâCâhâXâNâèâàü[üiï≤Æåüj
- [Statedef 2110]
- type = A
- movetype = A
- physics = N
- anim = 2110
- velset = 0,0
-
- [State 1200, 7]
- type = posadd
- trigger1 = AnimElem = 1
- x = 15
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- trigger2 = Time = 1
- y = -10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 2
- y = -7
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 7
- x = 1.5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 13
- x = 1
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 13
- x = 0.5
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 2120
-
- ;âXâëâCâhâXâNâèâàü[üiÆàÆnüj
- [Statedef 2120]
- type = S
- movetype = I
- physics = S
- anim = 2120
- velset = 0,0
-
- [State 1200, 7]
- type = posadd
- trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
- trigger2 = AnimElem = 10 || AnimElem = 5
- x = -6
-
- [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 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1510, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;âtâèü[â_âÇâXâNâèâàü[
- [Statedef 2300]
- type = S
- movetype = A
- physics = S
- anim = 2300
- poweradd = -1000
- velset = 0,0
- ctrl = 0
-
- [State 3201, öwîiî°ë╩]
- type = Explod
- trigger1 = time = 38
- anim = F9000
- ID = 9000
- sprpriority = -12
- postype = back
- pos = 0,0
- vel = 0, 0
- removetime = -1
- ownpal = 1
- bindtime = -1
- scale = 1,1
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 191,2
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 8
- value = 950,2;2500,1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 10
- anim = F8160
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 10
- anim = F8150
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 31
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 8
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 12
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 8
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = time = [8,37]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 6000,6]
- type = Helper
- trigger1 = animTime = 0
- ID = 2320
- pos = 0,0
- postype = p1
- sprpriority = 4
- stateno = 2320
- helpertype = Normal
- keyctrl = 0
- ownpal = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2310
-
- ;âtâèü[â_âÇâXâNâèâàü[(ìUîéÆå)
- [Statedef 2310]
- type = A
- movetype = A
- physics = N
- anim = 2310
- sprpriority = 5
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = 1
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = time = 30
- trigger2 = time = 150
- trigger3 = time = 270
- trigger4 = time = 390
- trigger5 = time = 510
- value = 181,2
- channel = 2
- ignorehitpause = 1
- ignorepausetime = 1
- volume = 30
-
- [State 1000, 1]
- type = VelSet
- trigger1 = 1
- x = ifelse(command="holdfwd",5, ifelse(command="holdback",-5,0))
-
- [State 1000, 1]
- type = VelSet
- trigger1 = 1
- y = ifelse(command="holdup",-5, ifelse(command="holddown",ifelse(pos Y>=0,0,3),0))
-
- [State 1000, 1]
- type = VelAdd
- trigger1 = 1
- y = -0.5
-
- [State 1000, 1]
- type = VarSet
- trigger1 = 1
- var(16) = pos X
-
- [State 1000, 1]
- type = VarSet
- trigger1 = 1
- var(17) = pos Y
-
- [State 2060, 12]
- type = Turn
- trigger1 = p2dist X <= 0
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = -5,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = movehit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveguarded = 1
- value = S200,3
- ignorehitpause = 1
- channel = 3
-
- [State 240, 4]
- type = HitDef
- trigger1 = time >= 0
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,20),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 2,2
- guardpausetime = 2,2
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -10,-50
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = -15.5
- air.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = -19
- air.cornerpush.veloff = -19
- guard.cornerpush.veloff = -19
- p2stateno = ifelse(P2movetype = A,4825,4080)
- persistent = 3
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 3201, 0]
- type = Explod
- trigger1 = MoveHit = 1
- anim = F81
- sprpriority = -11
- postype = back
- pos = 0,0
- vel = 0, 0
- removetime = 1
- ownpal = 1
- bindtime = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = MoveHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- time = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = MoveHit = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = moveguarded = 1
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = NumHelper(2320) = 0
- value = 2311
-
- ;âtâèü[â_âÇâXâNâèâàü[(û▀éΘ)
- [Statedef 2311]
- type = A
- movetype = A
- physics = A
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Pos Y > -150
- value = 50
- ctrl = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Pos Y <= -150
- value = ifelse(winKO=0,2330,50)
- ctrl = ifelse(winKO=0,0,1)
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Pos Y = 0
- value = 0
- ctrl = 1
-
- ;âtâèü[â_âÇâXâNâèâàü[üiâwâïâpü[üj
- [Statedef 2320]
- type = S
- movetype = A
- physics = N
- anim = 2320
- velset = 0,0
-
- [State 2060, 12]
- type = PosSet
- trigger1 = 1
- x = parent,var(16)
- y = parent,var(17)
-
- [State 2060, 12]
- type = Turn
- trigger1 = p2dist X < 0
-
- [State 2300, 0]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 0,0
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = MoveHit = 1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 6150,6]
- type = DestroySelf
- trigger1 = time = 500
- trigger2 = parent,stateno != 2310
- trigger3 = winKO = 1
-
- ;âtâèü[â_âÇâXâNâèâàü[üiÅπÅ╕é╡é╖é¼üj
- [Statedef 2330]
- type = A
- movetype = I
- physics = N
- ;velset = 0,0
-
- [State 9280, 2]
- type = ChangeAnim
- Trigger1 = Time = 0
- value = 2330
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 183,2
- volume = 30
- channel = 2
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time >= 2
- y = .7
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time >= 30
- y = .5
-
- [State 2160, 33]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F63
- sprpriority = -2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 2160, 34]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F62
- sprpriority = 6
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = Vel Y > 0 && Pos Y >= -10
- time = 5
- value = 250,250,250
- under = 1
-
- [State 1281, 3]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= -10
- value = 2340
-
- ;âtâèü[â_âÇâXâNâèâàü[üiÄÇûSüj
- [Statedef 2340]
- type = L
- movetype = H
- physics = N
- velset = 0,0
- anim = 2340
-
- [State 1281, 1]
- type = VarSet
- trigger1 = Time = 0
- var(50) = 1
-
- [State 2160, 33]; îè
- type = Explod
- trigger1 = Time = 0
- anim = 2345
- sprpriority = -2
- postype = p1
- pos = 0,0
- bindtime = 1
- ownpal = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 230,6
-
- [State 1281, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1281, 1]
- type = LifeAdd
- trigger1 = Time = 0 && winKO = 0
- value = -9999999
-
- [State 271, 6]
- type = EnvShake
- trigger1 = time = 0
- time = 25
- freq = 9999
- ampl = 50
- phase = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = time =15
- value = 5150
- ctrl = 0
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiLV.1)
- [Statedef 2600]
- type = S
- movetype = A
- physics = S
- anim = 2600
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 195,0
- channel = 0
- volume = 30
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger2 = animelem = 9
- trigger3 = animelem = 16
- trigger4 = animelem = 25
- trigger5 = animelem = 33
- trigger6 = animelem = 41
- value = 200,2
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 2
- anim = F8120
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 2
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2500,0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 30
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [0,29]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 6
- trigger2 = animelem = 16
- trigger3 = animelem = 30
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 2,2
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 11
- trigger2 = animelem = 25
- trigger3 = animelem = 35
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 2,2
- hitsound = -1;S220+(Random < 500)*10,0
- 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,4277,4280)))
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S220+(Random < 500)*10,0
- channel = 30
- ignorehitpause = 1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveHit = 1
- ignorehitpause = 1
-
- [State 1300, 5]
- type = posadd
- trigger1 = animelem = 5
- x = 10
-
- [State 1300, 5]
- type = velset
- trigger1 = animelem = 5,>0
- trigger1 = animtime < 0
- x = 3
-
- [State 1300, 5]
- type = velset
- trigger1 = AnimTime = 0
- x = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2610
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiânâèâPü[âôâAâbâpü[üj
- [Statedef 2610]
- type = S
- movetype = A
- physics = S
- anim = 2610
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- trigger2 = animelem = 11
- value = 210,1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger2 = animelem = 14
- value = 1000,2
- channel = 31
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 4
- anim = 1001
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 13
- anim = 1001
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 5
- attr = S, HP
- projID = 2610
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 18
- projmiSStime = 18
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 14
- attr = S, HP
- projID = 2610
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 18
- projmiSStime = 18
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -15.5
- 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,4277,4280)))
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = ProjHit = 1
- value = S220+(Random < 500)*10,0
- channel = 30
- ignorehitpause = 1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = ProjHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = ProjHit = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2620
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(âXâ^ü[âg)üj
- [Statedef 2620]
- type = S
- movetype = A
- physics = S
- anim = 2620
- velset = 0
- poweradd = 0
- ctrl = 0
-
- [State 1000, 3]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3
- x = 12
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,20),10
- getpower = 0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = -1;S230,0
- 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)))
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S230,0
- channel = 30
- ignorehitpause = 1
- persistent = 0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2630
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(ï≤Æå)üj
- [Statedef 2630]
- type = A
- movetype = A
- physics = N
- anim = 2630
- velset = 0,0
-
- [State 1000, 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 = 3.5
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 19
- x = 0.35
-
- [State 1505, 3]
- type = VelSet
- trigger1 = time = 0
- y = -10
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,20),10
- getpower = 0
- givepower = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitflag = MAF
- pausetime = 8,8
- hitsound = -1;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,4825,4085)
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S230,3
- channel = 30
- ignorehitpause = 1
- persistent = 0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 2600,0
- channel = 0
- volume = 30
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2640
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüië⌐ïαé╠âJâJâg(ï≤Æå)üj
- [Statedef 2640]
- type = A
- movetype = A
- physics = N
- anim = 2640
- poweradd = 0
- ctrl = 0
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .5
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- 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
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0
- givepower = 20,20
- pausetime = 12,12
- sparkno = 3
- 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,4970,4320)
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 2650
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiÆàÆnüj
- [Statedef 2650]
- type = S
- movetype = I
- physics = S
- anim = 2650
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiLV.2)
- [Statedef 2700]
- type = S
- movetype = A
- physics = S
- anim = 2700
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 34
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 195,0
- channel = 0
- volume = 30
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 4
- trigger2 = animelem = 9
- trigger3 = animelem = 14
- trigger4 = animelem = 23
- trigger5 = animelem = 28
- trigger6 = animelem = 33
- trigger7 = animelem = 38
- trigger8 = animelem = 43
- trigger9 = animelem = 48
- trigger10 = animelem = 57
- trigger11 = animelem = 62
- trigger12 = animelem = 67
- value = 200,2
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 4
- anim = F8140
- pos = 0,-80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 4
- anim = F8130
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2500,1
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 32
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 2
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 6
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 2
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [2,31]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 6
- trigger2 = animelem = 16
- trigger3 = animelem = 30
- trigger4 = animelem = 40
- trigger5 = animelem = 50
- trigger6 = animelem = 64
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,15),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 2,2
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 11
- trigger2 = animelem = 25
- trigger3 = animelem = 35
- trigger4 = animelem = 45
- trigger5 = animelem = 59
- trigger6 = animelem = 69
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,15),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 2,2
- hitsound = -1;S220+(Random < 500)*10,0
- 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,4277,4280)))
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S220+(Random < 500)*10,0
- channel = 30
- ignorehitpause = 1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveHit = 1
- ignorehitpause = 1
-
- [State 1300, 5]
- type = posadd
- trigger1 = animelem = 5
- x = 10
-
- [State 1300, 5]
- type = velset
- trigger1 = animelem = 5,>0
- x = 3.5
-
- [State 1300, 5]
- type = velset
- trigger1 = AnimTime = 0
- x = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2710
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiânâèâPü[âôâAâbâpü[üj
- [Statedef 2710]
- type = S
- movetype = A
- physics = S
- anim = 2710
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- trigger2 = animelem = 12
- trigger3 = animelem = 21
- trigger4 = animelem = 30
- value = 210,1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger2 = animelem = 13
- trigger3 = animelem = 23
- trigger4 = animelem = 32
- value = 1000,2
- channel = 31
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 4
- trigger2 = animelem = 22
- anim = 2130
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 13
- trigger2 = animelem = 31
- anim = 2130
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 22
- attr = S, HP
- projID = 2610
- projanim = 2140
- projshadow = 68,68,68
- projremovetime = 20
- projmiSStime = 19
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 14
- trigger2 = AnimElem = 32
- attr = S, HP
- projID = 2610
- projanim = 2140
- projshadow = 68,68,68
- projremovetime = 20
- projmiSStime = 19
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = -1;S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = ProjHit = 1
- value = S220+(Random < 500)*10,0
- channel = 30
- ignorehitpause = 1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = ProjHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = ProjHit = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2720
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(âXâ^ü[âg)üj
- [Statedef 2720]
- type = S
- movetype = A
- physics = S
- anim = 2720
- velset = 0
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,20),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = -1;S230,0
- 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(P2movetype = A,4825,4080)
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S230,0
- channel = 30
- ignorehitpause = 1
- persistent = 0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2730
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(ï≤Æå)üj
- [Statedef 2730]
- type = A
- movetype = A
- physics = N
- anim = 2730
- velset = 0,0
-
- [State 1200 ,AfterImage]
- type = AfterImage
- trigger1 = time = 0
- time = 22
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1500,1
- volume = 0
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
- y = -10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 4
-
- [State 1505, 3]
- type = Velset
- trigger1 = time = 0
- y = -11.5
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .5
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,20),10
- getpower = 0,0
- givepower = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitflag = MAF
- pausetime = 5,5
- hitsound = -1;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,4850,4085)
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S230,3
- channel = 30
- ignorehitpause = 1
- persistent = 0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2740
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüië⌐ïαé╠âJâJâg(ï≤Æå)üj
- [Statedef 2740]
- type = A
- movetype = A
- physics = N
- anim = 2740
- poweradd = 0
- ctrl = 0
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .5
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 181,0
- channel = 0
- volume = 30
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- 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
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,30),10
- getpower = 0,0
- givepower = 20,20
- pausetime = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- hitflag = MAF
- guardflag = M
- 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,4970,4320)
- envshake.time = 20
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 2750
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiÆàÆnüj
- [Statedef 2750]
- type = S
- movetype = I
- physics = S
- anim = 2750
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1200, 7]
- type = posadd
- trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
- trigger2 = AnimElem = 10 || AnimElem = 5
- x = -6
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 3225,0
- channel = 0
- volume = 90
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 3225,1
- channel = 0
- volume = 90
-
- [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 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiLV.3)
- [Statedef 2800]
- type = S
- movetype = A
- physics = S
- anim = 2800
- poweradd = -2000
- velset = 0
- ctrl = 0
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1300,2
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 4
- trigger2 = animelem = 9
- trigger3 = animelem = 14
- trigger4 = animelem = 23
- trigger5 = animelem = 28
- trigger6 = animelem = 33
- trigger7 = animelem = 38
- trigger8 = animelem = 43
- trigger9 = animelem = 48
- trigger10 = animelem = 57
- trigger11 = animelem = 62
- trigger12 = animelem = 67
- value = 200,2
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 3
- anim = F8110
- pos = 0,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 2000, 5]
- type = Explod
- trigger1 = Time = 3
- anim = 2560
- pos = 0,-80
- postype = p1
- ontop = 1
- ownpal = 1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 2500,1
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 40
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [0,29]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = 1
- ignorehitpause = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 6
- trigger2 = animelem = 16
- trigger3 = animelem = 30
- trigger4 = animelem = 40
- trigger5 = animelem = 50
- trigger6 = animelem = 64
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 2,2
- hitsound = S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 11
- trigger2 = animelem = 25
- trigger3 = animelem = 35
- trigger4 = animelem = 45
- trigger5 = animelem = 59
- trigger6 = animelem = 69
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 2,2
- hitsound = S220+(Random < 500)*10,0
- 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,4277,4280)))
-
- [State 1300, 5]
- type = posadd
- trigger1 = animelem = 5
- x = 10
-
- [State 1300, 5]
- type = velset
- trigger1 = animelem = 5
- x = 3
-
- [State 1300, 5]
- type = velset
- trigger1 = AnimTime = 0
- x = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2810
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiïîöÜù⌠î¥)
- [Statedef 2810]
- type = S
- movetype = A
- physics = S
- anim = 2810
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 201, 3]
- type = PlaySnd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- trigger5 = animelem = 5
- trigger6 = animelem = 6
- trigger7 = animelem = 7
- trigger8 = animelem = 8
- trigger9 = animelem = 9
- trigger10 = animelem = 10
- trigger11 = animelem = 11
- trigger12 = animelem = 12
- value = 200,2
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = 1
- ignorehitpause = 1
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 1
- trigger2 = animelem = 3
- trigger3 = animelem = 5
- trigger4 = animelem = 7
- trigger5 = animelem = 9
- trigger6 = animelem = 11
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 4,4
- hitsound = S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 6
- trigger4 = animelem = 8
- trigger5 = animelem = 10
- trigger6 = animelem = 12
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-40
- guardflag = M
- pausetime = 4,4
- hitsound = S220+(Random < 500)*10,0
- 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,4277,4280)))
-
- [State 1300, 5]
- type = velset
- trigger1 = Time = 0
- x = 0
-
- [State 1300, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2820
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiânâèâPü[âôâAâbâpü[üj
- [Statedef 2820]
- type = S
- movetype = A
- physics = S
- anim = 2610
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- trigger2 = animelem = 11
- value = 210,1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger2 = animelem = 14
- value = 1000,2
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 4
- anim = 1001
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 13
- anim = 1001
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 5
- attr = S, HP
- projID = 2610
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 18
- projmiSStime = 18
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 14
- attr = S, HP
- projID = 2610
- projanim = 1002
- projhitanim = 1003
- projshadow = 68,68,68
- projremovetime = 18
- projmiSStime = 18
- projhitS = 2
- offset = 40,0
- hitflag = MAF
- velocity = 4
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -5,-60
- hitsound = S220+(Random < 500)*10,0
- guardsound = S200,3
- ground.type = high
- 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,4277,4280)))
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = ProjHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = ProjHit = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2825
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiânâèâPü[âôâAâbâpü[üj
- [Statedef 2825]
- type = S
- movetype = A
- physics = S
- anim = 2820
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 14
- value = 11500,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 2000,2
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 6
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 15
- anim = 2010
- ontop = 1
- ownpal = 1
- postype = p1
- pos = 38,0
- ignorehitpause = 1
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 7
- attr = S, HP
- projID = 2020
- projanim = 2020
- projshadow = 68,68,68
- projremovetime = 24
- projmiSStime = 25
- projhitS = 2
- offset = 55,0
- guardflag = M
- hitflag = MA
- velocity = 0
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -5,-60
- hitsound = S230,3
- 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,4277,4280)))
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 16
- attr = S, HP
- projID = 2030
- projanim = 2030
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 8
- projhitS = 9
- offset = 55,0
- guardflag = M
- hitflag = MA
- velocity = 0
- damage = ifelse(P2movetype = A,30,10),10
- getpower = 0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,7
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- hitsound = S230,3
- 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(P2movetype = A,4825,4085)
-
- [State 2100, 3]
- type = Explod
- trigger1 = ProjHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2100, 3]
- type = Explod
- trigger1 = Projguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = ProjHit2020 = 1
- trigger2 = ProjHit2030 = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2830
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(âXâ^ü[âg)üj
- [Statedef 2830]
- type = S
- movetype = A
- physics = S
- anim = 2830
- velset = 0
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2840
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(ï≤Æå)üj
- [Statedef 2840]
- type = A
- movetype = A
- physics = N
- anim = 2840
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 2100,0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = 30,0
-
- [State 1200 ,AfterImage]
- type = AfterImage
- trigger1 = time = 0
- time = 55
-
- [State 1000, 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
- y = -10.5
- x = 3
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,50),10
- getpower = 0
- givepower = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitflag = MAF
- pausetime = 6,6
- hitsound = S230,3
- guardsound = S200,3
- 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(P2movetype = A,4825,4115);4085)
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2850
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüië⌐ïαé╠âJâJâg(ï≤Æå)üj
- [Statedef 2850]
- type = A
- movetype = A
- physics = N
- anim = 2850
- poweradd = 0
- ctrl = 0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 17
- value = 2100,1
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = 30,0
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1200, 1]
- type = posadd
- trigger1 = AnimElem = 1
- x = 15
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger1 = AnimElem = 17
- value = 1200,0
-
- [State 1005, 6]
- type = Projectile
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 17
- projanim = 1205
- projshadow = 68,68,68
- offset = 10,-10
- velocity = 0,0
- projremovetime = 35
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2060, 13]
- type = MoveHitReset
- trigger1 = 1
- ignorehitpause = 1
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,50),10
- getpower = 0
- givepower = 20,20
- pausetime = 6,6
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- hitflag = MAF
- guardflag = M
- hitsound = S230,3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = 2890
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 19
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,50,50),10
- getpower = 0
- givepower = 20,20
- pausetime = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- hitflag = MAF
- guardflag = M
- envshake.time = 15
- hitsound = S230,3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = 2890
- ;p2stateno = ifelse(P2movetype = A,4970,4320)
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 2851
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiÆàÆnüj
- [Statedef 2851]
- type = S
- movetype = I
- physics = S
- anim = 2860
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Time = 5
- value = 2852
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(âXâ^ü[âg)üj
- [Statedef 2852]
- type = S
- movetype = A
- physics = S
- anim = 2720
- velset = 0
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1500, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2853
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiâ^âCâKü[âLâbâN(ï≤Æå)üj
- [Statedef 2853]
- type = A
- movetype = A
- physics = N
- anim = 2853
- velset = 0,0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,AfterImage]
- type = AfterImage
- trigger1 = time = 0
- time = 22
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1500,1
-
- [State 1505, 3]
- type = posadd
- trigger1 = Time = 0
- x = 10
- y = -10
-
- [State 1505, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 4
-
- [State 1505, 3]
- type = Velset
- trigger1 = time = 0
- y = -13
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time >= 0
- y = .5
-
- [State 1505, 6]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,50),10
- getpower = 0,0
- givepower = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- guardflag = M
- hitflag = MAF
- pausetime = 5,5
- 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,4850,4085)
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2854
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüië⌐ïαé╠âJâJâg(ï≤Æå)üj
- [Statedef 2854]
- type = A
- movetype = A
- physics = N
- anim = 2854
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200, 1]
- type = veladd
- trigger1 = time >= 0
- y = .5
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 181,0
-
- [State 1200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1200,0
-
- [State 1005, 6]
- type = Projectile
- trigger1 = AnimElem = 2
- projanim = 1205
- projshadow = 68,68,68
- offset = 10,-10
- velocity = 0,0
- projremovetime = 35
-
- [State 1200, 5]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,50),10
- getpower = 0,0
- givepower = 20,20
- pausetime = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-80
- hitflag = MAF
- guardflag = M
- 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,4970,4320)
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 2855
-
- ;öÜù⌠ânâèâPü[âôâ^âCâKü[âJâJâgüiÆàÆnüj
- [Statedef 2855]
- type = S
- movetype = I
- physics = S
- anim = 2860
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3010, 1]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200, 7]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ Æ╩Åφï≤ÆåÆ@é½é┬é»éΓéτéΩ ------
- [Statedef 2890]
- type = A
- movetype = H
- physics = N
-
- [State 800, 1]
- type = HitBy
- trigger1 = 1
- value = SCA, ST
- time = 1
-
- [State 1280, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
- z = 0
-
- [State 1280, 2]
- type = ChangeAnim
- Trigger1 = Time >= 0
- value = 5050
-
- [State 1280, 3]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 2891
-
- ;------ Æ╩Åφï≤ÆåÆ@é½é┬é»éΓéτéΩâtâëâC ------
- [Statedef 2891]
- type = A
- movetype = H
- physics = N
- velset = -7,6
-
- [State 800, 1]
- type = HitBy
- trigger1 = 1
- value = SCA, ST
- time = 1
-
- [State 8[State 0, 0]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = enemy,facing=1
- x = ifelse(facing=1,5,-5)
- y = 9
-
- [State 0, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = enemy,facing=-1
- x = ifelse(facing=1,-5,5)
- y = 9
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time > 40
- y = .8
-
- [State 183, 3]
- type = EnvShake
- trigger1 = Pos Y >= 0 && Vel Y > 0
- persistent = 0
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 17
-
- [State 2160, 33]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F63
- sprpriority = -10
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 2160, 34]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F62
- sprpriority = 10
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 2892
-
- ;------ ô┴ÄΩï≤ÆåÆ@é½é┬é»éΓéτéΩâoâEâôâh ------
- [Statedef 2892]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- ;[State 800, 1]
- ;type = HitBy
- ;trigger1 = 1
- ;value = SCA, ST
- ;time = 1
-
- [State 1027, Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7,2
- volume = 50
-
- [State 1002, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 8145, 1]
- type = Velset
- trigger1 = p2dist X >= 0
- trigger1 = Time = 6
- x = -1.8
- y = -10
-
- [State 8145, 1]
- type = Velset
- trigger1 = p2dist X < 0
- trigger1 = Time = 6
- x = 1.8
- y = -10
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time > 6
- y = .55
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = AnimExist(5165)
- trigger1 = Time = 0
- value = 5165
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = !AnimExist(5165)
- trigger1 = Time = 0
- value = 5100
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = !AnimExist(5165)
- trigger1 = Time = 6
- value = 5160
-
- [State 250, 7]
- type = SelfState
- trigger1 = time = 42
- value = 4138
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(Lv.1)
- [Statedef 2900]
- type = S
- movetype = A
- physics = S
- anim = 2900
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 195,0
- channel = 0
- volume = 30
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 12
- anim = F8120
- pos = -45,-20
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 12
- anim = F8110
- pos = -45,-20
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 10
- value = 2500,0
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 40
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 10
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 14
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 10
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [10,39]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command = "hold_b"
- value = 2910
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command != "hold_b"
- value = 2920
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(ù¡é▀)
- [Statedef 2910]
- type = S
- movetype = A
- physics = S
- anim = 2910
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = 50
- value = 2920
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = [0,49]
- trigger1 = command != "hold_b"
- value = 2920
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(Lv.1)
- [Statedef 2950]
- type = S
- movetype = A
- physics = S
- anim = 2900
- poweradd = ifelse(var(10) = 0,-1000,0)
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 195,0
- channel = 0
- volume = 30
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 12
- anim = F8120
- pos = -45,-20
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 12
- anim = F8110
- pos = -45,-20
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 10
- value = 2500,0
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 40
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 10
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 14
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 10
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [10,39]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command = "hold_y"
- value = 2960
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command != "hold_y"
- value = 2920
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(ù¡é▀)
- [Statedef 2960]
- type = S
- movetype = A
- physics = S
- anim = 2910
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = 50
- value = 2920
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = [0,49]
- trigger1 = command != "hold_y"
- value = 2920
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÅRéΦüj
- [Statedef 2920]
- type = A
- movetype = A
- physics = N
- anim = 2920
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2900,0
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,350,300),10
- getpower = 0,0
- givepower = 20,20
- guardflag = L
- pausetime = 30,30
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-30
- hitsound = S230,3
- guardsound = S200,3
- envshake.time = 25
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4835,4105)
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 3
- x = 3
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 3
- y = -2
-
- [State 215, 4]
- type = veladd
- trigger1 = time >= 5
- y = .2
-
- [State 240, 5]
- type = ChangeState
- trigger1 = time>= 15
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 2930
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÆàÆnüj
- [Statedef 2930]
- type = S
- movetype = I
- physics = S
- anim = 2930
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State -2, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 52,0
-
- [State 215, 4]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(Lv.2)
- [Statedef 3000]
- type = S
- movetype = A
- physics = S
- anim = 3000
- poweradd = -1000
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 40
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 195,0
- channel = 0
- volume = 30
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 2
- anim = F8140
- pos = -45,-20
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 2
- anim = F8130
- pos = -45,-20
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2500,1
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 40
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [0,29]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command != "hold_y"
- value = 3020
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = command = "hold_y"
- value = 3010
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(ù¡é▀)
- [Statedef 3010]
- type = S
- movetype = A
- physics = S
- anim = 2910
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = 50
- value = 3020
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = Time = [0,49]
- trigger1 = command != "hold_y"
- value = 3020
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÅRéΦüj
- [Statedef 3020]
- type = A
- movetype = A
- physics = N
- anim = 3020
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 10
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,1]
- type = AfterImage
- trigger1 = time = 0
- time = 15
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2900,0
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,100),10
- getpower = 0,0
- givepower = 20,20
- guardflag = H
- pausetime = 20,20
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-30
- hitsound = S230,3
- guardsound = S200,3
- envshake.time = 25
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 3
- x = 3
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 3
- y = -6
-
- [State 215, 4]
- type = veladd
- trigger1 = animelem = 3,>0
- y = .4
-
- [State 240, 5]
- type = ChangeState
- trigger1 = movehit = 1
- value = 3021
-
- [State 240, 5]
- type = ChangeState
- trigger1 = time>= 15
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 3030
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÅRéΦ2üj
- [Statedef 3021]
- type = A
- movetype = A
- physics = N
- anim = 3021
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,1]
- type = AfterImage
- trigger1 = time = 0
- time = 15
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,100),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- pausetime = 5,5
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-56
- hitsound = S230,0;3
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 215, 4]
- type = veladd
- trigger1 = time >= 0
- y = .1
-
- [State 240, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3022
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÅRéΦ3üj
- [Statedef 3022]
- type = A
- movetype = A
- physics = N
- anim = 3022
- poweradd = 0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,1]
- type = AfterImage
- trigger1 = time = 0
- time = 15
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 2600,2
- channel = 0
- volume = 30
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- persistent = 0
- ignorehitpause = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,100),10
- getpower = 0,0
- givepower = 20,20
- guardflag = L
- pausetime = 35,35
- guard.sparkno = 42
- sparkno = 3
- sparkxy = -10,-30
- hitsound = S230,6
- guardsound = S200,3
- envshake.time = 30
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4870,4170)
-
- [State 215, 4]
- type = veladd
- trigger1 = time >= 0
- y = .3
-
- [State 240, 5]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 3030
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÆàÆnüj
- [Statedef 3030]
- type = S
- movetype = I
- physics = S
- anim = 2930
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,1]
- type = AfterImage
- trigger1 = time = 0
- time = 1
-
- [State 215, 4]
- 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 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(Lv.3)
- [Statedef 3100]
- type = S
- movetype = A
- physics = S
- anim = 3100
- poweradd = -1000
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 46
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 3100,0;10000,0
- channel = 0
- volume = 100
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 12
- anim = F8140
- pos = 0,-50
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 12
- anim = F8130
- pos = 0,-50
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 10
- value = 2500,1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 10
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 14
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 10
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [10,39]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3110
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(â_âbâVâà)
- [Statedef 3110]
- type = S
- movetype = A
- physics = N
- anim = 3110
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 3200,0
- ;channel = 0
- volume = 0
-
- [State 1505, 3]
- type = posadd
- trigger1 = animelem = 1
- x = 15
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = time = 0
- value = SCA
- time = 3
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1100, 2
- volume = 60
-
- [State 1505, 3]
- type = VelSet
- trigger1 = FrontEdgeDist > 10
- trigger1 = animelem = 2
- x = 8
-
- [State 1100, 4]
- type = HitDef
- trigger1 = time <= 17
- trigger1 = movecontact = 0
- attr = S, HA
- animtype = Hard
- damage = 0,0
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-40
- pausetime = 1,1
- guard.pausetime = 12,12
- 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
- guard.cornerpush.veloff = 0
- p2facing = 1
- p1stateno = 3120
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = time = 17
- value = 3115
-
- [State 2210, 19]
- type = targetstate
- trigger1 = MoveGuarded = 1
- value = 4300
- ignorehitpause = 1
-
- [State 183, 3]
- type = EnvShake
- trigger1 = MoveGuarded = 1
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 15
-
- [State 1100, 8]
- type = ChangeState
- trigger1 = MoveGuarded = 1
- value = 42400
- ignorehitpause = 1
-
- ;------ Æ╩ÅφÆ@é½é┬é»é╖é╫éΦéΓéτéΩ - Æ╟îéòsë┬ ------
- [Statedef 42400]
- type = A
- movetype = H
- physics = N
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = HitShakeOver = 1
- value = 5100,0
- volume = 30
-
- [State 800, 1]
- type = HitBy
- trigger1 = 1
- value = SCA, HT
- time = 1
-
- [State 1280, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
- z = 0
-
- [State 1280, 2]
- type = ChangeAnim
- trigger1 = animexist(1234)
- Trigger1 = Time >= 0
- value = 1234
-
- [State 1280, 2]
- type = ChangeAnim
- trigger1 = !animexist(1234)
- Trigger1 = Time >= 0
- value = 5012
-
- [State 1280, 3]
- type = SelfState
- trigger1 = HitShakeOver = 1
- value = 4241
-
- [Statedef 3115]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3115
-
- [State 1505, 3]
- type = VelSet
- trigger1 = animelem = 1
- x = 8
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 183,2
- volume = 30
-
- [State 193, 7]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 181,1
- volume = 30
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 3
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 15
-
- [State 192, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 3120]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3120
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 2210, 19]
- type = targetstate
- trigger1 = Time = 0
- value = 3170
-
- [State 2210, 19]
- type = targetstate
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 19
- trigger3 = AnimElem = 42
- trigger4 = AnimElem = 52
- trigger5 = AnimElem = 69
- trigger6 = AnimElem = 78
- trigger7 = AnimElem = 108
- trigger8 = AnimElem = 118
- value = 3171
-
- [State 2210, 19]
- type = targetstate
- trigger1 = AnimElem = 12
- trigger2 = AnimElem = 26
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 62
- trigger5 = AnimElem = 85
- trigger6 = AnimElem = 92
- trigger7 = AnimElem = 99
- trigger8 = AnimElem = 128
- value = 3172
-
- [State 2210, 19]
- type = targetstate
- trigger1 = AnimElem = 138
- value = 3173
-
- [State 1105, 3]
- type = Velset
- trigger1 = time >= 0
- trigger1 = time <= 176
- x = 1.5
-
- [State 1105, 3]
- type = Velset
- trigger1 = P2Dist X <= 55
- trigger1 = time <= 176
- x = 0
-
- [State 1105, 3]
- type = TargetBind
- trigger1 = anim = 3120
- trigger1 = time <= 176
- Pos = 66,0
-
- [State 1105, 3]
- type = BindToTarget
- trigger1 = time = 0
- Pos = 66
- time = 1
-
- [State 1105, é¿éτé¿éτé¿éτüI]
- type = PlaySnd
- trigger1 = AnimElem = 95;2
- value = 1300,2
- volume = 30
-
- [State 1105, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 25
- trigger3 = AnimElem = 45
- trigger4 = AnimElem = 55
- trigger5 = AnimElem = 70
- value = 220,1
- volume = 30
-
- [State 1105, 3]
- type = PlaySnd
- trigger1 = AnimElem = 15
- trigger2 = AnimElem = 50
- trigger3 = AnimElem = 75
- value = 220,2
- volume = 30
-
- [State 1105, 3]
- type = PlaySnd
- trigger1 = AnimElem = 35
- trigger2 = AnimElem = 65
- trigger3 = AnimElem = 80
- value = 240,0
- volume = 30
-
- [State 1105, 3];Pï≤ÉUéΦë╣
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 62
- trigger5 = AnimElem = 69
- trigger6 = AnimElem = 78
- trigger7 = AnimElem = 99
- trigger8 = AnimElem = 128
- channel = 0
- value = 200,2
-
- [State 1105, 3];Kï≤ÉUéΦë╣
- type = PlaySnd
- trigger1 = AnimElem = 19
- trigger2 = AnimElem = 26
- trigger3 = AnimElem = 42
- trigger4 = AnimElem = 52
- trigger5 = AnimElem = 85
- trigger6 = AnimElem = 92
- trigger7 = AnimElem = 108
- trigger8 = AnimElem = 118
- trigger9 = AnimElem = 138
- channel = 0
- value = 210,1
-
- [State 1105, 3];ÄπPâqâbâgë╣
- type = PlaySnd
- trigger1 = AnimElem = 12
- trigger2 = AnimElem = 33
- trigger3 = AnimElem = 78
- trigger4 = AnimElem = 99
- value = 200,0
- channel = 20
-
- [State 1105, 3];ÄπKâqâbâgë╣
- type = PlaySnd
- trigger1 = AnimElem = 19
- trigger2 = AnimElem = 52
- trigger3 = AnimElem = 69
- trigger4 = AnimElem = 128
- trigger5 = AnimElem = 85
- value = 210,0
- channel = 20
-
- [State 1105, 3];ï¡Pâqâbâgë╣
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 62
- trigger3 = AnimElem = 69
- trigger4 = AnimElem = 128
- value = 200,0
- channel = 20
-
- [State 1105, 3];ï¡Kâqâbâgë╣
- type = PlaySnd
- trigger1 = AnimElem = 26
- trigger2 = AnimElem = 42
- trigger3 = AnimElem = 92
- trigger4 = AnimElem = 108
- trigger5 = AnimElem = 118
- value = 230,0
- channel = 20
-
- [State 1105, 3];é╙é┴é╞é╬é╡âqâbâgë╣
- type = PlaySnd
- trigger1 = AnimElem = 138
- value = 230,3
- channel = 20
-
- [State 1105, 3]
- type = TargetpowerAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 19
- trigger4 = AnimElem = 26
- trigger5 = AnimElem = 33
- trigger6 = AnimElem = 42
- trigger7 = AnimElem = 52
- trigger8 = AnimElem = 62
- trigger9 = AnimElem = 69
- trigger10 = AnimElem = 78
- trigger11 = AnimElem = 85
- trigger12 = AnimElem = 92
- trigger13 = AnimElem = 99
- trigger14 = AnimElem = 108
- trigger15 = AnimElem = 118
- trigger16 = AnimElem = 128
- trigger17 = AnimElem = 138
- value = 20
-
- [State 1105, 3]
- type = EnvColor
- trigger1 = AnimElem = 3,1
- trigger2 = AnimElem = 12,1
- trigger3 = AnimElem = 19,1
- trigger4 = AnimElem = 26,1
- trigger5 = AnimElem = 33,1
- trigger6 = AnimElem = 42,1
- trigger7 = AnimElem = 52,1
- trigger8 = AnimElem = 62,1
- trigger9 = AnimElem = 69,1
- trigger10 = AnimElem = 78,1
- trigger11 = AnimElem = 85,1
- trigger12 = AnimElem = 92,1
- trigger13 = AnimElem = 99,1
- trigger14 = AnimElem = 108,1
- trigger15 = AnimElem = 118,1
- trigger16 = AnimElem = 128,1
- trigger17 = AnimElem = 138,1
- value = 231,231,231
- under = 1
- time = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = AnimElem = 3,1
- trigger2 = AnimElem = 12,1
- trigger3 = AnimElem = 19,1
- trigger4 = AnimElem = 26,1
- trigger5 = AnimElem = 33,1
- trigger6 = AnimElem = 42,1
- trigger7 = AnimElem = 52,1
- trigger8 = AnimElem = 62,1
- trigger9 = AnimElem = 69,1
- trigger10 = AnimElem = 78,1
- trigger11 = AnimElem = 85,1
- trigger12 = AnimElem = 92,1
- trigger13 = AnimElem = 99,1
- trigger14 = AnimElem = 108,1
- trigger15 = AnimElem = 118,1
- trigger16 = AnimElem = 128,1
- trigger17 = AnimElem = 138,1
- flag = NoFG
- time = 1
- ignorehitpause = 1
-
- [State 1105, 3]
- type = HitAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 19
- trigger4 = AnimElem = 26
- trigger5 = AnimElem = 33
- trigger6 = AnimElem = 42
- trigger7 = AnimElem = 52
- trigger8 = AnimElem = 62
- trigger9 = AnimElem = 69
- trigger10 = AnimElem = 78
- trigger11 = AnimElem = 85
- trigger12 = AnimElem = 92
- trigger13 = AnimElem = 99
- trigger14 = AnimElem = 108
- trigger15 = AnimElem = 118
- trigger16 = AnimElem = 128
- trigger17 = AnimElem = 138
- value = 1
- ;----------
- ;
- ;----------
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 3
- trigger2 = Animelem = 96
- anim = F3
- pos = 40, -86
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 12
- trigger2 = AnimElem = 78
- anim = F3
- pos = 39, -66
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 19
- trigger2 = Animelem = 85
- anim = F3
- pos = 73,-84
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 26
- trigger2 = Animelem = 92
- anim = F3
- pos = 46, -17
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 33
- trigger2 = Animelem = 99
- anim = F3
- pos = 74, -99
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 42
- trigger2 = Animelem = 108
- anim = F3
- pos = 69, -70
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 52
- trigger2 = Animelem = 118
- anim = F3
- pos = 80, -50
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 62
- trigger2 = Animelem = 128
- anim = F3
- pos = 68, -55
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 3000,1]
- type = Explod
- trigger1 = Animelem = 138
- anim = F3
- pos = 61, -75
- sprpriority = 3
- supermove = 2
- Bindtime = 1
-
- [State 903, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 3
- value = -80
- kill = 0
-
- [State 903, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 12
- value = -40
- kill = 0
-
- [State 903, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 19
- value = -20
- kill = 0
-
- [State 903, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 26
- trigger2 = AnimElem = 33
- trigger3 = AnimElem = 42
- trigger4 = AnimElem = 52
- trigger5 = AnimElem = 62
- trigger6 = AnimElem = 69
- trigger7 = AnimElem = 78
- trigger8 = AnimElem = 85
- trigger9 = AnimElem = 92
- trigger10 = AnimElem = 99
- trigger11 = AnimElem = 108
- trigger12 = AnimElem = 118
- trigger13 = AnimElem = 128
- value = -10
- kill = 0
-
- [State 903, 11]
- type = TargetLifeAdd
- trigger1 = AnimElem = 138
- value = -10
- kill = 0
-
- [State 183, 3]
- type = EnvShake
- trigger1 = AnimElem = 138
- persistent = 0
- ignorehitpause = 1
- freq = 120
- ampl = 5
- phase = 120
- time = 15
-
- [State 1505, 3]
- type = VelSet
- trigger1 = animelem = 139
- x = 17
-
- [State 1105, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 3130
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâN(ë±éΦì₧é▌)
- [Statedef 3130]
- type = S
- movetype = A
- physics = S
- anim = 3130
- poweradd = 0
- ctrl = 0
- velset = 0,0
-
- [State 1105, 3]
- type = HitAdd
- trigger1 = Animelem = 1,>=0
- value = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 1200 ,AfterImage]
- type = AfterImage
- trigger1 = time = 0
- time = 15
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = Time >= 0
- trigger1 = Time <= 18
- value = 0
-
- [State 2200, 1]
- type = NotHitBy
- trigger1 = time = 0
- value = SCA
- time = -1
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1100, 2
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 3100,1
- channel = 0
- volume = 30
-
- [State 1505, 3]
- type = VelSet
- trigger1 = animelem = 1
- x = 17
-
- [State 2000, 5]
- type = Explod
- trigger1 = AnimElem = 6
- anim = F995
- sprpriority = 4
- postype = p1
- pos = 0,0
- bindtime = -1
- pausemovetime = -1
- ownpal = 1
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 6
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 20
-
- [State 2000, 2]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 950,0
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 34
- anim = F8140
- pos = -45,-20
- postype = p1
- sprpriority = 10
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 34
- anim = F8130
- pos = -45,-20
- postype = p1
- sprpriority = -10
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 32
- value = 2500,1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 32
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 36
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 32
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [32,61]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 3130, 1]
- type = Turn
- trigger1 = animelem = 6
- value = 0
-
- [State 1105, 3]
- type = changestate
- trigger1 = time = 72
- value = 3140
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÅRéΦüj
- [Statedef 3140]
- type = A
- movetype = A
- physics = N
- anim = 2920
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 1105, 3]
- type = HitAdd
- trigger1 = Animelem = 1,>=0
- trigger2 = Animelem = 7,<0
- value = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 2000, 3]
- type = NotHitBy
- trigger1 = time = 0
- value = SCA
- time = -1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2900,0
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = A, HA
- animtype = Hard
- damage = 100,10
- guardflag = L
- pausetime = 45,45
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-30
- hitsound = S230,6
- guardsound = S200,3
- envshake.time = 25
- envshake.freq = 150
- envshake.ampl = 5
- envshake.phase = 150
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4930,4250)
- ;p2stateno = ifelse(P2movetype = A,4870,4170)
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = MoveHit = 1
- flag = NoFG
- ignorehitpause = 1
- persistent = 0
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 2
- x = 3
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 2
- y = -3
-
- [State 215, 4]
- type = veladd
- trigger1 = time > 0
- y = .3
-
- [State 240, 5]
- type = ChangeState
- trigger1 = time>= 15
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 3150
-
- ;ÄjÅπì┼ï¡é╠âìü[âLâbâNüiÆàÆnüj
- [Statedef 3150]
- type = S
- movetype = I
- physics = S
- anim = 3150
- poweradd = 0
- velset = 0,0
- ctrl = 0
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 215, 4]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 2
- x = 10
-
- [State 215, 4]
- type = velset
- trigger1 = animelem = 4
- x = 0
-
- [State 435, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 435,0
-
- [State 2000, 3]
- type = NotHitBy
- trigger1 = animtime = 0
- value = SCA
- time = 1
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;P2éΓéτéΩ
- [Statedef 3170]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 1105, 3]
- type = SprPriority
- trigger1 = time = 0
- value = -5
-
- [State 1105, 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 1105, 3]
- type = velset
- trigger1 = animelem = 79
- x = 10
-
- [State 1105, 3]
- type = Changeanim2
- trigger1 = time = 0
- value = 3170
-
- [State 1105, 3]
- type = changestate
- trigger1 = animtime = 0
- value = 3180
-
- ;P2éΓéτéΩ
- [Statedef 3171]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 1105, 3]
- type = SprPriority
- trigger1 = time = 0
- value = -5
-
- [State 1105, 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 1105, 3]
- type = Changeanim2
- trigger1 = time = 0
- value = 3171
-
- ;P2éΓéτéΩ
- [Statedef 3172]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 1105, 3]
- type = SprPriority
- trigger1 = time = 0
- value = -5
-
- [State 1105, 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 1105, 3]
- type = Changeanim2
- trigger1 = time = 0
- value = 3172
-
- ;P2éΓéτéΩ
- [Statedef 3173]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 1000, 2]
- type = Width
- trigger1 = animelem = 3
- value = 0,15
-
- [State 1105, 3]
- type = SprPriority
- trigger1 = time = 0
- value = -5
-
- [State 1105, 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 1105, 3]
- type = Changeanim2
- trigger1 = time = 0
- value = 3173
-
- [State 1105, 3]
- type = Changeanim2
- trigger1 = time = 20
- value = 3174
-
- [State 1105, 3]
- type = Changestate
- trigger1 = anim = 3174
- trigger1 = animtime = 0
- value = 3180
-
- ;âsâêâèü@éΓéτéΩ
- [Statedef 3180]
- type = S
- movetype= H
- physics = S
- ctrl = 0
-
- [State 2000, 3]
- type = NotHitBy
- trigger1 = time = 0
- value = SCA
- time = 10
-
- [State 8140, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = animexist(5300)
- value = 5300
-
- [State 8140, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = !animexist(5300)
- value = 3180
-
- [State 8145, 4]
- type = SelfState
- trigger1 = Time = 78
- value = 5001
-
- [State 8145, 4]
- type = ChangeState
- trigger1 = Time = 78
- value = 5001
-
- ;---------------------------------------------------------------------------
- ; ë⌐ïαé╠â^âCâKü[âLâbâN
- [Statedef 3200]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- poweradd = ifelse(var(10) = 0,-1000,0)
- ctrl = 0
- anim = 3200
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 2]
- type = Width
- trigger1 = animelem = 2,>=0
- value = 15,0
- [State 1000, 2]
- type = Width
- trigger1 = animelem = 3,>=0
- value = 25,0
- [State 1000, 2]
- type = Width
- trigger1 = animelem = 4,>=0
- value = 35,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1500,0
- channel = 0
- volume = 30
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 34
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 2
- anim = F8120
- pos = 30,-50
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 2
- anim = F8110
- pos = 30,-50
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2500,0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [0,29]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 1500, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,200,140),10
- getpower = 0,0
- 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 = -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 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 3210
-
- ; ë⌐ïαé╠â^âCâKü[âLâbâN(ï≤Æå)
- [Statedef 3210]
- type = A
- movetype = A
- physics = N
- anim = 3210
- velset = 0,0
-
- [State 1000, 2]
- type = Width
- trigger1 = 1
- value = 0,0
-
- [State 1505, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1500,1
-
- [State 1505, 3]
- type = PosAdd
- trigger1 = Time = 0
- x = 30
-
- [State 1505, 3]
- type = velset
- trigger1 = time = 0
- y = -5
-
- [State 1505, 3]
- type = velset
- trigger1 = time = 0
- x = 25
-
- [State 1660, 4]
- type = VelMul
- trigger1 = Time > 0
- x = .87
-
- [State 1505, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 1500, 3]
- type = HitDef
- trigger1 = time = 1 || time = 2 || time = 4 || time = 6 || time = 7
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,20),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 6,6
- hitsound = -1;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,4835,4115)
-
- [State 1500, 3]
- type = HitDef
- trigger1 = time = 3 || time = 5
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,20),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 6,6
- hitsound = -1;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,4835,4115)
-
- [State 1500, 3]
- type = HitDef
- trigger1 = time = 8
- attr = A, HA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,20),10
- getpower = 0,0
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -10,-55
- pausetime = 12,12
- hitsound = -1;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,4830,4105)
-
- [State 2210, 2]
- type = PlaySnd
- trigger1 = MoveHit = 1
- value = S230,0
- channel = 30
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = time = 0 || time = 3 || time = 5 || time = 7 || time = 8
- trigger1 = MoveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveHit = 1
- trigger2 = time = 0 || time = 3 || time = 5 || time = 7 || time = 8
- ignorehitpause = 1
-
- [State 1505, 9]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 3220
-
- ; ë⌐ïαé╠â^âCâKü[âLâbâN(ÆàÆn)
- [Statedef 3220]
- type = S
- movetype = I
- physics = S
- anim = 3220
- velset = 0,0
-
- [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 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1510, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ë⌐ïαé╠â^âCâKü[âLâbâN(îêé▄é┴é╜é╚)
- [Statedef 3225]
- type = S
- movetype = I
- physics = S
- anim = 3225
- velset = 0,0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 3225,0
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = animelem = 8
- value = 3225,1
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1510, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;â_âuâïâTâCâNâìâô
- [Statedef 3800]
- type = S
- movetype = A
- physics = S
- anim = 3800
- poweradd = -1000
- velset = 0,0
- ctrl = 0
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1000, 1]
- type = PlaySnd
- trigger1 = time = 10
- value = 2200,1
- volume = 30
- [State 1000, 1]
- type = PlaySnd
- trigger1 = time = 40
- value = 2200,2
- volume = 30
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 11,2
- anim = 2010
- ontop = 0
- ownpal = 1
- postype = p1
- pos = 27,0
- ignorehitpause = 1
-
- [State 780, 1]
- type = Explod
- trigger1 = animelem = 11,2
- anim = 2010
- ontop = 1
- ownpal = 1
- postype = p1
- facing = -1
- pos = -30,0
- ignorehitpause = 1
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 12
- anim = F8140
- pos = 0,-60
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 12
- anim = F8130
- pos = 0,-60
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 10
- value = 2500,1
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 10
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 14
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 10
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [10,39]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 800, 1]
- type = NotHitBy
- trigger1 = animtime <= 0 - 45
- value = SCA
- time = 1
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = time >= 0
- value = 0
-
- [State 1100, 5]
- type = PlayerPush
- trigger1 = AnimElem = 50
- value = 1
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 12
- id = 3810
- stateno = 3810
- pausemovetime = 28
- ignorehitpause = 1
- pos = 20,0
-
- [State 3000, 1]
- type = helper
- trigger1 = AnimElem = 12
- id = 3820
- stateno = 3820
- pausemovetime = 28
- ignorehitpause = 1
- pos = -30,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 2000,2
- volume = 30
-
- [State 1700, 4]
- type = null;Projectile
- trigger1 = AnimElem = 12
- attr = S, HP
- projID = 3820
- projanim = 3820
- projhitanim = 2035
- projshadow = 68,68,68
- projremovetime = 66
- projsprpriority = -1
- projmiSStime = 4
- projhitS = 15
- offset = 20,-2
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,25,25),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,2
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = -1
- p2facing = 1
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 13
- envshake.time = 20
- envshake.freq = 100
- envshake.ampl = 6
- envshake.phase = 100
- p2stateno = ifelse(var(40) = 1,3855,3850)
-
- [State 1700, 4]
- type = null;Projectile
- trigger1 = AnimElem = 12
- attr = S, HP
- projID = 3820
- projanim = 3821
- projhitanim = 2036
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 4
- projhitS = 15
- offset = -30,-2
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,25,25),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 0,2
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = -1
- p2facing = -1
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- envshake.time = 20
- envshake.freq = 100
- envshake.ampl = 6
- envshake.phase = 100
- p2stateno = ifelse(var(40) = 1,3855,3850)
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = ProjHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Projguarded = 1
- value = S200,3
- ignorehitpause = 1
- channel = 3
-
- [State 2100, 3]
- type = Explod
- trigger1 = ProjHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 2100, 3]
- type = Explod
- trigger1 = Projguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
-
- [State 3010, 1]
- type = null;BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = ProjHit3820 = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 2355, 10]
- type = AssertSpecial
- trigger1 = ProjHit3820 = 1
- flag = NoFG
- ignorehitpause = 1
-
- [State 105, 2]
- type = Turn
- trigger1 = (var(20)!=0) && (animtime = 0)
- trigger1 = p2dist X < 0
-
- [State 240, 23]
- type = ChangeState
- trigger1 = (var(20)!=0) && (animtime = 0)
- value = var(20)
- ctrl = 0
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;â_âuâïâTâCâNâìâôé╠âXâNâèâàü[A
- [Statedef 3810]
- type = S
- movetype = A
- physics = N
- anim = 3820
- poweradd = 0
- velset = 0,0
- ctrl = 0
- sprpriority = -2
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 1
- attr = S, HP
- projID = 2031
- projanim = 2031
- projhitanim = 10000
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 8
- projhitS = 9
- offset = 0,0
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,50,20),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 6,6
- guard.pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2stateno = 3851 || p2statetype != A && p2movetype = H || p2statetype != A || p2statetype = A && !p2movetype = H
- triggerall = HitCount <= 15
- triggerall = ((Time + 0) % 4) = 0
- trigger1 = time = [0,66]
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,50,25),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -15,-80
- guardflag = M
- pausetime = 0,2
- p2facing = 1
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 15.5
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- envshake.time = 20
- envshake.freq = 100
- envshake.ampl = 6
- envshake.phase = 100
- p2stateno = ifelse(var(40) = 1,3855,3850)
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = moveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveContact = 1
- ignorehitpause = 1
-
- [State end]
- type = Changeanim
- trigger1 = time = 66
- value = 2035
-
- [State end]
- type = destroyself
- trigger1 = time = 100
-
- ;â_âuâïâTâCâNâìâôé╠âXâNâèâàü[B
- [Statedef 3820]
- type = S
- movetype = A
- physics = N
- anim = 3821
- poweradd = 0
- velset = 0,0
- ctrl = 0
- sprpriority = 5
-
- [State 1700, 4]
- type = Projectile
- trigger1 = AnimElem = 1
- attr = S, HP
- projID = 2031
- projanim = 2031
- projhitanim = 10000
- projshadow = 68,68,68
- projremovetime = 66
- projmiSStime = 8
- projhitS = 9
- offset = 0,0
- guardflag = M
- hitflag = MAF
- velocity = 0
- damage = ifelse(P2movetype = A,50,30),10
- getpower = 0,0
- givepower = 20,20
- animtype = Hard
- guardflag = M
- pausetime = 6,6
- guard.pausetime = 0,12
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 20,-110
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4825,4080)
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2stateno = 3851 || p2statetype != A && p2movetype = H || p2statetype != A || p2statetype = A && !p2movetype = H
- triggerall = HitCount <= 15
- triggerall = ((Time + 0) % 4) = 0
- trigger1 = time = [0,66]
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,50,25),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- p2facing = -1
- sparkno = -1
- guard.sparkno = -1
- sparkxy = -15,-80
- guardflag = M
- pausetime = 0,2
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = -15.5
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- envshake.time = 20
- envshake.freq = 100
- envshake.ampl = 6
- envshake.phase = 100
- p2stateno = ifelse(var(40) = 1,3855,3850)
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveHit = 1
- anim = F3
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2100, 3]
- type = Explod
- trigger1 = moveguarded = 1
- anim = F42
- pos = -15,-60
- postype = p2
- sprpriority = 10
- supermove = 1
- bindtime = 1
- facing = -1
- ignorehitpause = 1
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = moveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveContact = 1
- ignorehitpause = 1
-
- [State end]
- type = Changeanim
- trigger1 = time = 66
- value = 2036
-
- [State end]
- type = destroyself
- trigger1 = time = 100
-
- ;------ Æ╩Åφéñé┬é╘é╣é½éΦéαé▌éΓéτéΩ - Æ╟îéòsë┬ ------
- [Statedef 3850]
- type = A
- movetype = H
- physics = N
-
- [State 9280, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
- z = 0
-
- [State 9280, 2]
- type = ChangeAnim2
- Trigger1 = Time >= 0
- value = 2760
-
- [State 9280, 3]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 3851
-
- ;--------------------------
- [Statedef 3851]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- [State 800, 1]
- type = HitBy
- trigger1 = time >= 30
- value = SCA, ST
- time = 1
-
- [State 8[State 0, 0]
- type = VelSet
- trigger1 = Time = 0
- x = 15
- y = -10
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time < 1
- y = .9
-
- [State 1281, 1]
- type = VelAdd
- trigger1 = Time > 5
- y = .5
-
- [State 2160, 33]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F63
- sprpriority = -10
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 2160, 34]
- type = Explod
- trigger1 = Vel Y > 0 && Pos Y >= 0
- anim = F62
- sprpriority = 10
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 183, 3]
- type = EnvShake
- trigger1 = Pos Y >= 0 && Vel Y > 0
- persistent = 0
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 17
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = Vel Y > 0 && Pos Y >= -10
- value = 5050
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = AnimExist(5061)
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5061
-
- [State 8145, 2]
- type = ChangeAnim
- trigger1 = !AnimExist(5061)
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5050
-
- [State 8145, 4]
- type = SelfState
- trigger1 = Pos Y >= 0 && Vel Y > 0
- value = 5100
-
- ;------ Æ╩Åφéñé┬é╘é╣é½éΦéαé▌éΓéτéΩ - Æ╟îéòsë┬ ------
- [Statedef 3855]
- type = A
- movetype = H
- physics = N
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = time = 0
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 123, 4]
- type = Explod
- trigger1 = time = 0 && var(13) = 2 && var(11) = 0
- trigger1 = NumExplod(1) = 0
- id = 2000
- anim = F2000
- pos = 32,207
- postype = Left
- ontop = 1
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 123, 4]
- type = Explod
- trigger1 = time = 0 && var(13) = 1 && var(11) = 0
- trigger1 = NumExplod(1) = 0
- id = 2000
- anim = F2000
- pos = 214,207
- postype = Left
- ontop = 1
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 9280, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
- z = 0
-
- [State 9280, 2]
- type = ChangeAnim2
- Trigger1 = Time >= 0
- value = 2760
-
- [State 9280, 3]
- type = ChangeState
- trigger1 = HitShakeOver = 1
- value = 3851
-
-
- ;---------------------------------------------------------------------------
- ;æûô╦
- [Statedef 3900]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- poweradd = ifelse(var(10) = 0,-1000,0)
- ctrl = 0
- anim = 3900
-
- [State 2000, 7]
- type = poweradd
- trigger1 = var(31) = 1 && time = 0
- value = -1000
-
- [State 3000, PALFX]
- type = PalFX
- triggerall = timemod = 2,0 && time <= 14
- trigger1 = prevstateno = 1310
- trigger2 = prevstateno = 1500
- trigger3 = prevstateno = 1520
- trigger4 = prevstateno = 3200
- ignorehitpause = 1
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 2000, 7]
- type = VarSet
- trigger1 = time = 1
- var(10) = 0
-
- [State -2, 12]
- type = Explod
- trigger1 = time = 0 && var(10) != 0
- 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 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 34
-
- [State 2200, 6]
- type = Explod
- trigger1 = Time = 2
- anim = F8120
- pos = -10,-40
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = -1
- ID = 200
-
- [State 2200, 7]
- type = Explod
- trigger1 = Time = 2
- anim = F8110
- pos = -10,-40
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ID = 200
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2500,0
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = Time = 0
- time = 4
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 1300, 5]
- type = Envcolor
- trigger1 = Time = 4
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 26
- under = 1
- supermove = 1
-
- [State 2420,5]
- type = SuperPause
- trigger1 = Time = 0
- time = 30
- anim = -1
- p2defmul = 1
- movetime = 30
- darken = 0
-
- [State 3500, 13]
- type = AssertSpecial
- trigger1 = Time = [0,29]
- flag = Nofg
- flag1 = noshadow
- ignorehitpause = 1
-
- [State 2000, 7]
- type = posadd
- trigger1 = AnimElem = 7
- x = 10
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 3100,0
- channel = 0
- volume = 30
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 11500,0
- channel = 0
- volume = 30
-
- [State 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 3910
-
- ;------------------------
- [Statedef 3910]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- anim = 3910
- ctrl = 0
- velset = 0,0,0
-
- [State 2000, 7]
- type = posadd
- trigger1 = time = 0
- x = 15
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2statetype != A
- trigger1 = time >= 6
- trigger1 = ((Time + 0) % 12) = 0
- trigger2 = time = 3
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,10,20),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- ;p2facing = -1
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 2,1
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- ;envshake.time = 20
- ;envshake.freq = 100
- ;envshake.ampl = 6
- ;envshake.phase = 100
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4280)))
-
- [State 1300, 3]
- type = HitDef
- triggerall = p2statetype = A
- trigger1 = time >= 6
- trigger1 = ((Time + 0) % 12) = 0
- trigger2 = time = 3
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,10,20),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- ;p2facing = -1
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 2,1
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- ;envshake.time = 20
- ;envshake.freq = 100
- ;envshake.ampl = 6
- ;envshake.phase = 100
- p2stateno = 4140
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- ignorehitpause = 1
- channel = 3
-
- [State 2060, 12]
- type = EnvColor
- trigger1 = moveHit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
-
- [State 114, 10]
- type = MoveHitReset
- trigger1 = MoveContact = 1
- ignorehitpause = 1
-
- [State 100, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 100,0
- channel = 11
- loop = 1
-
- [State 100, 1]
- type = VelSet
- trigger1 = Time > 3
- x = 8
-
- [State 410, 4]
- type = ChangeState
- trigger1 = frontedgedist <= 30
- trigger1 = time >= 2
- value = 3920
-
- ;------ âKü[âhâNâëâbâVâà ------
- [Statedef 3920]
- type = S
- movetype= A
- physics = S
- anim = 3920
- velset = 0,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 183,2
- channel = 0
- volume = 30
-
- [State 1300, 3]
- type = HitDef
- trigger1 = time = 0
- attr = S, HP
- animtype = Hard
- damage = ifelse(P2movetype = A,10,20),10
- getpower = 0,0
- givepower = 20,20
- hitflag = MAF
- ;p2facing = -1
- sparkno = 2
- guard.sparkno = 42
- sparkxy = -15,-80
- guardflag = M
- pausetime = 12,12
- hitsound = -1
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 30
- ground.hittime = 30
- ground.velocity = 0
- guard.hittime = 30
- guard.velocity = 0
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- p2stateno = 4355
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = moveHit = 1
- value = S230,3
- persistent = 0
- ignorehitpause = 1
- channel = 3
-
- [State 2210, 19]
- type = targetstate
- trigger1 = MoveGuarded = 1
- value = 4300
- ignorehitpause = 1
- persistent = 0
-
- [State 183, 3]
- type = EnvShake
- trigger1 = time =0
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 15
-
- [State 2000, 15]
- type = EnvColor
- trigger1 = movehit = 1
- time = 1
- value = 255,255,255
- under = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 9000, 7]
- type = velset
- trigger1 = time = 2
- x = -15.5
-
- [State 9000, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------ â^âCâvâ`âFâôâW ------
- [Statedef 3700]
- type = S
- movetype = I
- physics = S
- anim = 3700
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 2000, 8]
- type = VarSet
- trigger1 = Time = 0
- var(12) = 1
- [State 2000, 8]
- type = VarSet
- trigger1 = Time = 0
- var(16) = 600
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3100,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ â^âCâvâ`âFâôâW ------
- [Statedef 3710]
- type = S
- movetype = I
- physics = S
- anim = 3700
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 2000, 8]
- type = VarSet
- trigger1 = Time = 0
- var(12) = 0
- [State 2000, 8]
- type = VarSet
- trigger1 = Time = 0
- var(16) = 600
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2500,0
-
- [State 1000, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 181,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-